fix: changed visibility of message vars to public
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@ -8,20 +8,20 @@ package uulm.teamname.marvelous.gamelibrary.messages;
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public class BasicMessage {
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/** The messageType describes the type of message that might be sent */
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MessageType messageType;
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public MessageType messageType;
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/** I have no idea what this might be used for, even less the boolean in the answer */
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String optionals;
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public String optionals;
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/**
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* <b>Exists only in a HelloClient message.</b>
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* Describes whether the user was in a running game before reconnecting.
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*/
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boolean runningGame;
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public Boolean runningGame;
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/**
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* <b>Exists only in GameAssignment and GeneralAssignment messages.</b>
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* Used for notifying the player of which party they have been assigned to
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*/
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String gameID;
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public String gameID;
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}
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@ -6,5 +6,5 @@ public class CharacterSelectionMessage extends BasicMessage {
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* Boolean array that conveys information about what characters (6)
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* of the given characters (12) have been selected
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*/
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Boolean[] characters;
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public Boolean[] characters;
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}
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@ -3,5 +3,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
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public class ConfirmSelectionMessage extends BasicMessage {
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/** Whether the other player is also done with the selection already */
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Boolean selectionComplete;
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public Boolean selectionComplete;
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}
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@ -3,8 +3,8 @@ package uulm.teamname.marvelous.gamelibrary.messages;
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public class ErrorMessage extends BasicMessage{
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/** Some message telling the client what went wrong */
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String message;
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public String message;
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/** The type of the error that happened */
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int type;
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public int type;
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}
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@ -5,8 +5,8 @@ import uulm.teamname.marvelous.gamelibrary.config.CharacterConfig;
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public class GameAssignmentMessage extends BasicMessage {
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/** The ID of the game that the client is connected to. What this is used for is kind of unknown. */
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String gameID;
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public String gameID;
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/** The characters the player can choose from */
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CharacterConfig[] characterSelection;
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public CharacterConfig[] characterSelection;
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}
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@ -12,26 +12,26 @@ import java.util.stream.Stream;
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public class GameStructureMessage extends BasicMessage {
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// TODO: ADD ENUM FOR THIS
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String assignment;
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public String assignment;
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/** The name of the first player */
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String playerOneName;
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public String playerOneName;
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/** The name of the second player */
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String playerTwoName;
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public String playerTwoName;
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/** The characters that the first player has chosen (and is therefore playing with in this match) */
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CharacterProperties[] playerOneCharacters;
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public CharacterProperties[] playerOneCharacters;
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/** The characters that the second player has chosen (and is therefore playing with in this match) */
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CharacterProperties[] playerTwoCharacters;
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public CharacterProperties[] playerTwoCharacters;
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/** The {@link PartyConfig Party Configuration} of the current match */
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PartyConfig matchconfig;
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public PartyConfig matchconfig;
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/** The {@link ScenarioConfig Scenario Configuration} of the current scenario */
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ScenarioConfig scenarioconfig;
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public ScenarioConfig scenarioconfig;
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@JsonIgnore public CharacterConfig getCharacterConfig() {
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CharacterConfig characterConfig = new CharacterConfig();
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@ -3,5 +3,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
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public class GeneralAssignmentMessage extends BasicMessage {
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/** The ID of the game that the client is connected to. What this is used for is kind of unknown. */
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String gameID;
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public String gameID;
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}
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@ -3,5 +3,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
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public class GoodbyeClientMessage extends BasicMessage {
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/** A message sent to the client on disconnect */
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String message;
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public String message;
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}
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@ -2,5 +2,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
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public class HelloClientMessage extends BasicMessage {
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/** Whether there is a running game that the player disconnected from */
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Boolean runningGame;
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public Boolean runningGame;
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}
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@ -3,8 +3,8 @@ package uulm.teamname.marvelous.gamelibrary.messages;
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public class HelloServerMessage extends BasicMessage{
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/** User-chosen name, basically a PlayerName */
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String name;
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public String name;
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/** Device ID sent by the Client, might be anything, but used together with name to uniquely identify the client */
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String deviceID;
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public String deviceID;
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}
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@ -3,8 +3,8 @@ package uulm.teamname.marvelous.gamelibrary.messages;
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public class PlayerReadyMessage extends BasicMessage {
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/** Whether the client wants to start the game. If this is false, the client gets disconnected. */
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Boolean startGame;
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public Boolean startGame;
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/** The {@link RoleEnum Role} the client wants to take */
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RoleEnum role;
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public RoleEnum role;
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}
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@ -3,5 +3,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
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public class ReconnectMessage {
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/** Whether the client wants to reconnect to the previously running game */
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Boolean reconnect;
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public Boolean reconnect;
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}
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