fix: changed visibility of message vars to public

This commit is contained in:
Yannik Bretschneider 2021-06-03 16:20:23 +02:00
parent 3daef53f21
commit 00fd033b61
12 changed files with 25 additions and 25 deletions

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@ -8,20 +8,20 @@ package uulm.teamname.marvelous.gamelibrary.messages;
public class BasicMessage {
/** The messageType describes the type of message that might be sent */
MessageType messageType;
public MessageType messageType;
/** I have no idea what this might be used for, even less the boolean in the answer */
String optionals;
public String optionals;
/**
* <b>Exists only in a HelloClient message.</b>
* Describes whether the user was in a running game before reconnecting.
*/
boolean runningGame;
public Boolean runningGame;
/**
* <b>Exists only in GameAssignment and GeneralAssignment messages.</b>
* Used for notifying the player of which party they have been assigned to
*/
String gameID;
public String gameID;
}

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@ -6,5 +6,5 @@ public class CharacterSelectionMessage extends BasicMessage {
* Boolean array that conveys information about what characters (6)
* of the given characters (12) have been selected
*/
Boolean[] characters;
public Boolean[] characters;
}

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@ -3,5 +3,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
public class ConfirmSelectionMessage extends BasicMessage {
/** Whether the other player is also done with the selection already */
Boolean selectionComplete;
public Boolean selectionComplete;
}

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@ -3,8 +3,8 @@ package uulm.teamname.marvelous.gamelibrary.messages;
public class ErrorMessage extends BasicMessage{
/** Some message telling the client what went wrong */
String message;
public String message;
/** The type of the error that happened */
int type;
public int type;
}

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@ -5,8 +5,8 @@ import uulm.teamname.marvelous.gamelibrary.config.CharacterConfig;
public class GameAssignmentMessage extends BasicMessage {
/** The ID of the game that the client is connected to. What this is used for is kind of unknown. */
String gameID;
public String gameID;
/** The characters the player can choose from */
CharacterConfig[] characterSelection;
public CharacterConfig[] characterSelection;
}

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@ -12,26 +12,26 @@ import java.util.stream.Stream;
public class GameStructureMessage extends BasicMessage {
// TODO: ADD ENUM FOR THIS
String assignment;
public String assignment;
/** The name of the first player */
String playerOneName;
public String playerOneName;
/** The name of the second player */
String playerTwoName;
public String playerTwoName;
/** The characters that the first player has chosen (and is therefore playing with in this match) */
CharacterProperties[] playerOneCharacters;
public CharacterProperties[] playerOneCharacters;
/** The characters that the second player has chosen (and is therefore playing with in this match) */
CharacterProperties[] playerTwoCharacters;
public CharacterProperties[] playerTwoCharacters;
/** The {@link PartyConfig Party Configuration} of the current match */
PartyConfig matchconfig;
public PartyConfig matchconfig;
/** The {@link ScenarioConfig Scenario Configuration} of the current scenario */
ScenarioConfig scenarioconfig;
public ScenarioConfig scenarioconfig;
@JsonIgnore public CharacterConfig getCharacterConfig() {
CharacterConfig characterConfig = new CharacterConfig();

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@ -3,5 +3,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
public class GeneralAssignmentMessage extends BasicMessage {
/** The ID of the game that the client is connected to. What this is used for is kind of unknown. */
String gameID;
public String gameID;
}

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@ -3,5 +3,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
public class GoodbyeClientMessage extends BasicMessage {
/** A message sent to the client on disconnect */
String message;
public String message;
}

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@ -2,5 +2,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
public class HelloClientMessage extends BasicMessage {
/** Whether there is a running game that the player disconnected from */
Boolean runningGame;
public Boolean runningGame;
}

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@ -3,8 +3,8 @@ package uulm.teamname.marvelous.gamelibrary.messages;
public class HelloServerMessage extends BasicMessage{
/** User-chosen name, basically a PlayerName */
String name;
public String name;
/** Device ID sent by the Client, might be anything, but used together with name to uniquely identify the client */
String deviceID;
public String deviceID;
}

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@ -3,8 +3,8 @@ package uulm.teamname.marvelous.gamelibrary.messages;
public class PlayerReadyMessage extends BasicMessage {
/** Whether the client wants to start the game. If this is false, the client gets disconnected. */
Boolean startGame;
public Boolean startGame;
/** The {@link RoleEnum Role} the client wants to take */
RoleEnum role;
public RoleEnum role;
}

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@ -3,5 +3,5 @@ package uulm.teamname.marvelous.gamelibrary.messages;
public class ReconnectMessage {
/** Whether the client wants to reconnect to the previously running game */
Boolean reconnect;
public Boolean reconnect;
}