fix: stop making duplicate properties which are difficult to access
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@ -1,13 +1,9 @@
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package uulm.teamname.marvelous.gamelibrary.messages;
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import jakarta.validation.constraints.NotEmpty;
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import jakarta.validation.constraints.NotNull;
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public class ErrorMessage extends BasicMessage{
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public final MessageType messageType = MessageType.ERROR;
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/** Some message telling the client what went wrong */
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@NotNull
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public String message = "No message given";
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@ -15,4 +11,8 @@ public class ErrorMessage extends BasicMessage{
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/** The type of the error that happened */
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@NotNull
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public int type = 0;
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public ErrorMessage() {
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messageType = MessageType.ERROR;
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}
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}
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@ -9,8 +9,6 @@ import java.util.Arrays;
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public class CharacterSelectionMessage extends BasicMessage {
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public final MessageType messageType = MessageType.CHARACTER_SELECTION;
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/**
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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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@ -19,6 +17,10 @@ public class CharacterSelectionMessage extends BasicMessage {
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@Size(min = 12, max = 12, message = "doesn't have twelve elements")
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public Boolean[] characters;
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public CharacterSelectionMessage() {
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messageType = MessageType.CHARACTER_SELECTION;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -4,12 +4,8 @@ import jakarta.validation.constraints.NotEmpty;
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import uulm.teamname.marvelous.gamelibrary.messages.BasicMessage;
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import uulm.teamname.marvelous.gamelibrary.messages.MessageType;
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import jakarta.validation.constraints.NotNull;
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public class HelloServerMessage extends BasicMessage {
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public final MessageType messageType = MessageType.HELLO_SERVER;
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/** User-chosen name, basically a PlayerName */
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@NotEmpty
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public String name;
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@ -17,4 +13,8 @@ public class HelloServerMessage extends BasicMessage {
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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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@NotEmpty
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public String deviceID;
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public HelloServerMessage() {
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messageType = MessageType.HELLO_SERVER;
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}
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}
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@ -8,8 +8,6 @@ import jakarta.validation.constraints.NotNull;
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public class PlayerReadyMessage extends BasicMessage {
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public final MessageType messageType = MessageType.PLAYER_READY;
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/** Whether the client wants to start the game. If this is false, the client gets disconnected. */
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@NotNull
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public Boolean startGame;
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@ -17,4 +15,8 @@ public class PlayerReadyMessage extends BasicMessage {
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/** The {@link RoleEnum Role} the client wants to take */
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@NotNull
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public RoleEnum role;
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public PlayerReadyMessage() {
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messageType = MessageType.PLAYER_READY;
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}
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}
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@ -7,9 +7,11 @@ import jakarta.validation.constraints.NotNull;
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public class ReconnectMessage extends BasicMessage {
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public final MessageType messageType = MessageType.RECONNECT;
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/** Whether the client wants to reconnect to the previously running game */
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@NotNull
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public Boolean reconnect;
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public ReconnectMessage() {
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messageType = MessageType.RECONNECT;
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}
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}
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@ -15,8 +15,6 @@ import java.util.Objects;
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/** Represents a message sent between client and server and contains all possible data. */
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public class RequestMessage extends BasicMessage {
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public final MessageType messageType = MessageType.REQUESTS;
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/** The list of {@link Event Events} sent inside the message. */
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@NotNull(message = "No Requests found")
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@NotEmpty(message = "No Requests found")
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@ -28,6 +26,10 @@ public class RequestMessage extends BasicMessage {
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/** The decoded contents of the custom content sent. */
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public HashMap<String, Object> customContent;
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public RequestMessage() {
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messageType = MessageType.REQUESTS;
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}
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@Override @JsonIgnore
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -8,12 +8,14 @@ import java.util.Objects;
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public class ConfirmSelectionMessage extends BasicMessage {
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public final MessageType messageType = MessageType.CONFIRM_SELECTION;
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/** Whether the other player is also done with the selection already */
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@NotNull
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public Boolean selectionComplete;
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public ConfirmSelectionMessage() {
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messageType = MessageType.CONFIRM_SELECTION;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -15,8 +15,6 @@ import java.util.Objects;
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// @JsonDeserialize(using = EventMessageDeserializer.class)
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public class EventMessage extends BasicMessage {
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public final MessageType messageType = MessageType.EVENTS;
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/** The list of {@link Event Events} sent inside the message. */
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@NotNull(message = "No events found")
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@NotEmpty(message = "No events found")
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@ -28,6 +26,10 @@ public class EventMessage extends BasicMessage {
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/** The decoded contents of the custom content sent. */
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public HashMap<String, Object> customContent;
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public EventMessage() {
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messageType = MessageType.EVENTS;
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}
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@Override @JsonIgnore
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -13,8 +13,6 @@ import java.util.Objects;
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// @JsonDeserialize(using = GameAssignmentDeserializer.class)
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public class GameAssignmentMessage extends BasicMessage {
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public final MessageType messageType = MessageType.GAME_ASSIGNMENT;
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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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@NotEmpty
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public String gameID;
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@ -24,6 +22,10 @@ public class GameAssignmentMessage extends BasicMessage {
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@Size(min = 12, max = 12, message = "Character Selection doesn't have 12 booleans")
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public CharacterProperties[] characterSelection;
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public GameAssignmentMessage() {
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messageType = MessageType.GAME_ASSIGNMENT;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -28,8 +28,6 @@ import java.util.stream.Stream;
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"matchconfig"})
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public class GameStructureMessage extends BasicMessage {
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public final MessageType messageType = MessageType.GAME_STRUCTURE;
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/** The role the client has been assigned to */
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@NotNull
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public ParticipantType assignment;
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@ -63,6 +61,10 @@ public class GameStructureMessage extends BasicMessage {
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@Valid
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public ScenarioConfig scenarioconfig;
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public GameStructureMessage() {
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messageType = MessageType.GAME_STRUCTURE;
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}
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@JsonIgnore public CharacterConfig getCharacterConfig() {
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CharacterConfig characterConfig = new CharacterConfig();
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characterConfig.characters = Stream
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@ -9,13 +9,15 @@ import java.util.Objects;
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public class GeneralAssignmentMessage extends BasicMessage {
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public final MessageType messageType = MessageType.GENERAL_ASSIGNMENT;
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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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@NotNull
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@NotEmpty
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public String gameID;
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public GeneralAssignmentMessage() {
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messageType = MessageType.GENERAL_ASSIGNMENT;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -8,9 +8,11 @@ import jakarta.validation.constraints.NotNull;
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public class GoodbyeClientMessage extends BasicMessage {
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public final MessageType messageType = MessageType.GOODBYE_CLIENT;
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/** A message sent to the client on disconnect */
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@NotEmpty
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public String message = "You got disconnected.";
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public GoodbyeClientMessage() {
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messageType = MessageType.GOODBYE_CLIENT;
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}
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}
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@ -7,9 +7,11 @@ import jakarta.validation.constraints.NotNull;
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public class HelloClientMessage extends BasicMessage {
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public final MessageType messageType = MessageType.HELLO_CLIENT;
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/** Whether there is a running game that the player disconnected from */
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@NotNull
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public Boolean runningGame;
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public HelloClientMessage() {
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messageType = MessageType.HELLO_CLIENT;
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}
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}
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