feat: partially implemented GameAssignment
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7ce16fd81f
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@ -12,32 +12,29 @@ public class MarvelousServer extends WebSocketServer {
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@Override
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public void onOpen(WebSocket conn, ClientHandshake handshake) {
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Logger.info("New client connected. Adding new User.");
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userManager.connectUser(conn, handshake);
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// TODO: Send messages to UserManager, which then packages that stuff and sends it further
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userManager.connectUser(conn);
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}
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@Override
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public void onClose(WebSocket conn, int code, String reason, boolean remote) {
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Logger.info("Client disconnected");
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userManager.disconnectUser(conn, remote);
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// TODO: Send messages to UserManager, which then removes the user and such
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}
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@Override
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public void onMessage(WebSocket conn, String message) {
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Logger.debug("Message received: {}", message);
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userManager.messageReceived(conn, message);
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// TODO: Send messages to UserManager, which then packages them and sends them further
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}
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@Override
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public void onError(WebSocket conn, Exception ex) {
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// TODO: Send errors to UserManager, which then answers with even more errors
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Logger.warn("WebSocket-Error occurred: {}", ex.getMessage());
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}
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@Override
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public void onStart() {
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// TODO: Get the UserManager, and tell it that this thing is active
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Logger.info("MarvelousServer started on Address {}", this.getAddress().toString());
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}
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private final UserManager userManager;
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@ -1,9 +1,8 @@
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package uulm.teamname.marvelous.server.netconnector;
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import org.java_websocket.handshake.ClientHandshake;
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import org.tinylog.Logger;
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import uulm.teamname.marvelous.gamelibrary.json.JSON;
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import uulm.teamname.marvelous.gamelibrary.messages.BasicMessage;
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import uulm.teamname.marvelous.gamelibrary.json.ValidationUtility;
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import uulm.teamname.marvelous.gamelibrary.messages.ErrorMessage;
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import uulm.teamname.marvelous.gamelibrary.messages.client.*;
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import uulm.teamname.marvelous.server.lobbymanager.Participant;
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@ -12,13 +11,17 @@ import org.java_websocket.WebSocket;
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import java.util.*;
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/** Class that manages users. It is meant as an extension to the {@link MarvelousServer} class, and should not be called
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* from anywhere else. This is the first place where messages are relayed to after they get received. This class is
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* responsible for handshakes, reconnects and WebSocket-to-Participant matching. <b>It is not thread-safe.</b>
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*/
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public class UserManager {
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/** A set of users that aren't assigned to lobbies or character selection yet */
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private final HashSet<WebSocket> newUsers;
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/** A set of users that can reconnect if they wish to do so, and their matching Participants */
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private final HashMap<WebSocket, Participant> readyToReconnect;
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private final HashMap<WebSocket, SUID> readyToReconnect;
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/** A set of users that only have to send the
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* {@link uulm.teamname.marvelous.gamelibrary.messages.client.PlayerReadyMessage} to be assigned
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@ -49,24 +52,51 @@ public class UserManager {
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}
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/** Called on a new WebSocket connection. Places the WebSocket and its ResourceDescriptor in a HashMap. */
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public void connectUser(WebSocket conn, ClientHandshake handshake) {
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synchronized (newUsers) {
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newUsers.add(conn);
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}
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public void connectUser(WebSocket conn) {
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newUsers.add(conn);
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}
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/**
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* Called on any received messages. The method checks the message for validity, and then relays it
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* accordingly. {@link HelloServerMessage HelloServerMessages} and {@link ReconnectMessage ReconnectMessages}
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* are handled in this component, whereby a handshake or reconnect is performed, respectively.
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* @param conn is the {@link WebSocket} that sent the message
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* @param message is the {@link String} sent by the connection
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*/
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public void messageReceived(WebSocket conn, String message) {
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// TODO: Implement more than only a basic handshake
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Logger.trace("Parsing message...");
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var parsedMessageOptional = json.parse(message);
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if (parsedMessageOptional.isEmpty()) {
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Logger.debug("Invalid message '{}' received, sending error", message);
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Logger.debug("Message '{}' was invalid, sending error", message);
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sendError(conn, "Message could not be parsed");
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} else {
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var parsedMessage = parsedMessageOptional.get();
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if (parsedMessage instanceof HelloServerMessage)
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handshake(conn, (HelloServerMessage) parsedMessage);
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Logger.trace("Validating message...");
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var violations = ValidationUtility.validate(parsedMessage);
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if (violations.isPresent()) {
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Logger.debug("Message '{}' was invalid: {}, sending error", message, violations.get());
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sendError(conn, violations.get());
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} else {
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Logger.trace("Message was valid. Checking type of message...");
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if (parsedMessage instanceof HelloServerMessage) {
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Logger.trace("Message is instanceof HelloServerMessage, initiating handshake");
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handshake(conn, (HelloServerMessage) parsedMessage);
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} else if (parsedMessage instanceof ReconnectMessage) {
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Logger.trace("Message is instanceof ReconnectMessage, initiating reconnect");
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reconnectClient(conn, (ReconnectMessage) parsedMessage);
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} else if (parsedMessage instanceof PlayerReadyMessage) {
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Logger.trace("Message is instanceof PlayerReadyMessage, assigning lobby");
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assignLobby(conn, (PlayerReadyMessage) parsedMessage);
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} else {
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Logger.debug("Message '{}' has invalid type, Error will be sent");
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sendError(conn, String.format(
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"Message '%s' has invalid type, and cannot be processed on the server",
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message));
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}
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}
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}
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}
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@ -85,7 +115,7 @@ public class UserManager {
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var participant = activeParticipants.get(clientID);
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if (participant != null) {
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synchronized (readyToReconnect) {
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readyToReconnect.put(conn, participant);
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readyToReconnect.put(conn, clientID);
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}
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} else {
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Logger.trace("removing handshaking user from newUsers");
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@ -99,33 +129,37 @@ public class UserManager {
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}
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}
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public void reconnectClient(WebSocket conn, ReconnectMessage message) {
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if (!readyToConnect.containsKey(conn)) {
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void reconnectClient(WebSocket conn, ReconnectMessage message) {
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if (!readyToReconnect.containsKey(conn)) {
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Logger.debug("Non-reconnect-allowed client has sent reconnect message, sending error");
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sendError(conn, "Reconnect is not possible");
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return;
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}
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Logger.info("Reconnecting client {} to their lobby");
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var participantToRestore = readyToReconnect.get(conn);
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synchronized (participantToRestore) {
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} else if (message.reconnect) {
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Logger.info("Reconnecting client {} to their lobby", conn);
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var clientID = readyToReconnect.get(conn);
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var participantToRestore = activeParticipants.get(clientID);
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participantToRestore.setConnection(conn);
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}
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synchronized (readyToReconnect) {
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readyToReconnect.remove(conn);
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inGame.put(conn, participantToRestore);
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// activeParticipants remains the same, as no players have been removed from the game
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} else {
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Logger.debug(
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"Client {} refused reconnection, will therefore be put into readyToConnect clients",
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conn);
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var clientID = readyToReconnect.get(conn);
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readyToConnect.put(conn, clientID);
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readyToReconnect.remove(conn);
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}
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synchronized (inGame) {
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inGame.put(conn, participantToRestore);
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}
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// activeParticipants remains the same, as no players have been removed from the game
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}
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public void assignLobby(WebSocket conn, PlayerReadyMessage message) {
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void assignLobby(WebSocket conn, PlayerReadyMessage message) {
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}
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public void charactersSelected(WebSocket conn, CharacterSelectionMessage message) {
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void charactersSelected(WebSocket conn, CharacterSelectionMessage message) {
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}
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public void relayRequestMessage(Participant conn, RequestMessage message) {
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void relayRequestMessage(Participant conn, RequestMessage message) {
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}
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/** Sends an {@link uulm.teamname.marvelous.gamelibrary.messages.ErrorMessage} to the specified user. */
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@ -158,26 +192,31 @@ public class UserManager {
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}
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/** Package-private getter for mutable newUsers HashSet, meant for testing */
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@Deprecated
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HashSet<WebSocket> getNewUsers() {
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return newUsers;
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}
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/** Package-private getter for mutable readyToReconnect HashMap, meant for testing */
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HashMap<WebSocket, Participant> getReadyToReconnect() {
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@Deprecated
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HashMap<WebSocket, SUID> getReadyToReconnect() {
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return readyToReconnect;
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}
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/** Package-private getter for mutable readyToConnect HashMap, meant for testing */
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@Deprecated
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HashMap<WebSocket, SUID> getReadyToConnect() {
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return readyToConnect;
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}
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/** Package-private getter for mutable inGame HashMap, meant for testing */
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@Deprecated
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HashMap<WebSocket, Participant> getInGame() {
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return inGame;
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}
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/** Package-private getter for mutable activeParticipants HashMap, meant for testing */
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@Deprecated
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HashMap<SUID, Participant> getActiveParticipants() {
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return activeParticipants;
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}
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