refactor: changed method order in LobbyManager
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@ -74,6 +74,56 @@ public class LobbyManager {
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return true;
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}
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/**
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* Adds a participant to a lobby. If the maximum amount of lobbies is already filled, or if the lobby requested
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* isn't free, the participant is disconnected.
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*/
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private void addParticipant(Client client, String lobbyID, RoleEnum role) {
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Logger.trace("Adding participant '{}' to the lobby '{}'", client.id.getName(), lobbyID);
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if (!lobbies.containsKey(lobbyID)) {
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if (!LobbyRunner.getInstance().canAddLobby()) {
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Logger.info("Rejecting participant '{}' as server is already full", client.id.getName());
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UserManager.getInstance().removeClient(client, "The server has currently its maximum" +
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"lobby number. Please connect as a spectator instead.");
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return;
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}
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Logger.info("Lobby '{}' didn't exist yet, initializing", lobbyID);
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lobbies.put(lobbyID, new LobbyConnection(lobbyID));
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}
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LobbyConnection lobby = lobbies.get(lobbyID);
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if (!lobby.hasFreePlayerSlot() && role != RoleEnum.SPECTATOR) {
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Logger.debug("No free player slots available, disconnecting client '{}'", client.id.getName());
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UserManager.getInstance()
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.removeClient(client, "The lobby your requested is already full. " +
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"Please connect as a spectator instead.");
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return;
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}
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ParticipantType type = lobby.freeSlot();
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Logger.trace("New participant '{}' has the role '{}'", client.id.getName(), type);
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Participant participant = new Participant(client, lobbyID, type);
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participants.put(client.id, participant);
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lobby.addParticipant(participant);
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if (type != ParticipantType.Spectator) {
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Logger.debug("Sending GameAssignment message to user '{}'", client.id.getName());
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GameAssignmentMessage response = new GameAssignmentMessage();
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response.gameID = lobby.gameID;
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response.characterSelection = lobby.options.get(type);
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participant.sendMessage(response);
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} else {
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Logger.debug("Sending GeneralAssignment message to user '{}'", client.id.getName());
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GeneralAssignmentMessage response = new GeneralAssignmentMessage();
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response.gameID = lobby.gameID;
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participant.sendMessage(response);
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}
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}
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/**
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* Handles a {@link CharacterSelectionMessage}, computes the characters that have been selected and relays that
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* information to the {@link LobbyConnection} concerned by this information.
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@ -187,54 +237,4 @@ public class LobbyManager {
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public void removeParticipant(Participant participant) {
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participants.remove(participant.id);
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}
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/**
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* Adds a participant to a lobby. If the maximum amount of lobbies is already filled, or if the lobby requested
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* isn't free, the participant is disconnected.
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*/
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private void addParticipant(Client client, String lobbyID, RoleEnum role) {
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Logger.trace("Adding participant '{}' to the lobby '{}'", client.id.getName(), lobbyID);
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if (!lobbies.containsKey(lobbyID)) {
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if (!LobbyRunner.getInstance().canAddLobby()) {
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Logger.info("Rejecting participant '{}' as server is already full", client.id.getName());
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UserManager.getInstance().removeClient(client, "The server has currently its maximum" +
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"lobby number. Please connect as a spectator instead.");
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return;
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}
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Logger.info("Lobby '{}' didn't exist yet, initializing", lobbyID);
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lobbies.put(lobbyID, new LobbyConnection(lobbyID));
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}
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LobbyConnection lobby = lobbies.get(lobbyID);
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if (!lobby.hasFreePlayerSlot() && role != RoleEnum.SPECTATOR) {
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Logger.debug("No free player slots available, disconnecting client '{}'", client.id.getName());
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UserManager.getInstance()
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.removeClient(client, "The lobby your requested is already full. " +
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"Please connect as a spectator instead.");
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return;
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}
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ParticipantType type = lobby.freeSlot();
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Logger.trace("New participant '{}' has the role '{}'", client.id.getName(), type);
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Participant participant = new Participant(client, lobbyID, type);
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participants.put(client.id, participant);
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lobby.addParticipant(participant);
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if (type != ParticipantType.Spectator) {
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Logger.debug("Sending GameAssignment message to user '{}'", client.id.getName());
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GameAssignmentMessage response = new GameAssignmentMessage();
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response.gameID = lobby.gameID;
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response.characterSelection = lobby.options.get(type);
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participant.sendMessage(response);
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} else {
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Logger.debug("Sending GeneralAssignment message to user '{}'", client.id.getName());
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GeneralAssignmentMessage response = new GeneralAssignmentMessage();
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response.gameID = lobby.gameID;
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participant.sendMessage(response);
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}
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}
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}
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