feat: switched LobbyRunner implementation to threads again

This commit is contained in:
Yannik Bretschneider 2021-06-06 19:30:17 +02:00
parent c09d407351
commit 2995564cdf

View File

@ -28,12 +28,13 @@ public class LobbyRunner {
}
private final ExecutorService lobbyExecutor;
private final HashSet<LobbyConnection> activeLobbies;
private final HashMap<LobbyConnection, Thread> activeLobbies;
/**
* Constructs a new LobbyRunner
*/
private LobbyRunner() {
this.lobbyExecutor = Executors.newFixedThreadPool(Server.getMaxLobbies());
this.activeLobbies = new HashSet<>();
this.activeLobbies = new HashMap<>();
}
boolean canAddLobby() {
@ -43,22 +44,26 @@ public class LobbyRunner {
/** Starts a new thread for the current LobbyConnection, and adds it to the currently active lobbies */
void startLobby(LobbyConnection connection) {
Logger.trace("Starting lobby connection thread '{}'", connection.gameID);
if (activeLobbies.contains(connection)) {
synchronized (activeLobbies) {
if (activeLobbies.containsKey(connection)) {
Logger.warn("Already active lobby was started again. This is probably a bug.");
} else if (!canAddLobby()) {
Logger.warn("Scheduling lobby to be started while no thread is free. This might be a bug.");
activeLobbies.add(connection);
lobbyExecutor.execute(connection);
Logger.warn("Scheduling lobby to be started while max lobbies is reached. This might be a bug.");
Thread lobbyThread = new Thread(connection, "Lobby-" + connection.gameID);
activeLobbies.put(connection, lobbyThread);
lobbyThread.start();
} else {
Logger.trace("Executing LobbyThread 'Lobby-{}'...", connection.gameID);
activeLobbies.add(connection);
lobbyExecutor.execute(connection);
Thread lobbyThread = new Thread(connection, "Lobby-" + connection.gameID);
activeLobbies.put(connection, lobbyThread);
lobbyThread.start();
}
}
}
void removeLobby(LobbyConnection lobby) {
synchronized (activeLobbies) {
if (!activeLobbies.contains(lobby)) {
if (!activeLobbies.containsKey(lobby)) {
Logger.warn("Tried to remove non-existent lobby thread. This is probably a bug.");
} else {
Logger.debug("Stopping and removing lobby '{}'", lobby.gameID);
@ -69,18 +74,17 @@ public class LobbyRunner {
}
boolean isStarted(LobbyConnection connection) {
return activeLobbies.contains(connection);
return activeLobbies.containsKey(connection);
}
/** Shutdown all threads, destroy the lobbies, and close everything up */
void shutdownAll() {
Logger.info("Stopping and removing all LobbyThreads");
activeLobbies.forEach(LobbyConnection::terminateConnection);
try {
lobbyExecutor.awaitTermination(5, TimeUnit.SECONDS);
} catch (InterruptedException e) {
e.printStackTrace();
activeLobbies.keySet().forEach(LobbyConnection::terminateConnection);
Logger.debug("All lobby shutdown flags set");
}
lobbyExecutor.shutdownNow();
// later...
void checkThreads() {
}
}