fix: fixed bug where sending reoconnect while not able to do so breaks the server
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8d26c3f2ea
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3c49c5bbd8
@ -4,5 +4,5 @@ public enum ClientState {
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Blank,
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Ready,
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Assigned,
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Playing
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Reconnect, Playing
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}
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@ -152,7 +152,13 @@ public class UserManager {
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Logger.trace("forwarding message to the LobbyManager");
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AtomicBoolean running = new AtomicBoolean(false);
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if(LobbyManager.getInstance().handleConnect(client, running)) {
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client.state = ClientState.Ready;
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var clientHasRunningGame = running.get();
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if (clientHasRunningGame) {
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client.state = ClientState.Reconnect;
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} else {
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client.state = ClientState.Ready;
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}
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HelloClientMessage response = new HelloClientMessage();
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response.runningGame = running.get();
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@ -164,8 +170,8 @@ public class UserManager {
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/** Handles a reconnectMessage, and reconnects the client if needed */
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private void handleReconnectMessage(Client client, ReconnectMessage message) {
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if(client.state != ClientState.Ready) {
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client.sendError("Invalid message.");
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if(client.state != ClientState.Reconnect) {
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client.sendError("Invalid message, as client is not in reconnect-ready state");
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return;
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}
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@ -179,8 +185,8 @@ public class UserManager {
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client.sendError("You could not be reconnected to the Lobby");
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}
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} else {
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Logger.trace("No reconnect requested, changing ClientState to blank");
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client.state = ClientState.Blank;
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Logger.trace("No reconnect requested, setting client to ready to connect state");
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client.state = ClientState.Ready;
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}
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}
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