fix: fixed TurnTimer, Lobby and Pipeline
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67be103c42
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4ace772be0
@ -75,9 +75,11 @@ public class Lobby {
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partyConfig.maxRoundTime,
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this::turnTimeout);
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var response = this.game.startGame(player1Characters, player2Characters);
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var eventsDescribingGameStart = this.game.startGame(player1Characters, player2Characters);
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this.connection.broadcastEvents(response);
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this.connection.broadcastEvents(eventsDescribingGameStart);
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updateTimer();
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}
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/**
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@ -86,28 +88,32 @@ public class Lobby {
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* @param source the player executing the requests
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*/
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public synchronized void receiveRequests(Request[] requests, Participant source) {
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Logger.trace("Received {} requests from participant '{}' of type {}",
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requests.length,
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source.name,
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source.type);
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if(activePlayer != source && source.type != ParticipantType.Spectator) {
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Logger.trace("Resetting bad requests as new participant sent data");
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activePlayer = source;
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badRequests = 0;
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}
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Logger.info("got {} requests from participant {}",
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requests.length,
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source);
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source.name);
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Logger.trace("Processing requests through pipeline");
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Optional<Event[]> resultingEvents = pipeline.processRequests(requests, source);
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Logger.debug("generated {} events from the pipeline", resultingEvents.map(x -> x.length).orElse(0));
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Optional<List<Event>> resultingEvents = pipeline.processRequests(requests, source);
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Logger.debug("generated {} events from the pipeline", resultingEvents.map(List::size).orElse(0));
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//resultingEvents isEmpty when a wrong request appeared
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Logger.trace("Checking whether resultingEvents (an optional) is empty");
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if (resultingEvents.isEmpty()) {
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Logger.debug("Rejecting requests from participant '{}'", source.name);
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reject(source);
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} else {
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var events = resultingEvents.get();
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connection.sendEvents(source, events);
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badRequests = 0;
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accept(source, resultingEvents.get());
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}
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updateTimer();
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}
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@ -117,26 +123,41 @@ public class Lobby {
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*/
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void updateTimer() {
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var currentActiveCharacterType = game.state.getActiveCharacter().type;
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Logger.trace("Updating turnTimer with current entityType {}", currentActiveCharacterType);
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if (pauseSegment.isPaused()) {
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Logger.trace("Game is paused, clearing turnTimer");
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turnTimer.clear();
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} else if (currentActiveCharacterType == EntityType.P1) {
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Logger.trace("Scheduling turnTimer for Player1");
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turnTimer.startTurnTimer(connection.getPlayer1());
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} else if (currentActiveCharacterType == EntityType.P2) {
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Logger.trace("Scheduling turnTimer for Player2");
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turnTimer.startTurnTimer(connection.getPlayer2());
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} else {
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turnTimer.clear();
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}
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}
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private void accept(Participant source, List<Event> accepted) {
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Logger.debug("Accepting requests from participant '{}', broadcasting events to all except source",
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source.name);
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connection.broadcastToAllExcept(source, accepted.toArray(new Event[0]));
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Logger.trace("Adding ack and sending back to originParticipant");
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accepted.add(0, new EventBuilder(EventType.Ack).buildGameStateEvent());
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connection.sendEvents(source, accepted.toArray(new Event[0]));
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badRequests = 0;
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}
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/**
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* If the player executed a false request the request gets rejected.
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* @param source the executing player
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*/
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private synchronized void reject(Participant source) {
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private void reject(Participant source) {
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connection.sendEvents(source, new EventBuilder(EventType.Nack).buildGameEvent(), game.getGameStateEvent());
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badRequests ++;
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//if the player sends 2 bad messages after one another, the player gets kicked out of the lobby.
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if(badRequests == 2){
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if(badRequests >= 5){
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connection.removeParticipant(source);
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if(connection.hasPlayer1()){
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generateWin(connection.getPlayer1());
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@ -178,9 +199,12 @@ public class Lobby {
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}
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}
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public synchronized void turnTimeout(Participant source){
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//source round is over next players turn
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connection.sendEvents(source, game.endTurn().toArray(new Event[0]));
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/** Skips the current turn, and starts a new one. Exclusively called in the {@link TurnTimer}. */
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private synchronized void turnTimeout(Participant source){
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var nextTurnEvents = game.endTurn();
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nextTurnEvents.add(game.getGameStateEvent());
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connection.broadcastEvents();
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updateTimer();
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}
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/**
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@ -1,23 +1,34 @@
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package uulm.teamname.marvelous.server.lobby;
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import org.tinylog.Logger;
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import uulm.teamname.marvelous.gamelibrary.messages.ParticipantType;
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import uulm.teamname.marvelous.server.lobbymanager.Participant;
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import java.util.Timer;
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import java.util.TimerTask;
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import java.util.concurrent.*;
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import java.util.function.Consumer;
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/**
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* The {@link TurnTimer} class is called by the {@link Lobby} to limit the amount of time a player has per round.
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*/
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public class TurnTimer {
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private final Timer timer;
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private final ScheduledExecutorService timer;
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private final Consumer<Participant> callback;
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private final int maxRoundTime;
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private ScheduledFuture<Participant> current;
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public TurnTimer(int maxRoundTime, Consumer<Participant> callback) {
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this.timer = new Timer();
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this.maxRoundTime = maxRoundTime;
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String lobbyThreadName = Thread.currentThread().getName();
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ThreadFactory threadFactory = new ThreadFactory() {
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@Override
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public Thread newThread(Runnable r) {
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return new Thread(r, lobbyThreadName + "-timerThread");
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}
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};
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this.timer = Executors.newSingleThreadScheduledExecutor(threadFactory);
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this.maxRoundTime = 3;
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this.callback = callback;
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}
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@ -26,21 +37,23 @@ public class TurnTimer {
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* @param participant the timer is for
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*/
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public void startTurnTimer(Participant participant) {
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if (participant.type == ParticipantType.Spectator)
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if (participant.type == ParticipantType.Spectator) {
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throw new IllegalStateException("Spectators don't have TurnTime");
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// cancel all current timers, and start a new timer
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timer.cancel();
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timer.schedule(new TimerTask() {
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@Override
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public void run() {
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callback.accept(participant);
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}
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}, maxRoundTime);
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clear();
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Logger.debug("Starting turn timer for participant '{}' with role {}",
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participant.name, participant.type);
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current = timer.schedule(() -> {callback.accept(participant); return participant;},
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maxRoundTime,
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TimeUnit.SECONDS);
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}
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/** cancels all currently running timers */
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public void clear() {
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timer.cancel();
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Logger.trace("Clearing timer");
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if (this.current != null) {
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current.cancel(false);
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}
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}
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}
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@ -37,7 +37,7 @@ public class Pipeline {
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* out of the {@link Optional}, first check whether the {@link Optional} is empty by doing
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* {@link Optional#isEmpty()} or {@link Optional#isPresent()}, and act accordingly.
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*/
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public Optional<Event[]> processRequests(Request[] requests, Participant origin) {
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public Optional<List<Event>> processRequests(Request[] requests, Participant origin) {
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Logger.trace("Pipeline started RequestProcessing");
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// The packet carries the requests, and gets smaller per segment
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Packet packet = new Packet(requests, origin);
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@ -60,7 +60,7 @@ public class Pipeline {
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return Optional.empty();
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} else { // else return an optional of the array
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Logger.trace("Pipeline executed normally. Returning {} events.", carrier.size());
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return Optional.of(carrier.toArray(new Event[0]));
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return Optional.of(carrier);
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}
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}
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