feat: updated lobby to pipeline-based model
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@ -1,6 +1,6 @@
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package uulm.teamname.marvelous.server.lobby;
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import uulm.teamname.marvelous.gamelibrary.IntVector2;
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import org.tinylog.Logger;
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import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.events.EventBuilder;
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import uulm.teamname.marvelous.gamelibrary.events.EventType;
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@ -10,7 +10,6 @@ import uulm.teamname.marvelous.gamelibrary.config.CharacterConfig;
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import uulm.teamname.marvelous.gamelibrary.config.PartyConfig;
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import uulm.teamname.marvelous.gamelibrary.config.ScenarioConfig;
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import uulm.teamname.marvelous.gamelibrary.requests.Request;
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import uulm.teamname.marvelous.gamelibrary.requests.RequestType;
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import uulm.teamname.marvelous.server.lobby.pipelining.*;
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import uulm.teamname.marvelous.server.lobbymanager.LobbyConnection;
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import uulm.teamname.marvelous.server.lobbymanager.Participant;
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@ -22,8 +21,9 @@ public class Lobby {
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public final LobbyConnection connection;
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public final GameInstance game;
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public final Pipeline pipeline;
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public final PauseSegment pauseSegment;
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private final PauseHandler pause = new PauseHandler();
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private Participant activePlayer;
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private int badRequests;
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private PauseSegment pauseSegment;
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public Lobby(
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String gameID,
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@ -34,6 +34,8 @@ public class Lobby {
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this.gameID = gameID;
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this.connection = connection;
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//partyConfig.maxRoundTime;
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this.game = new GameInstance(
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partyConfig,
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characterConfig,
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@ -41,79 +43,77 @@ public class Lobby {
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); //TODO: Add config objects here
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this.pipeline = new Pipeline();
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var reqSegment = new RequestGameStateSegment(this.game);
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this.pauseSegment = new PauseSegment();
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var disconnectSegment = new DisconnectSegment(this);
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var gameStateSegment = new GameStateSegment(this.game);
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pipeline.addSegment(reqSegment)
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.addSegment(pauseSegment)
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.addSegment(disconnectSegment)
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.addSegment(gameStateSegment);
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}
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public void receiveRequests(Participant source, Request[] requests) {
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ArrayList<Request> stateRelevant = new ArrayList<>();
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/**
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* Called by {@link LobbyConnection} to handle requests
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* @param requests to be processed
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* @param source the player executing the requests
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*/
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public void receiveRequests(Request[] requests, Participant source) {
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if(activePlayer != source && source.type != ParticipantType.Spectator) {
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activePlayer = source;
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badRequests = 0;
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}
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for(Request request: requests) {
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switch(request.type) {
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case MeleeAttackRequest, RangedAttackRequest, MoveRequest, ExchangeInfinityStoneRequest, UseInfinityStoneRequest, EndRoundRequest -> {
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if(!pause.isPaused()) {
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stateRelevant.add(request);
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}else {
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// if game is paused, no actions should happen
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Logger.info("got {} requests from participant {}", requests.length, source);
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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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//resultingEvents isEmpty when a wrong request appeared
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if (resultingEvents.isEmpty()) {
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reject(source);
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}
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}
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case PauseStartRequest, PauseStopRequest -> {
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if(request.type == RequestType.PauseStartRequest || pause.isPaused()) {
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processRequest(source, request);
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} else {
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reject(source);
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}
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return; // only one of these will ever be sent at once, and if that is the case, we wont have any other state relevant events
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}
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case DisconnectRequest, Req -> {
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processRequest(source, request);
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return; // only one of these will ever be sent at once, and if that is the case, we wont have any other state relevant events
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}
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}
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}
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//
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// if(!game.checkRequestsAndApply(stateRelevant.toArray(new Request[0]))) { TODO: Fix this.
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// // requests don't apply, tell the client that they need to update their state
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// reject(source);
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// }
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}
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private void processRequest(Participant source, Request request) {
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// TODO: Implement as pipeline
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switch(request.type) {
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case PauseStopRequest -> {
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pause.stop();
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connection.sendEvents(source, new EventBuilder(EventType.PauseStopEvent).buildGameStateEvent(), game.getGameStateEvent());
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}
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case PauseStartRequest -> {
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pause.start();
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connection.sendEvents(source, new EventBuilder(EventType.PauseStartEvent).buildGameStateEvent(), game.getGameStateEvent());
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}
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case DisconnectRequest -> {
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connection.removePlayer(source);
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connection.sendEvents(source, new EventBuilder(EventType.DisconnectEvent).buildGameStateEvent(), game.getGameStateEvent());
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}
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case Req -> {
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connection.sendEvents(source, game.getGameStateEvent());
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}
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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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}
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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 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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connection.removePlayer(source);
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if(connection.hasPlayer1()){
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generateWin(connection.getPlayer1());
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}
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else if(connection.hasPlayer2()) {
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generateWin(connection.getPlayer2());
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}
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}
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}
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/**
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* Warns the player he get timeouted soon.
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* @param source soon to be timeouted player
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*/
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public void soonTimeout (Participant source){
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connection.sendEvents(
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source,
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new EventBuilder(EventType.TimeoutWarningEvent).buildGameStateEvent());
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}
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/**
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* If a player times out the other player automatically wins.
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* @param source is the timeouted player
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*/
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public void Timeout(Participant source){
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connection.sendEvents(
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source,
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@ -146,4 +146,8 @@ public class Lobby {
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.buildGameStateEvent());
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connection.terminateConnection();
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}
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public PauseSegment getPauseSegment() {
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return pauseSegment;
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}
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}
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