feat: updated lobby to pipeline-based model

This commit is contained in:
Yannik Bretschneider 2021-06-02 18:28:02 +02:00
parent 96f131e50c
commit 6557e748af

View File

@ -1,6 +1,6 @@
package uulm.teamname.marvelous.server.lobby;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
import org.tinylog.Logger;
import uulm.teamname.marvelous.gamelibrary.events.Event;
import uulm.teamname.marvelous.gamelibrary.events.EventBuilder;
import uulm.teamname.marvelous.gamelibrary.events.EventType;
@ -10,7 +10,6 @@ import uulm.teamname.marvelous.gamelibrary.config.CharacterConfig;
import uulm.teamname.marvelous.gamelibrary.config.PartyConfig;
import uulm.teamname.marvelous.gamelibrary.config.ScenarioConfig;
import uulm.teamname.marvelous.gamelibrary.requests.Request;
import uulm.teamname.marvelous.gamelibrary.requests.RequestType;
import uulm.teamname.marvelous.server.lobby.pipelining.*;
import uulm.teamname.marvelous.server.lobbymanager.LobbyConnection;
import uulm.teamname.marvelous.server.lobbymanager.Participant;
@ -22,8 +21,9 @@ public class Lobby {
public final LobbyConnection connection;
public final GameInstance game;
public final Pipeline pipeline;
public final PauseSegment pauseSegment;
private final PauseHandler pause = new PauseHandler();
private Participant activePlayer;
private int badRequests;
private PauseSegment pauseSegment;
public Lobby(
String gameID,
@ -34,6 +34,8 @@ public class Lobby {
this.gameID = gameID;
this.connection = connection;
//partyConfig.maxRoundTime;
this.game = new GameInstance(
partyConfig,
characterConfig,
@ -41,79 +43,77 @@ public class Lobby {
); //TODO: Add config objects here
this.pipeline = new Pipeline();
var reqSegment = new RequestGameStateSegment(this.game);
this.pauseSegment = new PauseSegment();
var disconnectSegment = new DisconnectSegment(this);
var gameStateSegment = new GameStateSegment(this.game);
pipeline.addSegment(reqSegment)
.addSegment(pauseSegment)
.addSegment(disconnectSegment)
.addSegment(gameStateSegment);
}
public void receiveRequests(Participant source, Request[] requests) {
ArrayList<Request> stateRelevant = new ArrayList<>();
/**
* Called by {@link LobbyConnection} to handle requests
* @param requests to be processed
* @param source the player executing the requests
*/
public void receiveRequests(Request[] requests, Participant source) {
if(activePlayer != source && source.type != ParticipantType.Spectator) {
activePlayer = source;
badRequests = 0;
}
for(Request request: requests) {
switch(request.type) {
case MeleeAttackRequest, RangedAttackRequest, MoveRequest, ExchangeInfinityStoneRequest, UseInfinityStoneRequest, EndRoundRequest -> {
if(!pause.isPaused()) {
stateRelevant.add(request);
}else {
// if game is paused, no actions should happen
Logger.info("got {} requests from participant {}", requests.length, source);
Logger.trace("Processing requests through pipeline");
Optional<Event[]> resultingEvents = pipeline.processRequests(requests, source);
//resultingEvents isEmpty when a wrong request appeared
if (resultingEvents.isEmpty()) {
reject(source);
}
}
case PauseStartRequest, PauseStopRequest -> {
if(request.type == RequestType.PauseStartRequest || pause.isPaused()) {
processRequest(source, request);
}else {
reject(source);
}
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
}
case DisconnectRequest, Req -> {
processRequest(source, request);
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
}
}
}
//
// if(!game.checkRequestsAndApply(stateRelevant.toArray(new Request[0]))) { TODO: Fix this.
// // requests don't apply, tell the client that they need to update their state
// reject(source);
// }
}
private void processRequest(Participant source, Request request) {
// TODO: Implement as pipeline
switch(request.type) {
case PauseStopRequest -> {
pause.stop();
connection.sendEvents(source, new EventBuilder(EventType.PauseStopEvent).buildGameStateEvent(), game.getGameStateEvent());
}
case PauseStartRequest -> {
pause.start();
connection.sendEvents(source, new EventBuilder(EventType.PauseStartEvent).buildGameStateEvent(), game.getGameStateEvent());
}
case DisconnectRequest -> {
connection.removePlayer(source);
connection.sendEvents(source, new EventBuilder(EventType.DisconnectEvent).buildGameStateEvent(), game.getGameStateEvent());
}
case Req -> {
connection.sendEvents(source, game.getGameStateEvent());
}
} else {
var events = resultingEvents.get();
connection.sendEvents(source, events);
badRequests = 0;
}
}
/**
* If the player executed a false request the request gets rejected.
* @param source the executing player
*/
private void reject(Participant source) {
connection.sendEvents(source, new EventBuilder(EventType.Nack).buildGameEvent(), game.getGameStateEvent());
badRequests ++;
//if the player sends 2 bad messages after one another, the player gets kicked out of the lobby.
if(badRequests == 2){
connection.removePlayer(source);
if(connection.hasPlayer1()){
generateWin(connection.getPlayer1());
}
else if(connection.hasPlayer2()) {
generateWin(connection.getPlayer2());
}
}
}
/**
* Warns the player he get timeouted soon.
* @param source soon to be timeouted player
*/
public void soonTimeout (Participant source){
connection.sendEvents(
source,
new EventBuilder(EventType.TimeoutWarningEvent).buildGameStateEvent());
}
/**
* If a player times out the other player automatically wins.
* @param source is the timeouted player
*/
public void Timeout(Participant source){
connection.sendEvents(
source,
@ -146,4 +146,8 @@ public class Lobby {
.buildGameStateEvent());
connection.terminateConnection();
}
public PauseSegment getPauseSegment() {
return pauseSegment;
}
}