refactor: formated lobbymanager properly
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@ -201,8 +201,7 @@ public class LobbyConnection implements Runnable {
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}
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/**
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* Tries to read the next message in the messageQueue. waits for timeoutMillis
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* for a queue item
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* Tries to read the next message in the messageQueue. waits for timeoutMillis for a queue item
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*
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* @param timeoutMillis is the amount of time the method waits until continuing even though not being notified.
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*/
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@ -8,7 +8,6 @@ import uulm.teamname.marvelous.gamelibrary.messages.RoleEnum;
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import uulm.teamname.marvelous.gamelibrary.messages.client.CharacterSelectionMessage;
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import uulm.teamname.marvelous.gamelibrary.messages.client.PlayerReadyMessage;
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import uulm.teamname.marvelous.gamelibrary.messages.client.RequestMessage;
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import uulm.teamname.marvelous.gamelibrary.messages.server.EventMessage;
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import uulm.teamname.marvelous.server.lobby.Lobby;
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import java.util.HashMap;
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@ -18,9 +17,9 @@ import java.util.function.BiConsumer;
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public class LobbyManager {
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private final HashMap<Participant, LobbyConnection> lobbies;
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private final HashMap<String, LobbyConnection> resourceDescriptorToLobby;
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private String localResourceDescriptor;
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private final BiConsumer<WebSocket, BasicMessage> sendMessageCallback;
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private final BiConsumer<WebSocket, String> sendErrorCallback;
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private String localResourceDescriptor;
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public LobbyManager(BiConsumer<WebSocket, BasicMessage> sendMessageCallback,
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BiConsumer<WebSocket, String> sendErrorCallback) {
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@ -31,10 +30,11 @@ public class LobbyManager {
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}
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/**
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* Assigns a lobby to the given participant. If there are no lobbies available, a new lobby will be created.
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* The {@link WebSocket#getResourceDescriptor() ResourceDescriptor} is hereby preferred as the LobbyID, whereby
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* spectators are always assigned to the lobby specified in said resourceDescriptor while players are connected
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* to a lobby with a similar resourceDescriptor if the lobby they requested is already full
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* Assigns a lobby to the given participant. If there are no lobbies available, a new lobby will be created. The
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* {@link WebSocket#getResourceDescriptor() ResourceDescriptor} is hereby preferred as the LobbyID, whereby
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* spectators are always assigned to the lobby specified in said resourceDescriptor while players are connected to a
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* lobby with a similar resourceDescriptor if the lobby they requested is already full
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*
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* @param playerName is the name of the player be assigned to a lobby
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* @param message is the {@link PlayerReadyMessage} sent by the participant that triggered the LobbyAssignment
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* @return the {@link Participant} that was actually assigned to the lobby
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@ -140,10 +140,11 @@ public class LobbyManager {
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/**
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* Initializes a new {@link LobbyConnection} with a not yet initialized {@link Lobby}. The {@link LobbyConnection}
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* gets some GameID, and also the sendMessageCallback and sendErrorCallback from the
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* {@link uulm.teamname.marvelous.server.netconnector.UserManager}.
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* @param gameID is the ID that the {@link LobbyConnection} is initialized with. This is normally
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* the resourceDescriptor.
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* gets some GameID, and also the sendMessageCallback and sendErrorCallback from the {@link
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* uulm.teamname.marvelous.server.netconnector.UserManager}.
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*
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* @param gameID is the ID that the {@link LobbyConnection} is initialized with. This is normally the
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* resourceDescriptor.
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* @return the newly initialized LobbyConnection
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*/
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private LobbyConnection initializeNewLobby(String gameID) {
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@ -156,8 +157,8 @@ public class LobbyManager {
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}
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/**
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* Returns the local resource descriptor if it is pointing to a not yet filled lobby (joinable lobby), or
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* generates a new one if the lobby described by the resourceDescriptor is full already
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* Returns the local resource descriptor if it is pointing to a not yet filled lobby (joinable lobby), or generates
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* a new one if the lobby described by the resourceDescriptor is full already
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*/
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private String getLocalResourceDescriptor() {
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Logger.trace("Getting local resourceDescriptor. Currently this is '{}'", localResourceDescriptor);
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@ -195,8 +196,8 @@ public class LobbyManager {
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}
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/**
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* A method to obtain the resourceDescriptorToLobby HashMap.
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* Meant for testing, and shouldn't be used anywhere else.
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* A method to obtain the resourceDescriptorToLobby HashMap. Meant for testing, and shouldn't be used anywhere
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* else.
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*/
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@Deprecated
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Map<String, LobbyConnection> getResourceDescriptorToLobby() {
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@ -2,16 +2,8 @@ package uulm.teamname.marvelous.server.lobbymanager;
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import org.tinylog.Logger;
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import uulm.teamname.marvelous.server.Server;
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import uulm.teamname.marvelous.server.lobby.Lobby;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.HashSet;
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import java.util.List;
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import java.util.concurrent.Executor;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.concurrent.TimeUnit;
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/**
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* Class meant for running lobbies. It manages said lobbys, creates threads for it, and moves it into an executor
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@ -19,17 +11,9 @@ import java.util.concurrent.TimeUnit;
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public class LobbyRunner {
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private static LobbyRunner instance;
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static LobbyRunner getInstance() {
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if (instance == null) {
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instance = new LobbyRunner();
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}
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return instance;
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}
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private final HashMap<LobbyConnection, Thread> activeLobbies;
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/**
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* Constructs a new LobbyRunner
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*/
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@ -37,6 +21,13 @@ public class LobbyRunner {
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this.activeLobbies = new HashMap<>();
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}
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static LobbyRunner getInstance() {
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if (instance == null) {
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instance = new LobbyRunner();
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}
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return instance;
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}
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boolean canAddLobby() {
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return activeLobbies.size() < Server.getMaxLobbies();
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}
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@ -8,20 +8,21 @@ import java.util.Objects;
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public class Participant {
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/** The Websocket to contact the participant with */
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private WebSocket connection;
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/** The ID of the device that the client provided at connect */
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public final String deviceID;
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public final String name;
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/** The type (as in role) of participant */
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public final ParticipantType type;
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/** Persistent HashCode over the lifetime of the Participant */
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Integer hashCode;
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/* Whether the participant is an AI */
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// public final boolean AI;
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/** The Websocket to contact the participant with */
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private WebSocket connection;
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/** Creates a new {@link Participant} */
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public Participant(WebSocket connection, ParticipantType type, String deviceID, String name) {
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this.connection = connection;
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@ -58,7 +59,6 @@ public class Participant {
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this.connection = null;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -67,8 +67,6 @@ public class Participant {
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return Objects.equals(connection, that.connection) && Objects.equals(deviceID, that.deviceID) && Objects.equals(name, that.name) && type == that.type;
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}
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Integer hashCode;
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@Override
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public int hashCode() {
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if (hashCode == null) hashCode = Objects.hash(connection, deviceID, name, type);
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@ -1,6 +1,5 @@
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package uulm.teamname.marvelous.server.lobbymanager;
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import java.util.Locale;
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import java.util.Random;
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public class RandomWordGenerator {
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@ -18,11 +17,10 @@ public class RandomWordGenerator {
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firstWord = firstWord.substring(0, 1).toUpperCase() + firstWord.substring(1).toLowerCase();
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secondWord = secondWord.substring(0, 1).toUpperCase() + secondWord.substring(1).toLowerCase();
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return firstWord + secondWord;
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}
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private static final String[] randomWords = new String[] {
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private static final String[] randomWords = new String[]{
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"wait",
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"release",
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"river",
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