From 9f366c7776291d905d54f02e3ceeb0e104411452 Mon Sep 17 00:00:00 2001 From: Yannik Bretschneider Date: Mon, 7 Jun 2021 15:33:27 +0200 Subject: [PATCH] doc: added comments and logs to LobbyManager --- .../server/lobbymanager/LobbyManager.java | 37 ++++++++++++++++--- 1 file changed, 31 insertions(+), 6 deletions(-) diff --git a/Server/src/main/java/uulm/teamname/marvelous/server/lobbymanager/LobbyManager.java b/Server/src/main/java/uulm/teamname/marvelous/server/lobbymanager/LobbyManager.java index c94baae..06dce5f 100644 --- a/Server/src/main/java/uulm/teamname/marvelous/server/lobbymanager/LobbyManager.java +++ b/Server/src/main/java/uulm/teamname/marvelous/server/lobbymanager/LobbyManager.java @@ -1,5 +1,6 @@ package uulm.teamname.marvelous.server.lobbymanager; +import org.tinylog.Logger; import uulm.teamname.marvelous.gamelibrary.config.CharacterProperties; import uulm.teamname.marvelous.gamelibrary.messages.ParticipantType; import uulm.teamname.marvelous.gamelibrary.messages.RoleEnum; @@ -20,7 +21,7 @@ public class LobbyManager { private static LobbyManager instance; /** - * @return the current instance of the UserManager + * @return the current instance of the LobbyManager */ public static LobbyManager getInstance() { if (instance == null) { @@ -157,7 +158,12 @@ public class LobbyManager { return true; } + /** + * Handles the disconnect of a WebSocket. Note that this is not a leave from the game, but instead just that: + * a reconnectable disconnect. + */ public void handleDisconnect(Client client, boolean byRemote) { + Logger.trace("Handling disconnect of Client"); if (!participants.containsKey(client.id)) { return; } @@ -174,39 +180,58 @@ public class LobbyManager { } + /** + * Removes a participant from the game entirely. This is done when for example a player gets removed from the + * Lobby because of a timeout. + */ public void removeParticipant(Participant participant) { participants.remove(participant.id); } + /** + * Adds a participant to a lobby. If the maximum amount of lobbies is already filled, or if the lobby requested + * isn't free, the participant is disconnected. + */ private void addParticipant(Client client, String lobbyID, RoleEnum role) { + Logger.trace("Adding participant '{}' to the lobby '{}'", client.id.getName(), lobbyID); if (!lobbies.containsKey(lobbyID)) { if (!LobbyRunner.getInstance().canAddLobby()) { - UserManager.getInstance().removeClient(client, "The server is currently full."); + Logger.info("Rejecting participant '{}' as server is already full", client.id.getName()); + UserManager.getInstance().removeClient(client, "The server has currently its maximum" + + "lobby number. Please connect as a spectator instead."); return; } + Logger.info("Lobby '{}' didn't exist yet, initializing", lobbyID); lobbies.put(lobbyID, new LobbyConnection(lobbyID)); } LobbyConnection lobby = lobbies.get(lobbyID); - ParticipantType type = lobby.freeSlot(); - - if (type == ParticipantType.Spectator && role != RoleEnum.SPECTATOR) { - UserManager.getInstance().removeClient(client, "The game is already full. Please connect as a spectator instead."); + if (!lobby.hasFreePlayerSlot() && role != RoleEnum.SPECTATOR) { + Logger.debug("No free player slots available, disconnecting client '{}'", client.id.getName()); + UserManager.getInstance() + .removeClient(client, "The lobby your requested is already full. " + + "Please connect as a spectator instead."); return; } + ParticipantType type = lobby.freeSlot(); + + Logger.trace("New participant '{}' has the role '{}'", client.id.getName(), type); + Participant participant = new Participant(client, lobbyID, type); participants.put(client.id, participant); lobby.addParticipant(participant); if (type != ParticipantType.Spectator) { + Logger.debug("Sending GameAssignment message to user '{}'", client.id.getName()); GameAssignmentMessage response = new GameAssignmentMessage(); response.gameID = lobby.gameID; response.characterSelection = lobby.options.get(type); participant.sendMessage(response); } else { + Logger.debug("Sending GeneralAssignment message to user '{}'", client.id.getName()); GeneralAssignmentMessage response = new GeneralAssignmentMessage(); response.gameID = lobby.gameID; participant.sendMessage(response);