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