feat: properly used timeouts and timers in Lobby

This commit is contained in:
Yannik Bretschneider 2021-06-07 16:44:54 +02:00
parent 11923b89a0
commit ad2dff3eb9

View File

@ -26,7 +26,9 @@ public class Lobby {
private Participant activePlayer;
private int badRequests;
private PauseSegment pauseSegment;
private final TurnTimer turnTimer;
private final TurnTimeoutTimer turnTimeoutTimer;
private final TimeoutTimer timeoutTimer;
private final LifetimeTimer lifetimeTimer;
/**
* The {@link Lobby} is where the magic happens. In this class is a whole {@link GameInstance game} is processed. To
@ -61,20 +63,28 @@ public class Lobby {
var reqSegment = new RequestGameStateSegment(this.game);
this.pauseSegment = new PauseSegment();
var disconnectSegment = new DisconnectSegment(this);
var gameStateSegment = new GameStateSegment(this.game);
var gameStateSegment = new GameLogicSegment(this.game);
pipeline.addSegment(reqSegment)
.addSegment(pauseSegment)
.addSegment(disconnectSegment)
.addSegment(gameStateSegment);
this.turnTimer = new TurnTimer(
partyConfig.maxRoundTime,
this::turnTimeout);
Logger.trace("Instantiating timers...");
this.turnTimeoutTimer = new TurnTimeoutTimer(partyConfig.maxRoundTime, this::turnTimeout);
updateTurnTimer();
this.timeoutTimer = new TimeoutTimer(partyConfig.maxResponseTime, this::soonTimeout, this::timeout);
refreshTimeoutTimer(connection.getPlayer1());
refreshTimeoutTimer(connection.getPlayer2());
this.lifetimeTimer = new LifetimeTimer(
partyConfig.maxGameTime,
() -> triggerWin(getParticipantForEntityType(game.state.getCurrentOvertimeWinner()).get()));
this.connection.broadcastEvents(this.game.startGame(player1Characters, player2Characters));
updateTimer();
}
/**
@ -88,6 +98,9 @@ public class Lobby {
requests.length,
source.id.getName(),
source.type);
refreshTimeoutTimer(source);
if (activePlayer != source && source.type != ParticipantType.Spectator) {
Logger.trace("Resetting bad requests as new participant sent data");
activePlayer = source;
@ -108,13 +121,23 @@ public class Lobby {
Logger.debug("Rejecting requests from participant '{}'", source.id.getName());
reject(source);
} else {
accept(source, resultingEvents.get());
if (game.state.isWon()) { // If game was won in the current turn
Logger.info("Game is won, terminating lobby");
var events = resultingEvents.get();
events.add(new EventBuilder(EventType.DisconnectEvent).buildGameEvent());
accept(source, events);
connection.terminate();
return;
} else { // If not (normally)
accept(source, resultingEvents.get());
}
}
updateTimer();
updateTurnTimer();
}
/**
* Called by {@link LobbyConnection} when a client disconnects
*
* @param source the player disconnecting
*/
public synchronized void handleDisconnect(Participant source) {
@ -123,6 +146,7 @@ public class Lobby {
/**
* Called by {@link LobbyConnection} when a client reconnects
*
* @param source the player reconnecting
*/
public synchronized void handleReconnect(Participant source) {
@ -133,23 +157,51 @@ public class Lobby {
* This method is called at the end of receiveRequests, to start a timer. The active player has now a specific
* amount of time to do his moves.
*/
void updateTimer() {
var currentActiveCharacterType = game.state.getActiveCharacter().type;
Logger.trace("Updating turnTimer with current entityType {}", currentActiveCharacterType);
void updateTurnTimer() {
var currentlyActiveParticipant =
getParticipantForEntityType(game.state.getActiveCharacter().type);
Logger.trace("Updating turnTimer...");
if (pauseSegment.isPaused()) {
Logger.trace("Game is paused, clearing turnTimer");
turnTimer.clear();
} else if (currentActiveCharacterType == EntityType.P1) {
turnTimeoutTimer.clear();
} else if (currentlyActiveParticipant.isPresent()) {
var participant = currentlyActiveParticipant.get();
Logger.trace("Scheduling turnTimer for Player1");
turnTimer.startTurnTimer(connection.getPlayer1());
} else if (currentActiveCharacterType == EntityType.P2) {
Logger.trace("Scheduling turnTimer for Player2");
turnTimer.startTurnTimer(connection.getPlayer2());
turnTimeoutTimer.startTurnTimer(participant);
} else {
turnTimer.clear();
Logger.trace("Currently active participant was NPC, clearing TurnTimer");
turnTimeoutTimer.clear();
}
}
/**
* Returns an {@link Optional} of the {@link Participant} for the given {@link EntityType}, or an empty {@link
* Optional} if it was an NPC
*/
Optional<Participant> getParticipantForEntityType(EntityType type) {
if (type == EntityType.P1) {
return Optional.of(connection.getPlayer1());
} else if (type == EntityType.P2) {
Logger.trace("Scheduling turnTimer for Player2");
return Optional.of(connection.getPlayer2());
} else {
return Optional.empty();
}
}
/** Method meant for updating a TurnTimer. Said TurnTimer will be refreshed with the given participant. */
void refreshTimeoutTimer(Participant participant) {
if (participant.type == ParticipantType.Spectator) {
Logger.trace("Tried to refresh timeoutTimer for Spectator, ignoring...");
} else {
Logger.debug("Refreshing timeoutTimer for Participant '{}'", participant.id.getName());
timeoutTimer.refreshTimer(participant);
}
}
private void accept(Participant source, List<Event> accepted) {
Logger.debug("Accepting requests from participant '{}', broadcasting events to all except source",
source.id.getName());
@ -173,9 +225,9 @@ public class Lobby {
if (badRequests >= 5) {
connection.removeParticipant(source);
if (connection.hasPlayer1()) {
generateWin(connection.getPlayer1());
triggerWin(connection.getPlayer1());
} else if (connection.hasPlayer2()) {
generateWin(connection.getPlayer2());
triggerWin(connection.getPlayer2());
}
}
}
@ -185,10 +237,12 @@ public class Lobby {
*
* @param source soon to be timeouted player
*/
public synchronized void soonTimeout(Participant source) {
public synchronized void soonTimeout(Participant source, int timeLeft) {
connection.sendEvents(
source,
new EventBuilder(EventType.TimeoutWarningEvent).buildGameStateEvent());
new EventBuilder(EventType.TimeoutWarningEvent)
.withTimeLeft(timeLeft)
.buildGameEvent());
}
/**
@ -199,33 +253,33 @@ public class Lobby {
public synchronized void timeout(Participant source) {
connection.sendEvents(
source,
new EventBuilder(EventType.TimeoutEvent).buildGameStateEvent());
new EventBuilder(EventType.TimeoutEvent).buildGameEvent());
connection.removeParticipant(source);
if (connection.hasPlayer1() && !connection.hasPlayer2()) {
generateWin(connection.getPlayer1());
triggerWin(connection.getPlayer1());
} else if (!connection.hasPlayer1() && connection.hasPlayer2()) {
generateWin(connection.getPlayer2());
triggerWin(connection.getPlayer2());
} else {
throw new IllegalStateException("Spectator was time-outed which is impossible");
}
}
/** Skips the current turn, and starts a new one. Exclusively called in the {@link TurnTimer}. */
/** Skips the current turn, and starts a new one. Exclusively called in the {@link TurnTimeoutTimer}. */
private synchronized void turnTimeout(Participant source) {
var nextTurnEvents = game.endTurn();
nextTurnEvents.add(game.getGameStateEvent());
connection.broadcastEvents(nextTurnEvents.toArray(new Event[0]));
updateTimer();
updateTurnTimer();
}
/**
* The method generates a Win event for a {@link Participant}. Afterwards it sends a Disconnect to everyone, and
* terminates the connection.
* The method triggers a winEvent for a {@link Participant}, and broadcasts said event. Afterwards it sends a
* DisconnectRequest to everyone, and terminates the connection.
*
* @param winner is the {@link Participant} that won
*/
public synchronized void generateWin(Participant winner) {
public synchronized void triggerWin(Participant winner) {
connection.broadcastEvents(
new EventBuilder(EventType.WinEvent)
.withPlayerWon(winner.type.equals(ParticipantType.PlayerOne) ? 1 : 2)
@ -266,12 +320,12 @@ public class Lobby {
if (this == o) return true;
if (o == null || getClass() != o.getClass()) return false;
Lobby lobby = (Lobby) o;
return badRequests == lobby.badRequests && Objects.equals(gameID, lobby.gameID) && Objects.equals(game, lobby.game) && Objects.equals(pipeline, lobby.pipeline) && Objects.equals(activePlayer, lobby.activePlayer) && Objects.equals(pauseSegment, lobby.pauseSegment) && Objects.equals(turnTimer, lobby.turnTimer);
return badRequests == lobby.badRequests && Objects.equals(gameID, lobby.gameID) && Objects.equals(game, lobby.game) && Objects.equals(pipeline, lobby.pipeline) && Objects.equals(activePlayer, lobby.activePlayer) && Objects.equals(pauseSegment, lobby.pauseSegment) && Objects.equals(turnTimeoutTimer, lobby.turnTimeoutTimer);
}
@Override
public int hashCode() {
return Objects.hash(gameID, game, pipeline, activePlayer, badRequests, pauseSegment, turnTimer);
return Objects.hash(gameID, game, pipeline, activePlayer, badRequests, pauseSegment, turnTimeoutTimer);
}
@Override
@ -283,7 +337,7 @@ public class Lobby {
", activePlayer=" + activePlayer +
", badRequests=" + badRequests +
", pauseSegment=" + pauseSegment +
", turnTimer=" + turnTimer +
", turnTimer=" + turnTimeoutTimer +
'}';
}
}