refactor: changed Client field accessors to getters / setters
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7f717f5fe2
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@ -51,7 +51,7 @@ public class LobbyConnection implements Runnable {
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public void addParticipant(Participant participant) {
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if (this.state == LobbyConnectionState.Started) {
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Logger.trace("Set client state to playing");
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participant.getClient().state = ClientState.Playing;
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participant.getClient().setState(ClientState.Playing);
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participant.state = ParticipantState.Playing;
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}
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if (participant.type == ParticipantType.Spectator) {
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@ -41,14 +41,14 @@ public class LobbyManager {
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* AtomicBoolean}
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*/
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public boolean handleConnect(Client client, AtomicBoolean running) {
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if (participants.containsKey(client.id)) {
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if (participants.containsKey(client.getId())) {
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running.set(true);
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}
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return true;
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}
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public boolean handleReady(Client client, PlayerReadyMessage message) {
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if (participants.containsKey(client.id)) {
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if (participants.containsKey(client.getId())) {
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return false;
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}
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@ -57,11 +57,11 @@ public class LobbyManager {
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}
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public boolean handleReconnect(Client client) {
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if (!participants.containsKey(client.id)) {
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if (!participants.containsKey(client.getId())) {
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return false;
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}
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Participant participant = participants.get(client.id);
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Participant participant = participants.get(client.getId());
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participant.setClient(client);
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LobbyConnection lobby = lobbies.get(participant.lobby);
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@ -80,10 +80,10 @@ public class LobbyManager {
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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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Logger.trace("Adding participant '{}' to the lobby '{}'", client.id.getName(), lobbyID);
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Logger.trace("Adding participant '{}' to the lobby '{}'", client.getId().getName(), lobbyID);
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if (!lobbies.containsKey(lobbyID)) {
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if (!LobbyRunner.getInstance().canAddLobby()) {
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Logger.info("Rejecting participant '{}' as server is already full", client.id.getName());
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Logger.info("Rejecting participant '{}' as server is already full", client.getId().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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@ -95,7 +95,7 @@ public class LobbyManager {
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LobbyConnection lobby = lobbies.get(lobbyID);
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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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Logger.debug("No free player slots available, disconnecting client '{}'", client.getId().getName());
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UserManager.getInstance()
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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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@ -110,21 +110,21 @@ public class LobbyManager {
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type = lobby.freeSlot();
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}
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Logger.trace("New participant '{}' has the role '{}'", client.id.getName(), type);
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Logger.trace("New participant '{}' has the role '{}'", client.getId().getName(), 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.getId(), participant);
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lobby.addParticipant(participant);
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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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Logger.debug("Sending GameAssignment message to user '{}'", client.getId().getName());
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GameAssignmentMessage response = new GameAssignmentMessage();
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response.gameID = lobby.gameID;
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response.characterSelection = lobby.options.get(type);
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participant.sendMessage(response);
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} else {
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Logger.debug("Sending GeneralAssignment message to user '{}'", client.id.getName());
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Logger.debug("Sending GeneralAssignment message to user '{}'", client.getId().getName());
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GeneralAssignmentMessage response = new GeneralAssignmentMessage();
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response.gameID = lobby.gameID;
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participant.sendMessage(response);
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@ -141,12 +141,12 @@ public class LobbyManager {
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*/
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public boolean handleSelection(Client client, CharacterSelectionMessage message) {
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Logger.debug("Handling characterSelection...");
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if (!participants.containsKey(client.id)) {
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if (!participants.containsKey(client.getId())) {
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Logger.trace("Participant didn't exist, returning...");
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return false;
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}
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Participant participant = participants.get(client.id);
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Participant participant = participants.get(client.getId());
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if (participant.state != ParticipantState.Assigned) {
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Logger.trace("Participant wasn't assigned, exiting...");
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@ -186,9 +186,9 @@ public class LobbyManager {
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participant.sendMessage(response);
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if (complete) {
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lobby.getPlayer1().getClient().state = ClientState.Playing;
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lobby.getPlayer2().getClient().state = ClientState.Playing;
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lobby.getSpectators().forEach(spectator -> spectator.getClient().state = ClientState.Playing);
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lobby.getPlayer1().getClient().setState(ClientState.Playing);
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lobby.getPlayer2().getClient().setState(ClientState.Playing);
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lobby.getSpectators().forEach(spectator -> spectator.getClient().setState(ClientState.Playing));
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LobbyRunner.getInstance().startLobby(lobby);
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}
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@ -203,11 +203,11 @@ public class LobbyManager {
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* @return true if handled successfully, and false otherwise
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*/
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public boolean handleRequests(Client client, RequestMessage message) {
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if (!participants.containsKey(client.id)) {
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if (!participants.containsKey(client.getId())) {
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return false;
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}
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Participant participant = participants.get(client.id);
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Participant participant = participants.get(client.getId());
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if (participant.state != ParticipantState.Playing) {
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return false;
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@ -230,11 +230,11 @@ public class LobbyManager {
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*/
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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.getId())) {
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return;
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}
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Participant participant = participants.get(client.id);
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Participant participant = participants.get(client.getId());
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LobbyConnection lobby = lobbies.get(participant.lobby);
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@ -16,7 +16,7 @@ public class Participant {
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public Participant(Client client, String lobby, ParticipantType type) {
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this.client = client;
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this.id = client.id;
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this.id = client.getId();
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this.lobby = lobby;
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this.type = type;
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}
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@ -8,8 +8,8 @@ import java.util.Optional;
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public class Client {
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public final WebSocket socket;
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public SUID id;
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public ClientState state = ClientState.Blank;
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private SUID id;
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private ClientState state = ClientState.Blank;
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public Client(WebSocket socket) {
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this.socket = socket;
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@ -35,4 +35,24 @@ public class Client {
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socket.send(data.get());
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return true;
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}
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public WebSocket getSocket() {
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return socket;
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}
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public ClientState getState() {
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return state;
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}
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public SUID getId() {
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return id;
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}
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public void setId(SUID id) {
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this.id = id;
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}
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public void setState(ClientState state) {
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this.state = state;
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}
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}
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@ -141,13 +141,13 @@ public class UserManager {
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/** Handles a HelloServerMessage */
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private void handleHelloServerMessage(Client client, HelloServerMessage message) {
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if(client.state != ClientState.Blank) {
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Logger.debug("Disconnecting client as ClientState isn't Blank but {}", client.state);
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if(client.getState() != ClientState.Blank) {
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Logger.debug("Disconnecting client as ClientState isn't Blank but {}", client.getState());
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client.sendError("Invalid message, as handshake already completed.");
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return;
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}
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client.id = new SUID(message.name, message.deviceID);
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client.setId(new SUID(message.name, message.deviceID));
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Logger.trace("forwarding message to the LobbyManager");
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AtomicBoolean running = new AtomicBoolean(false);
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@ -155,9 +155,9 @@ public class UserManager {
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var clientHasRunningGame = running.get();
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if (clientHasRunningGame) {
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client.state = ClientState.Reconnect;
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client.setState(ClientState.Reconnect);
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} else {
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client.state = ClientState.Ready;
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client.setState(ClientState.Ready);
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}
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HelloClientMessage response = new HelloClientMessage();
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@ -170,7 +170,7 @@ public class UserManager {
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/** Handles a reconnectMessage, and reconnects the client if needed */
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private void handleReconnectMessage(Client client, ReconnectMessage message) {
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if(client.state != ClientState.Reconnect) {
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if(client.getState() != ClientState.Reconnect) {
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client.sendError("Invalid message, as client is not in reconnect-ready state");
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return;
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}
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@ -179,22 +179,22 @@ public class UserManager {
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Logger.trace("Reconnecting to lobby. Forwarding reconnect instruction to the LobbyManager");
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if(LobbyManager.getInstance().handleReconnect(client)) {
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Logger.trace("Successfully reconnected client, changing state to Playing...");
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client.state = ClientState.Playing;
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client.setState(ClientState.Playing);
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} else {
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Logger.debug("The client couldn't be reconnected properly");
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client.sendError("You could not be reconnected to the Lobby");
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}
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} else {
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Logger.trace("No reconnect requested, setting client to ready to connect state");
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client.state = ClientState.Ready;
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client.setState(ClientState.Ready);
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}
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}
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/** Handles a PlayerReadyMessage, and connects a client to a lobby if valid */
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private void handlePlayerReadyMessage(Client client, PlayerReadyMessage message) {
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Logger.trace("Handing PlayerReadyMessage...");
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if(client.state != ClientState.Ready) {
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Logger.debug("Client wasn't in Ready state but instead in {} state, sending error...", client.state);
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if(client.getState() != ClientState.Ready) {
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Logger.debug("Client wasn't in Ready state but instead in {} state, sending error...", client.getState());
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client.sendError("Invalid message, as client is not in Ready state");
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return;
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}
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@ -202,7 +202,7 @@ public class UserManager {
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Logger.trace("Relaying message to LobbyManager");
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if(message.startGame) {
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if(LobbyManager.getInstance().handleReady(client, message)) {
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client.state = ClientState.Assigned;
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client.setState(ClientState.Assigned);
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} else {
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Logger.trace("Sending error to client as message couldn't be processed properly");
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client.sendError("Invalid message.");
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@ -216,9 +216,9 @@ public class UserManager {
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/** Handles a characterSelectionMessage, and forwards it to the LobbyManager if valid */
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private void handleCharacterSelectionMessage(Client client, CharacterSelectionMessage message) {
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Logger.trace("Handling CharacterSelectionMessage");
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if(client.state != ClientState.Assigned) {
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if(client.getState() != ClientState.Assigned) {
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Logger.debug("Couldn't handle CharacterSelectionMessage as client wasn't in assignedState but in {}",
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client.state);
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client.getState());
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client.sendError("Cannot select character, as client is not in the Character Selection phase");
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return;
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}
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@ -234,9 +234,9 @@ public class UserManager {
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/** Handles a RequestMessage, and forwards it to the LobbyManager if valid */
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private void handleRequestsMessage(Client client, RequestMessage message) {
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Logger.trace("Handling RequestMessage");
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if(client.state != ClientState.Playing) {
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if(client.getState() != ClientState.Playing) {
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Logger.debug("Couldn't handle RequestMessage as client wasn't in playingState but in {}",
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client.state);
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client.getState());
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client.sendError("Invalid message, as client is not ingame");
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return;
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}
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