refactor: formated UserManager properly

This commit is contained in:
Yannik Bretschneider 2021-06-07 01:56:08 +02:00
parent 274a85248f
commit c24121b6d9

View File

@ -16,10 +16,10 @@ import org.java_websocket.WebSocket;
import java.util.*;
/** Class that manages users. It is meant as an extension to the {@link MarvelousServer} class. This is the first
* place where messages are relayed to after they get received. This class is
* responsible for handshakes, reconnects and WebSocket-to-Participant matching.
* It is designed to be thread-safe. The Singleton of this class also contains a
/**
* Class that manages users. It is meant as an extension to the {@link MarvelousServer} class. This is the first place
* where messages are relayed to after they get received. This class is responsible for handshakes, reconnects and
* WebSocket-to-Participant matching. It is designed to be thread-safe. The Singleton of this class also contains a
* {@link LobbyManager}, which manages the lobbys.
*/
public class UserManager {
@ -37,8 +37,10 @@ public class UserManager {
return instance;
}
/** The {@link LobbyManager} associated with the {@link UserManager}. It is therefore a kind of extension
* to the current singleton, and may of course not be called from anywhere else */
/**
* The {@link LobbyManager} associated with the {@link UserManager}. It is therefore a kind of extension to the
* current singleton, and may of course not be called from anywhere else
*/
private final LobbyManager lobbyManager;
/** A set of users that aren't assigned to lobbies or character selection yet */
@ -47,9 +49,9 @@ public class UserManager {
/** A set of users that can reconnect if they wish to do so, and their matching Participants */
private final HashMap<WebSocket, SUID> readyToReconnect;
/** A set of users that only have to send the
* {@link uulm.teamname.marvelous.gamelibrary.messages.client.PlayerReadyMessage} to be assigned
* to a lobby, containing WebSockets mapped to their user's usernames
/**
* A set of users that only have to send the {@link uulm.teamname.marvelous.gamelibrary.messages.client.PlayerReadyMessage}
* to be assigned to a lobby, containing WebSockets mapped to their user's usernames
*/
private final HashMap<WebSocket, SUID> readyToConnect;
@ -88,9 +90,10 @@ public class UserManager {
}
/**
* Called on any received messages. The method checks the message for validity, and then relays it
* accordingly. {@link HelloServerMessage HelloServerMessages} and {@link ReconnectMessage ReconnectMessages}
* are handled in this component, whereby a handshake or reconnect is performed, respectively.
* Called on any received messages. The method checks the message for validity, and then relays it accordingly.
* {@link HelloServerMessage HelloServerMessages} and {@link ReconnectMessage ReconnectMessages} are handled in this
* component, whereby a handshake or reconnect is performed, respectively.
*
* @param conn is the {@link WebSocket} that sent the message
* @param message is the {@link String} sent by the connection
*/
@ -271,6 +274,7 @@ public class UserManager {
/**
* Method to call when removing a user from the game, e.g. on player timeout, or end of match
*
* @param conn is the connection to close
*/
public void removeUser(WebSocket conn) {
@ -291,11 +295,7 @@ public class UserManager {
}
}
/**
* Method called exclusively from {@link MarvelousServer} on closed connection.
* @param conn
* @param closedByRemote
*/
/** Method called exclusively from {@link MarvelousServer} on closed connection. */
void disconnectUser(WebSocket conn, boolean closedByRemote) {
// TODO: notify clients and such if the connection was in fact closed by the remote. Also remove participant
synchronized (newUsers) {
@ -308,6 +308,7 @@ public class UserManager {
readyToReconnect.remove(conn);
}
synchronized (inGame) {
if (inGame.containsKey(conn)) inGame.get(conn).clearConnection();
inGame.remove(conn);
}
}