refactor: major refactor for UserManager, and comments for LobbyManager
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@ -34,6 +34,10 @@ public class LobbyManager {
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private final HashMap<SUID, Participant> participants = new HashMap<>();
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/**
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* Handles a newly connected Client, and returns whether the game is already running in the given {@link
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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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running.set(true);
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@ -69,6 +73,14 @@ public class LobbyManager {
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return true;
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}
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/**
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* Handles a {@link CharacterSelectionMessage}, computes the characters that have been selected and relays that
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* information to the {@link LobbyConnection} concerned by this information.
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*
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* @param client is the client that sent the message
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* @param message is the message sent by the client
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* @return true if handled successfully, and false otherwise
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*/
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public boolean handleSelection(Client client, CharacterSelectionMessage message) {
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if (!participants.containsKey(client.id)) {
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return false;
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@ -116,6 +128,13 @@ public class LobbyManager {
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return true;
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}
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/**
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* Handles a requestMessage, and relays it to the Lobby if valid
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*
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* @param client is the client that sent the message
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* @param message is the message sent by the client
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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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return false;
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@ -1,6 +1,7 @@
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package uulm.teamname.marvelous.server.netconnector;
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import org.java_websocket.framing.CloseFrame;
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import org.tinylog.Logger;
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import uulm.teamname.marvelous.gamelibrary.json.JSON;
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import uulm.teamname.marvelous.gamelibrary.json.ValidationUtility;
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import uulm.teamname.marvelous.gamelibrary.messages.BasicMessage;
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@ -45,6 +46,7 @@ public class UserManager {
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/** Called on a new WebSocket connection. Places the WebSocket and its ResourceDescriptor in a HashMap. */
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void connectUser(WebSocket conn) {
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Logger.debug("Connected new user");
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synchronized(clients) {
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clients.put(conn, new Client(conn));
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}
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@ -56,15 +58,19 @@ public class UserManager {
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* @param message is the {@link String} sent by the connection
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*/
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void messageReceived(WebSocket conn, String message) {
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Logger.debug("Message received from {}", conn);
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Client client = clients.get(conn);
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if(client == null) {
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Logger.warn("messageReceived called with null-valued client. This is probably a bug.");
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return;
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}
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Logger.trace("Parsing message...");
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Optional<BasicMessage> parsed = json.parse(message);
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if(parsed.isEmpty()) {
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Logger.debug("Message couldn't be parsed, sending error...");
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client.sendError("Message could not be parsed.");
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return;
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}
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@ -73,39 +79,77 @@ public class UserManager {
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Optional<String> violations = ValidationUtility.validate(data);
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if(violations.isPresent()) {
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Logger.debug("The message that client sent had structural violations: '{}'. Sending error...",
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violations.get());
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client.sendError(violations.get());
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return;
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}
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Logger.trace("Handling message...");
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handleMessage(client, data);
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}
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/** Called on closed connection. */
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void disconnectUser(WebSocket conn, boolean closedByRemote) {
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Logger.info("Disconnecting client '{}'", conn);
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Client client = clients.get(conn);
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if(client == null) {
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Logger.warn("disconnect called with null-valued client. This is probably a bug.");
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return;
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}
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Logger.trace("Calling handleDisconnect on LobbyManager");
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LobbyManager.getInstance().handleDisconnect(client, closedByRemote);
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synchronized(clients) {
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Logger.debug("Removing connections from clients HashMap");
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clients.remove(conn);
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}
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}
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/** Checks type of a given message, and delegates its execution to the respective handler method */
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private void handleMessage(Client client, BasicMessage data) {
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Logger.debug("Received message from client '{}'", client);
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if(data instanceof HelloServerMessage) {
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Logger.trace("Message was instanceof HelloServerMessage");
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HelloServerMessage message = (HelloServerMessage) data;
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handleHelloServerMessage(client, message);
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} else if(data instanceof ReconnectMessage) {
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ReconnectMessage message = (ReconnectMessage) data;
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handleReconnectMessage(client, message);
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} else if(data instanceof PlayerReadyMessage) {
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Logger.trace("Message was instanceof PlayerReadyMessage");
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PlayerReadyMessage message = (PlayerReadyMessage) data;
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handlePlayerReadyMessage(client, message);
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} else if(data instanceof CharacterSelectionMessage) {
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Logger.trace("Message was instanceof CharacterSelectionMessage");
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CharacterSelectionMessage message = (CharacterSelectionMessage) data;
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handleCharacterSelectionMessage(client, message);
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} else if(data instanceof RequestMessage) {
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Logger.trace("Message was instanceof RequestMessage");
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RequestMessage message = (RequestMessage) data;
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handleRequestsMessage(client, message);
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}
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}
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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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client.sendError("Invalid message.");
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Logger.debug("Disconnecting client as ClientState isn't Blank but {}", client.state);
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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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Logger.trace("forwarding message to the LobbyManager");
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AtomicBoolean running = new AtomicBoolean(false);
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if(LobbyManager.getInstance().handleConnect(client, running)) {
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client.state = ClientState.Ready;
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@ -114,67 +158,100 @@ public class UserManager {
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response.runningGame = running.get();
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client.sendMessage(response);
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} else {
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client.sendError("Invalid message.");
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client.sendError("Message could not be processed.");
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}
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} else if(data instanceof ReconnectMessage) {
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ReconnectMessage message = (ReconnectMessage) data;
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}
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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.Ready) {
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client.sendError("Invalid message.");
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return;
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}
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if(message.reconnect) {
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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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} else {
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client.sendError("Invalid message.");
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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, changing ClientState to blank");
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client.state = ClientState.Blank;
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}
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} else if(data instanceof PlayerReadyMessage) {
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PlayerReadyMessage message = (PlayerReadyMessage) data;
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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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client.sendError("Invalid message.");
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Logger.debug("Client wasn't in Ready state but instead in {} state, sending error...", client.state);
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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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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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} 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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}
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} else {
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Logger.debug("Disconnecting client as game couldn't be started");
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removeClient(client, "You got disconnected.");
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}
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} else if(data instanceof CharacterSelectionMessage) {
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CharacterSelectionMessage message = (CharacterSelectionMessage) data;
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}
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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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client.sendError("Invalid message.");
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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.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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Logger.trace("relaying message to be handled by the LobbyManager...");
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if(LobbyManager.getInstance().handleSelection(client, message)) {
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Logger.trace("Handled successfully");
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client.state = ClientState.Playing;
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} else {
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client.sendError("Invalid message.");
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}
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} else if(data instanceof RequestMessage) {
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RequestMessage message = (RequestMessage) data;
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}
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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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client.sendError("Invalid message.");
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Logger.debug("Couldn't handle RequestMessage as client wasn't in assignedState but in {}",
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client.state);
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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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Logger.trace("relaying message to be handled by the LobbyManager...");
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if(LobbyManager.getInstance().handleRequests(client, message)) {
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//"👍 i approve" - the server
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Logger.trace("Handled successfully");
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//"i approve" - the server
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} else {
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Logger.debug("Message couldn't be handled, sending error to client");
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client.sendError("Invalid message.");
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}
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}
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}
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/**
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* Called when a client should be removed from the game.
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* @param client is the client to be removed
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* @param message is the message that is sent to the client in the accompanying {@link GoodbyeClientMessage}
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*/
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public void removeClient(Client client, String message) {
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GoodbyeClientMessage response = new GoodbyeClientMessage();
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response.message = message;
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