fix: destroy lobbies properly after ended games and during grouping
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ec6236c57f
commit
f8aa2c9bf2
@ -56,7 +56,7 @@ public class TurnTimeoutTimer {
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public void clear() {
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public void clear() {
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Logger.trace("Clearing timer");
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Logger.trace("Clearing timer");
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if (this.current != null) {
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if (this.current != null) {
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current.cancel(false);
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current.cancel(true);
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}
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}
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}
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}
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}
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}
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@ -211,6 +211,8 @@ public class LobbyConnection implements Runnable {
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}
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}
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public void terminate() {
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public void terminate() {
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LobbyRunner.getInstance().removeLobby(this);
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LobbyManager.getInstance().removeLobby(gameID);
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state = LobbyConnectionState.Aborted;
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state = LobbyConnectionState.Aborted;
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removeParticipant(player1);
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removeParticipant(player1);
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removeParticipant(player2);
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removeParticipant(player2);
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@ -38,15 +38,19 @@ public class LobbyManager {
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/**
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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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* 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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* AtomicBoolean}.
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*/
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*/
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public boolean handleConnect(Client client, AtomicBoolean running) {
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public boolean handleConnect(Client client, AtomicBoolean running) {
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if (participants.containsKey(client.getId())) {
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Logger.debug("Connecting new client");
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LobbyConnection lobby = lobbies.get(participants.get(client.getId()).lobby);
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Participant participant = participants.get(client.getId());
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if (participant != null) {
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LobbyConnection lobby = lobbies.get(participant.lobby);
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if (lobby != null) {
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if (lobby != null) {
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running.set(lobby.state == LobbyConnectionState.Started);
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running.set(lobby.state == LobbyConnectionState.Started);
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}
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}
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}
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}
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return true;
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return true;
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}
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}
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@ -56,6 +60,7 @@ public class LobbyManager {
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}
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}
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addParticipant(client, client.socket.getResourceDescriptor(), message.role);
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addParticipant(client, client.socket.getResourceDescriptor(), message.role);
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return true;
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return true;
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}
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}
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@ -78,62 +83,6 @@ 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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* 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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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.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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}
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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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}
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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.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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return;
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}
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ParticipantType type;
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if (role == RoleEnum.SPECTATOR) {
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type = ParticipantType.Spectator;
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} else {
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type = lobby.freeSlot();
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}
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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.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.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.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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}
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}
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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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* 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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* information to the {@link LobbyConnection} concerned by this information.
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@ -228,27 +177,90 @@ public class LobbyManager {
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}
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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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* Handles the disconnect of a WebSocket.
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* a reconnectable disconnect.
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*/
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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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Logger.trace("Handling disconnect of Client");
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if (!participants.containsKey(client.getId())) {
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if (!participants.containsKey(client.getId())) {
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return;
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return;
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}
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}
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Participant participant = participants.get(client.getId());
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Participant participant = participants.get(client.getId());
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LobbyConnection lobby = lobbies.get(participant.lobby);
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LobbyConnection lobby = lobbies.get(participant.lobby);
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if (lobby == null) {
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if (lobby == null) {
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return;
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return;
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}
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}
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lobby.handleDisconnect(participant);
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if(lobby.state == LobbyConnectionState.Started) {
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lobby.handleDisconnect(participant);
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}else {
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Logger.debug("Deleting participant after leaving a non-started lobby");
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participants.remove(client.getId());
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if(lobby.hasFreePlayerSlot()) {
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Logger.debug("Destroying lobby after last player left");
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lobby.terminate();
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lobbies.remove(participant.lobby);
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}
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}
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}
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}
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public void removeLobby(String lobbyID) {
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lobbies.remove(lobbyID);
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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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Logger.trace("Adding participant '{}' to the lobby '{}'", client.getId(), 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.getId());
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UserManager.getInstance().removeClient(client, "The server is currently full. Please connect as a spectator instead.");
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return;
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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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}
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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.getId());
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UserManager.getInstance().removeClient(client, "The lobby your requested is already full. Please connect as a spectator instead.");
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return;
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}
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ParticipantType type = lobby.freeSlot();
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Logger.trace("New participant '{}' has the role '{}'", client.getId(), type);
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Participant participant = new Participant(client, lobbyID, type);
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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.getId());
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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.getId());
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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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}
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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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* 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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* Lobby because of a timeout.
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@ -4,7 +4,6 @@ import org.tinylog.Logger;
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import uulm.teamname.marvelous.server.Server;
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import uulm.teamname.marvelous.server.Server;
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import java.util.HashMap;
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import java.util.HashMap;
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import java.util.concurrent.Future;
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/**
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/**
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* Class meant for running lobbies. It manages said lobbies, creates threads for it, and moves it into an executor
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* Class meant for running lobbies. It manages said lobbies, creates threads for it, and moves it into an executor
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@ -54,7 +53,6 @@ public class LobbyRunner {
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Logger.warn("Tried to remove non-existent lobby thread. This is probably a bug.");
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Logger.warn("Tried to remove non-existent lobby thread. This is probably a bug.");
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} else {
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} else {
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Logger.debug("Stopping and removing lobby '{}'", lobby.gameID);
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Logger.debug("Stopping and removing lobby '{}'", lobby.gameID);
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lobby.terminate();
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activeLobbies.remove(lobby);
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activeLobbies.remove(lobby);
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}
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}
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}
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}
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@ -35,9 +35,6 @@ public class SUID {
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@Override
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@Override
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public String toString() {
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public String toString() {
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return "SUID{" +
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return name + "#" + deviceID;
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"name='" + name + '\'' +
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", deviceID='" + deviceID + '\'' +
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'}';
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}
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}
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}
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}
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@ -44,7 +44,7 @@ public class UserManager {
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this.json = new JSON(Server.getCharacterConfig());
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this.json = new JSON(Server.getCharacterConfig());
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}
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}
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/** Called on a new WebSocket connection. Places the WebSocket and its ResourceDescriptor in a HashMap. */
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/** Called on a new WebSocket connection. */
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public void connectUser(WebSocket conn) {
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public void connectUser(WebSocket conn) {
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Logger.debug("Connected new user");
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Logger.debug("Connected new user");
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synchronized(clients) {
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synchronized(clients) {
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