fix: destroy lobbies properly after ended games and during grouping

This commit is contained in:
punchready 2021-07-06 12:59:37 +02:00
parent ec6236c57f
commit f8aa2c9bf2
6 changed files with 80 additions and 71 deletions

View File

@ -56,7 +56,7 @@ public class TurnTimeoutTimer {
public void clear() {
Logger.trace("Clearing timer");
if (this.current != null) {
current.cancel(false);
current.cancel(true);
}
}
}

View File

@ -211,6 +211,8 @@ public class LobbyConnection implements Runnable {
}
public void terminate() {
LobbyRunner.getInstance().removeLobby(this);
LobbyManager.getInstance().removeLobby(gameID);
state = LobbyConnectionState.Aborted;
removeParticipant(player1);
removeParticipant(player2);

View File

@ -38,15 +38,19 @@ public class LobbyManager {
/**
* Handles a newly connected Client, and returns whether the game is already running in the given {@link
* AtomicBoolean}
* AtomicBoolean}.
*/
public boolean handleConnect(Client client, AtomicBoolean running) {
if (participants.containsKey(client.getId())) {
LobbyConnection lobby = lobbies.get(participants.get(client.getId()).lobby);
Logger.debug("Connecting new client");
Participant participant = participants.get(client.getId());
if (participant != null) {
LobbyConnection lobby = lobbies.get(participant.lobby);
if (lobby != null) {
running.set(lobby.state == LobbyConnectionState.Started);
}
}
return true;
}
@ -56,6 +60,7 @@ public class LobbyManager {
}
addParticipant(client, client.socket.getResourceDescriptor(), message.role);
return true;
}
@ -78,62 +83,6 @@ public class LobbyManager {
return true;
}
/**
* Adds a participant to a lobby. If the maximum amount of lobbies is already filled, or if the lobby requested
* isn't free, the participant is disconnected.
*/
private void addParticipant(Client client, String lobbyID, RoleEnum role) {
Logger.trace("Adding participant '{}' to the lobby '{}'", client.getId().getName(), lobbyID);
if (!lobbies.containsKey(lobbyID)) {
if (!LobbyRunner.getInstance().canAddLobby()) {
Logger.info("Rejecting participant '{}' as server is already full", client.getId().getName());
UserManager.getInstance().removeClient(client, "The server has currently its maximum" +
"lobby number. Please connect as a spectator instead.");
return;
}
Logger.info("Lobby '{}' didn't exist yet, initializing", lobbyID);
lobbies.put(lobbyID, new LobbyConnection(lobbyID));
}
LobbyConnection lobby = lobbies.get(lobbyID);
if (!lobby.hasFreePlayerSlot() && role != RoleEnum.SPECTATOR) {
Logger.debug("No free player slots available, disconnecting client '{}'", client.getId().getName());
UserManager.getInstance()
.removeClient(client, "The lobby your requested is already full. " +
"Please connect as a spectator instead.");
return;
}
ParticipantType type;
if (role == RoleEnum.SPECTATOR) {
type = ParticipantType.Spectator;
} else {
type = lobby.freeSlot();
}
Logger.trace("New participant '{}' has the role '{}'", client.getId().getName(), type);
Participant participant = new Participant(client, lobbyID, type);
participants.put(client.getId(), participant);
lobby.addParticipant(participant);
if (type != ParticipantType.Spectator) {
Logger.debug("Sending GameAssignment message to user '{}'", client.getId().getName());
GameAssignmentMessage response = new GameAssignmentMessage();
response.gameID = lobby.gameID;
response.characterSelection = lobby.options.get(type);
participant.sendMessage(response);
} else {
Logger.debug("Sending GeneralAssignment message to user '{}'", client.getId().getName());
GeneralAssignmentMessage response = new GeneralAssignmentMessage();
response.gameID = lobby.gameID;
participant.sendMessage(response);
}
}
/**
* Handles a {@link CharacterSelectionMessage}, computes the characters that have been selected and relays that
* information to the {@link LobbyConnection} concerned by this information.
@ -228,27 +177,90 @@ public class LobbyManager {
}
/**
* Handles the disconnect of a WebSocket. Note that this is not a leave from the game, but instead just that:
* a reconnectable disconnect.
* Handles the disconnect of a WebSocket.
*/
public void handleDisconnect(Client client, boolean byRemote) {
Logger.trace("Handling disconnect of Client");
if (!participants.containsKey(client.getId())) {
return;
}
Participant participant = participants.get(client.getId());
LobbyConnection lobby = lobbies.get(participant.lobby);
if (lobby == null) {
return;
}
if(lobby.state == LobbyConnectionState.Started) {
lobby.handleDisconnect(participant);
}else {
Logger.debug("Deleting participant after leaving a non-started lobby");
participants.remove(client.getId());
if(lobby.hasFreePlayerSlot()) {
Logger.debug("Destroying lobby after last player left");
lobby.terminate();
lobbies.remove(participant.lobby);
}
}
}
public void removeLobby(String lobbyID) {
lobbies.remove(lobbyID);
}
/**
* Adds a participant to a lobby. If the maximum amount of lobbies is already filled, or if the lobby requested
* isn't free, the participant is disconnected.
*/
private void addParticipant(Client client, String lobbyID, RoleEnum role) {
Logger.trace("Adding participant '{}' to the lobby '{}'", client.getId(), lobbyID);
if (!lobbies.containsKey(lobbyID)) {
if (!LobbyRunner.getInstance().canAddLobby()) {
Logger.info("Rejecting participant '{}' as server is already full", client.getId());
UserManager.getInstance().removeClient(client, "The server is currently full. Please connect as a spectator instead.");
return;
}
Logger.info("Lobby '{}' didn't exist yet, initializing", lobbyID);
lobbies.put(lobbyID, new LobbyConnection(lobbyID));
}
LobbyConnection lobby = lobbies.get(lobbyID);
if (!lobby.hasFreePlayerSlot() && role != RoleEnum.SPECTATOR) {
Logger.debug("No free player slots available, disconnecting client '{}'", client.getId());
UserManager.getInstance().removeClient(client, "The lobby your requested is already full. Please connect as a spectator instead.");
return;
}
ParticipantType type = lobby.freeSlot();
Logger.trace("New participant '{}' has the role '{}'", client.getId(), type);
Participant participant = new Participant(client, lobbyID, type);
participants.put(client.getId(), participant);
lobby.addParticipant(participant);
if (type != ParticipantType.Spectator) {
Logger.debug("Sending GameAssignment message to user '{}'", client.getId());
GameAssignmentMessage response = new GameAssignmentMessage();
response.gameID = lobby.gameID;
response.characterSelection = lobby.options.get(type);
participant.sendMessage(response);
} else {
Logger.debug("Sending GeneralAssignment message to user '{}'", client.getId());
GeneralAssignmentMessage response = new GeneralAssignmentMessage();
response.gameID = lobby.gameID;
participant.sendMessage(response);
}
}
/**
* Removes a participant from the game entirely. This is done when for example a player gets removed from the
* Lobby because of a timeout.

View File

@ -4,7 +4,6 @@ import org.tinylog.Logger;
import uulm.teamname.marvelous.server.Server;
import java.util.HashMap;
import java.util.concurrent.Future;
/**
* Class meant for running lobbies. It manages said lobbies, creates threads for it, and moves it into an executor
@ -54,7 +53,6 @@ public class LobbyRunner {
Logger.warn("Tried to remove non-existent lobby thread. This is probably a bug.");
} else {
Logger.debug("Stopping and removing lobby '{}'", lobby.gameID);
lobby.terminate();
activeLobbies.remove(lobby);
}
}

View File

@ -35,9 +35,6 @@ public class SUID {
@Override
public String toString() {
return "SUID{" +
"name='" + name + '\'' +
", deviceID='" + deviceID + '\'' +
'}';
return name + "#" + deviceID;
}
}

View File

@ -44,7 +44,7 @@ public class UserManager {
this.json = new JSON(Server.getCharacterConfig());
}
/** Called on a new WebSocket connection. Places the WebSocket and its ResourceDescriptor in a HashMap. */
/** Called on a new WebSocket connection. */
public void connectUser(WebSocket conn) {
Logger.debug("Connected new user");
synchronized(clients) {