Server/Server/src/main/java/uulm/teamname/marvelous/server/netconnector/UserManager.java

269 lines
11 KiB
Java

package uulm.teamname.marvelous.server.netconnector;
import org.java_websocket.framing.CloseFrame;
import org.tinylog.Logger;
import uulm.teamname.marvelous.gamelibrary.json.JSON;
import uulm.teamname.marvelous.gamelibrary.json.ValidationUtility;
import uulm.teamname.marvelous.gamelibrary.messages.BasicMessage;
import uulm.teamname.marvelous.gamelibrary.messages.client.*;
import uulm.teamname.marvelous.gamelibrary.messages.server.GoodbyeClientMessage;
import uulm.teamname.marvelous.gamelibrary.messages.server.HelloClientMessage;
import uulm.teamname.marvelous.server.Server;
import uulm.teamname.marvelous.server.lobbymanager.LobbyManager;
import org.java_websocket.WebSocket;
import java.util.*;
import java.util.concurrent.atomic.AtomicBoolean;
/**
* 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.
*/
public class UserManager {
private static UserManager instance;
/**
* @return the current instance of the UserManager
*/
public static UserManager getInstance() {
if (instance == null) {
instance = new UserManager();
}
return instance;
}
/** A map of all connected clients. */
private final HashMap<WebSocket, Client> clients = new HashMap<>();
public final JSON json;
/** Constructs a new, empty UserManager */
private UserManager() {
this.json = new JSON(Server.getCharacterConfig());
}
/** Called on a new WebSocket connection. Places the WebSocket and its ResourceDescriptor in a HashMap. */
void connectUser(WebSocket conn) {
Logger.debug("Connected new user");
synchronized(clients) {
clients.put(conn, new Client(conn));
}
}
/**
* Called on any received messages. The method checks the message for validity, and then relays it accordingly.
* @param conn is the {@link WebSocket} that sent the message
* @param message is the {@link String} sent by the connection
*/
void messageReceived(WebSocket conn, String message) {
Logger.debug("Message received from {}", conn);
Client client = clients.get(conn);
if(client == null) {
Logger.warn("messageReceived called with null-valued client. This is probably a bug.");
return;
}
Logger.trace("Parsing message...");
Optional<BasicMessage> parsed = json.parse(message);
if(parsed.isEmpty()) {
Logger.debug("Message couldn't be parsed, sending error...");
client.sendError("Message could not be parsed.");
return;
}
BasicMessage data = parsed.get();
Optional<String> violations = ValidationUtility.validate(data);
if(violations.isPresent()) {
Logger.debug("The message that client sent had structural violations: '{}'. Sending error...",
violations.get());
client.sendError(violations.get());
return;
}
Logger.trace("Handling message...");
handleMessage(client, data);
}
/** Called on closed connection. */
void disconnectUser(WebSocket conn, boolean closedByRemote) {
Logger.info("Disconnecting client '{}'", conn);
Client client = clients.get(conn);
if(client == null) {
Logger.warn("disconnect called with null-valued client. This is probably a bug.");
return;
}
Logger.trace("Calling handleDisconnect on LobbyManager");
LobbyManager.getInstance().handleDisconnect(client, closedByRemote);
synchronized(clients) {
Logger.debug("Removing connections from clients HashMap");
clients.remove(conn);
}
}
/** Checks type of a given message, and delegates its execution to the respective handler method */
private void handleMessage(Client client, BasicMessage data) {
Logger.debug("Received message from client '{}'", client);
if(data instanceof HelloServerMessage) {
Logger.trace("Message was instanceof HelloServerMessage");
HelloServerMessage message = (HelloServerMessage) data;
handleHelloServerMessage(client, message);
} else if(data instanceof ReconnectMessage) {
ReconnectMessage message = (ReconnectMessage) data;
handleReconnectMessage(client, message);
} else if(data instanceof PlayerReadyMessage) {
Logger.trace("Message was instanceof PlayerReadyMessage");
PlayerReadyMessage message = (PlayerReadyMessage) data;
handlePlayerReadyMessage(client, message);
} else if(data instanceof CharacterSelectionMessage) {
Logger.trace("Message was instanceof CharacterSelectionMessage");
CharacterSelectionMessage message = (CharacterSelectionMessage) data;
handleCharacterSelectionMessage(client, message);
} else if(data instanceof RequestMessage) {
Logger.trace("Message was instanceof RequestMessage");
RequestMessage message = (RequestMessage) data;
handleRequestsMessage(client, message);
}
}
/** Handles a HelloServerMessage */
private void handleHelloServerMessage(Client client, HelloServerMessage message) {
if(client.getState() != ClientState.Blank) {
Logger.debug("Disconnecting client as ClientState isn't Blank but {}", client.getState());
client.sendError("Invalid message, as handshake already completed.");
return;
}
client.setId(new SUID(message.name, message.deviceID));
Logger.trace("forwarding message to the LobbyManager");
AtomicBoolean running = new AtomicBoolean(false);
if(LobbyManager.getInstance().handleConnect(client, running)) {
var clientHasRunningGame = running.get();
if (clientHasRunningGame) {
client.setState(ClientState.Reconnect);
} else {
client.setState(ClientState.Ready);
}
HelloClientMessage response = new HelloClientMessage();
response.runningGame = running.get();
client.sendMessage(response);
} else {
client.sendError("Message could not be processed.");
}
}
/** Handles a reconnectMessage, and reconnects the client if needed */
private void handleReconnectMessage(Client client, ReconnectMessage message) {
if(client.getState() != ClientState.Reconnect) {
client.sendError("Invalid message, as client is not in reconnect-ready state");
return;
}
if(message.reconnect) {
Logger.trace("Reconnecting to lobby. Forwarding reconnect instruction to the LobbyManager");
if(LobbyManager.getInstance().handleReconnect(client)) {
Logger.trace("Successfully reconnected client, changing state to Playing...");
client.setState(ClientState.Playing);
} else {
Logger.debug("The client couldn't be reconnected properly");
client.sendError("You could not be reconnected to the Lobby");
}
} else {
Logger.trace("No reconnect requested, setting client to ready to connect state");
client.setState(ClientState.Ready);
}
}
/** Handles a PlayerReadyMessage, and connects a client to a lobby if valid */
private void handlePlayerReadyMessage(Client client, PlayerReadyMessage message) {
Logger.trace("Handing PlayerReadyMessage...");
if(client.getState() != ClientState.Ready) {
Logger.debug("Client wasn't in Ready state but instead in {} state, sending error...", client.getState());
client.sendError("Invalid message, as client is not in Ready state");
return;
}
Logger.trace("Relaying message to LobbyManager");
if(message.startGame) {
if(LobbyManager.getInstance().handleReady(client, message)) {
client.setState(ClientState.Assigned);
} else {
Logger.trace("Sending error to client as message couldn't be processed properly");
client.sendError("Invalid message.");
}
} else {
Logger.debug("Disconnecting client as game couldn't be started");
removeClient(client, "You got disconnected.");
}
}
/** Handles a characterSelectionMessage, and forwards it to the LobbyManager if valid */
private void handleCharacterSelectionMessage(Client client, CharacterSelectionMessage message) {
Logger.trace("Handling CharacterSelectionMessage");
if(client.getState() != ClientState.Assigned) {
Logger.debug("Couldn't handle CharacterSelectionMessage as client wasn't in assignedState but in {}",
client.getState());
client.sendError("Cannot select character, as client is not in the Character Selection phase");
return;
}
Logger.trace("relaying message to be handled by the LobbyManager...");
if(LobbyManager.getInstance().handleSelection(client, message)) {
Logger.trace("Handled successfully");
} else {
client.sendError("Invalid message.");
}
}
/** Handles a RequestMessage, and forwards it to the LobbyManager if valid */
private void handleRequestsMessage(Client client, RequestMessage message) {
Logger.trace("Handling RequestMessage");
if(client.getState() != ClientState.Playing) {
Logger.debug("Couldn't handle RequestMessage as client wasn't in playingState but in {}",
client.getState());
client.sendError("Invalid message, as client is not ingame");
return;
}
Logger.trace("relaying message to be handled by the LobbyManager...");
if(LobbyManager.getInstance().handleRequests(client, message)) {
Logger.trace("Handled successfully");
//"i approve" - the server
} else {
Logger.debug("Message couldn't be handled, sending error to client");
client.sendError("Invalid message.");
}
}
/**
* Called when a client should be removed from the game.
* @param client is the client to be removed
* @param message is the message that is sent to the client in the accompanying {@link GoodbyeClientMessage}
*/
public void removeClient(Client client, String message) {
GoodbyeClientMessage response = new GoodbyeClientMessage();
response.message = message;
client.sendMessage(response);
client.socket.close(CloseFrame.NORMAL);
}
}