Several small adjustments to lobby structure
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@ -70,6 +70,13 @@ public class Protocol {
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*/
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public static final String listLobbies = "LISTL";
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/**
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* Client requests to join the Lobby with the given number, for example,
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* {@code JOINL$2} means the client wants to join lobby 2.
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* todo: document handling when lobby is already full
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*/
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public static final String joinLobby = "JOINL";
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//SERVER TO CLIENT COMMANDS
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/**
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@ -106,4 +113,6 @@ public class Protocol {
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public static final String serverDeliversLobbyList = "LLIST";
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}
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@ -18,7 +18,7 @@ public class ClientHandler implements Runnable {
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public static final Logger LOGGER = LogManager.getLogger();
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public static final BudaLogConfig l = new BudaLogConfig(LOGGER);
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CentralServerData serverData;
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CentralServerData serverData; //todo: does this really need to be instantiated?
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private String clientUserName;
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private BufferedWriter out;
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@ -161,7 +161,7 @@ public class ClientHandler implements Runnable {
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* announcements rather than chat messages. The message will be printed to the user exactly as it
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* is given to this method. Unlike broadcastChatMessage, it will also be printed onto the server
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* console.
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*
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* todo: this could be static!
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* @param msg the Message to be broadcast
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*/
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public void broadcastAnnouncement(String msg) {
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@ -179,7 +179,7 @@ public class ClientHandler implements Runnable {
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*/
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public void sendMsgToClient(String msg) {
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try {
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if(!msg.equals("SPING"))LOGGER.debug("Message sent to client: " + msg);
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//if(!msg.equals("SPING"))LOGGER.debug("Message sent to client: " + msg);
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out.write(msg);
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out.newLine();
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out.flush();
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@ -2,6 +2,7 @@ package ch.unibas.dmi.dbis.cs108.multiplayer.server;
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import ch.unibas.dmi.dbis.cs108.BudaLogConfig;
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import ch.unibas.dmi.dbis.cs108.sebaschi.Lobby;
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import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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import ch.unibas.dmi.dbis.cs108.multiplayer.helpers.Protocol;
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@ -57,6 +58,18 @@ public class JServerProtocolParser {
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case Protocol.clientQuitRequest:
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h.removeClientOnLogout();
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break;
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case Protocol.joinLobby:
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//todo: have this be a method of clientHandler.
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int i = Integer.parseInt(msg.substring(6, 7));
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Lobby l = Lobby.getLobbyFromID(i);
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if (l != null) {
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l.addPlayer(h);
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h.broadcastAnnouncement(h.getClientUserName() + " joined Lobby nr. " + l.getLobbyID());
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} else {
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LOGGER.debug(h.getClientUserName() + " tried to join Lobby nr. "
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+ i + " but that doesn't exist.");
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}
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break;
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case Protocol.createNewGame:
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h.createNewLobby();
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LOGGER.debug(Protocol.createNewGame
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@ -65,7 +78,7 @@ public class JServerProtocolParser {
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break;
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case Protocol.listLobbies:
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h.listAllLobbiesToClient();
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LOGGER.debug(Protocol.listLobbies + " command recieved from: " + h.getClientUserName());
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LOGGER.debug(Protocol.listLobbies + " command received from: " + h.getClientUserName());
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break;
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default:
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System.out.println("Received unknown command");
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@ -9,7 +9,7 @@ import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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/**
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* Class that shall contain all non-game logik information relevant to a game session needed for
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* Class that shall contain all non-game logic information relevant to a game session needed for
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* client-server and client-client communication.
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*/
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public class GameSessionData {
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@ -3,8 +3,7 @@ package ch.unibas.dmi.dbis.cs108.sebaschi;
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import ch.unibas.dmi.dbis.cs108.BudaLogConfig;
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import ch.unibas.dmi.dbis.cs108.multiplayer.helpers.Protocol;
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import ch.unibas.dmi.dbis.cs108.multiplayer.server.ClientHandler;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.HashSet;
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import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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@ -18,15 +17,15 @@ public class Lobby {
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public static final Logger LOGGER = LogManager.getLogger();
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public static final BudaLogConfig l = new BudaLogConfig(LOGGER);
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public static HashSet<Lobby> lobbies = new HashSet<>();
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private static final int MAX_NO_OF_CLIENTS = 6;
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public static int lobbies;
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//TODO
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CentralServerData serverData;
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/**
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* The Person who created the game and can configure it and decide to start once enough players
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* The Person who created the game and can configure it and decide to start once enough lobbyClients
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* have entered the lobby.
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*/
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private final ClientHandler admin;
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@ -34,31 +33,28 @@ public class Lobby {
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/**
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* Everyone who's in the lobby.
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*/
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private List<ClientHandler> players = new ArrayList<>(6);
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private HashSet<ClientHandler> lobbyClients = new HashSet<>(6);
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private int numberOfPlayersInLobby;
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//TODO maybe it makes sense to have LobbyID Class?
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private final int lobbyID = lobbies++;
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static {
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lobbies = 0;
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}
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private final int lobbyID;
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/**
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* Constructor. Sets the admin to who created the lobby. Adds the admin to the list of players.
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* Increases the number of players from 0 to 1.
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* Constructor. Sets the admin to who created the lobby. Adds the admin to the list of lobbyClients.
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* Increases the number of lobbyClients from 0 to 1.
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*
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* @param admin the Client who called CRTGM
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*/
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public Lobby(ClientHandler admin) {
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this.admin = admin;
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this.players.add(admin);
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this.lobbyClients.add(admin);
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this.numberOfPlayersInLobby = 1;
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LOGGER.debug("New Lobby created by " + admin.getClientUserName() + ". This lobby's ID: "
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+ this.lobbyID);
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lobbies.add(this);
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this.lobbyID = lobbies.size();
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admin.broadcastAnnouncement("New Lobby created by " + admin.getClientUserName() +
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". This lobby's ID: " + this.lobbyID);
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}
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/**
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@ -80,12 +76,12 @@ public class Lobby {
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}
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/**
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* Returns the list containing players currently in the lobby
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* Returns the list containing lobbyClients currently in the lobby
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*
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* @return list of players
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* @return list of lobbyClients
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*/
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public List<ClientHandler> getPlayers() {
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return this.players;
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public HashSet<ClientHandler> getLobbyClients() {
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return this.lobbyClients;
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}
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/**
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@ -104,22 +100,47 @@ public class Lobby {
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return response.toString();
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}
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/**
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* Returns the lobby with the desired LobbyID.
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* For example, getLobbyFromID(5) returns the lobby whose LobbyID is 5.
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* If no such lobby exists, it returns null.
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*/
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public static Lobby getLobbyFromID(int i) {
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for (Lobby l: lobbies) {
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if (l.getLobbyID() == i) {
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return l;
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}
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}
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return null;
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}
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public static boolean clientIsInALobby(ClientHandler h) {
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for (Lobby l: lobbies) {
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for (ClientHandler clientHandler: l.getLobbyClients()) {
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if (h.equals(clientHandler)) {
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return true;
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}
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}
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}
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return false;
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}
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/**
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* Adds a player to the lobby.
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* TODO: add an appropriate response. Currently hardcoded.
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* TODO: Does this method need to be implemented somewhere else, e.g. in the ClientHandler?
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*
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* //todo: Client can only join one Lobby.
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* @param player who wants to join the lobby.
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*/
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public synchronized void addPlayer(ClientHandler player) {
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if (players.size() <= MAX_NO_OF_CLIENTS) {
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players.add(player);
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if (lobbyClients.size() < MAX_NO_OF_CLIENTS) {
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lobbyClients.add(player);
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numberOfPlayersInLobby++;
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LOGGER.debug(player.getClientUserName() + " has been added to Lobby with ID: " + lobbyID
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+ ". Current number of players in this lobby: " + players.size());
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+ ". Current number of lobbyClients in this lobby: " + lobbyClients.size());
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} else {
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LOGGER.debug(
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player.getClientUserName() + " could not be added to lobby. Number of players in lobby: "
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player.getClientUserName() + " could not be added to lobby. Number of lobbyClients in lobby: "
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+ numberOfPlayersInLobby);
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//TODO: does this have to be formatted in any way to conform to protocol?
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player.sendMsgToClient(Protocol.printToClientConsole +
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@ -136,11 +157,11 @@ public class Lobby {
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* @return true if a player was found and removed. Used for debugging.
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*/
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public synchronized boolean removePlayer(ClientHandler player) {
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return this.getPlayers().remove(player);
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return this.getLobbyClients().remove(player);
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}
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public void broadcastToLounge(String msg) {
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for (ClientHandler lounger : this.getPlayers()) {
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for (ClientHandler lounger : this.getLobbyClients()) {
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}
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}
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