Correcions in CentralServerData: wherever a Client object wasa expected has been changed to expect a ClientHandler object. This is because the server sees clients via ClientHandlers but has no access to Client objects.
Lobby: Field "admin" added which is a ClientHandler type object. This represents who started the game and, for the phase before the gameplay starts, controls relevant functions.
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@ -3,6 +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.gamelogic.Game;
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import ch.unibas.dmi.dbis.cs108.multiplayer.client.Client;
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import ch.unibas.dmi.dbis.cs108.multiplayer.server.ClientHandler;
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import java.net.Socket;
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import java.util.Map;
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import java.util.Set;
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@ -11,7 +12,7 @@ import org.apache.logging.log4j.Logger;
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/**
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* This Class Represents an Object containing different Maps, Lists and Sets wherein a server object
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* can find all needed data. An instance of this object can also be passed to other class-objects uf
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* can find all needed data. An instance of this object can also be passed to other class-objects if
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* they need the same data. This Class is used to query for information in collections.
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*/
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public class CentralServerData {
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@ -19,11 +20,11 @@ public class CentralServerData {
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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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private Set<Client> clientsOnServer;
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private Set<ClientHandler> clientsOnServer;
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private Set<Game> activeGames;
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private Set<Game> gamesOpenToJoin;
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private Map<Client, Socket> clientSocketMap;
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private Map<Socket, Client> socketClientMap;
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private Map<Game, Client> gameClientMap;
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private Map<ClientHandler, Socket> clientSocketMap;
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private Map<Socket, ClientHandler> socketClientMap;
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private Map<Game, ClientHandler> gameClientMap;
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}
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@ -1,5 +1,16 @@
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package ch.unibas.dmi.dbis.cs108.sebaschi;
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import ch.unibas.dmi.dbis.cs108.multiplayer.server.ClientHandler;
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/**
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* The Lobby one is in after a client sends the CRTGM command. THe Server
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*/
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public class Lobby {
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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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* have entered the lobby.
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*/
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ClientHandler admin;
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}
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