Merge pull request #94 from rubenpirreram/forfeit-win

Forfeit win
This commit is contained in:
rubenpirreram
2026-05-12 14:28:23 +02:00
committed by GitHub
22 changed files with 1190 additions and 403 deletions
+3
View File
@@ -1,6 +1,9 @@
<component name="InspectionProjectProfileManager">
<profile version="1.0">
<option name="myName" value="Project Default" />
<inspection_tool class="AutoCloseableResource" enabled="true" level="WARNING" enabled_by_default="true">
<option name="METHOD_MATCHER_CONFIG" value="java.util.Formatter,format,java.io.Writer,append,com.google.common.base.Preconditions,checkNotNull,org.hibernate.Session,close,java.io.PrintWriter,printf,java.io.PrintStream,printf,java.lang.foreign.Arena,ofAuto,java.lang.foreign.Arena,global,java.util.concurrent.Executors,newSingleThreadExecutor" />
</inspection_tool>
<inspection_tool class="MissingJavadoc" enabled="true" level="WARNING" enabled_by_default="true" />
</profile>
</component>
@@ -42,7 +42,7 @@ public class ClientLauncherGUI extends Application {
Platform.runLater(() -> loginView.setErrore("Connessione RMI fallita."));
}
} else {
TCPClient client = new TCPClient(controller, ip, 8080);
TCPClient client = new TCPClient(controller, ip, 8080,8081);
if (client.connect(nome, numPlayer)) {
controller.setClient(client);
} else {
@@ -88,7 +88,7 @@ public class ClientLauncherTUI {
// TCP
} else if (networkType == 1) {
// Connect
TCPClient client = new TCPClient(controller, IP, 8080);
TCPClient client = new TCPClient(controller, IP, 8080,8081);
if (client.connect(username, proposedNumPlayers)) {
System.out.println("Succesfully connected to TCP server\n\n");
} else {
@@ -1,7 +1,6 @@
package it.polimi.ingsw.gc14.Controller;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Model.GamePackage.GameStages;
import it.polimi.ingsw.gc14.Model.Player;
/**
@@ -30,7 +29,22 @@ public class GameController {
*/
public GameController() {
}
//TODO
public boolean DisconnectedPlayer(String username)
{
Player player= model.getPlayerByUsername(username);
if(player==null)
return false;
return model.DisconnectedPlayer(player);
}
//TODO
public boolean ReconnectPlayer(String username)
{
Player player= model.getPlayerByUsername(username);
if(player==null)
return false;
return model.ReconnectPlayer(player);
}
/**
* Returns the game model managed by this controller.
*
@@ -1,75 +0,0 @@
package it.polimi.ingsw.gc14;
import java.util.ArrayList;
/**
* An {@link ArrayList} with a configurable size limit and an associated action.
* When the number of elements reaches or exceeds the limit, the specified action is automatically triggered.
*
* @param <T> the type of elements held in this list.
*/
public class LimitedList<T> extends ArrayList<T> {
/**
* The maximum number of elements allowed in the list before the action is triggered.
*/
private int limit;
/**
* The action to execute when the list size reaches or exceeds the limit.
*/
private Runnable action;
/**
* Creates a new {@code LimitedList} with the specified limit and action.
*
* @param limit the maximum number of elements before the action is triggered.
* @param action the action to execute when the limit is reached.
*/
public LimitedList(int limit, Runnable action) {
this.limit = limit;
this.action = action;
}
/**
* Adds the specified element to the list.
* If the list size reaches or exceeds the limit after the insertion, the configured action is triggered.
*
* @param element the element to add.
* @return {@code true} if the element was successfully added.
*/
@Override
public boolean add(T element) {
boolean result = super.add(element);
if (size() >= limit) {
action.run();
}
return result;
}
/**
* Sets a new size limit for this list.
*
* @param num the new limit.
*/
public void setLimit(int num) {
this.limit = num;
}
/**
* Returns the current size limit of this list.
*
* @return the current limit.
*/
public int getLimit() {
return limit;
}
/**
* Sets a new action to execute when the list size reaches or exceeds the limit.
*
* @param action the new action to set.
*/
public void setAction(Runnable action) {
this.action = action;
}
}
@@ -0,0 +1,117 @@
package it.polimi.ingsw.gc14;
import java.util.Collection;
import java.util.LinkedHashMap;
import java.util.Map;
import java.util.Set;
/**
* A {@link LinkedHashMap} with a configurable size limit and an associated action.
* When the number of elements reaches or exceeds the limit, the specified action is automatically triggered.
* This implementation is thread-safe.
*
* @param <K> the type of keys maintained by this map.
* @param <V> the type of mapped values.
*/
public class LimitedMap<K, V> implements Map<K, V> {
private final LinkedHashMap<K, V> map = new LinkedHashMap<>();
/**
* The maximum number of elements allowed in the map before the action is triggered.
*/
private volatile int limit;
/**
* The action to execute when the map size reaches or exceeds the limit.
*/
private volatile Runnable action;
/**
* Creates a new {@code LimitedMap} with the specified limit and action.
*
* @param limit the maximum number of elements before the action is triggered.
* @param action the action to execute when the limit is reached.
*/
public LimitedMap(int limit, Runnable action) {
this.limit = limit;
this.action = action;
}
/**
* Associates the specified value with the specified key in this map.
* If the map size reaches or exceeds the limit after the insertion, the configured action is triggered.
*
* @param key the key with which the specified value is to be associated.
* @param value the value to be associated with the specified key.
* @return the previous value associated with the key, or {@code null} if there was no mapping.
*/
@Override
public synchronized V put(K key, V value) {
boolean added = true;
if(map.size()==limit) {
if(!map.containsKey(key))
return null;
added = false;
}
V result = map.put(key, value);
if (map.size() >= limit && added) {
action.run();
}
return result;
}
@Override
public synchronized V remove(Object key) { return map.remove(key); }
@Override
public synchronized V get(Object key) { return map.get(key); }
@Override
public synchronized boolean containsKey(Object key) { return map.containsKey(key); }
@Override
public synchronized boolean containsValue(Object value) { return map.containsValue(value); }
@Override
public synchronized int size() { return map.size(); }
@Override
public synchronized boolean isEmpty() { return map.isEmpty(); }
@Override
public synchronized void putAll(Map<? extends K, ? extends V> m) { m.forEach(this::put); }
@Override
public synchronized void clear() { map.clear(); }
@Override
public synchronized Set<K> keySet() { return map.keySet(); }
@Override
public synchronized Collection<V> values() { return map.values(); }
@Override
public synchronized Set<Entry<K, V>> entrySet() { return map.entrySet(); }
/**
* Sets a new size limit for this map.
*
* @param num the new limit.
*/
public void setLimit(int num) { this.limit = num; }
/**
* Returns the current size limit of this map.
*
* @return the current limit.
*/
public int getLimit() { return limit; }
/**
* Sets a new action to execute when the map size reaches or exceeds the limit.
*
* @param action the new action to set.
*/
public void setAction(Runnable action) { this.action = action; }
}
@@ -41,6 +41,44 @@ public class Game implements Serializable {
return playersList;
}
//TODO
public Map<Player,Boolean> disconnetedPlayers = new HashMap<>();
//TODO
public boolean DisconnectedPlayer(Player player)
{
if(disconnetedPlayers.containsKey(player) && disconnetedPlayers.get(player))
{
return false;
}
disconnetedPlayers.put(player,true);
if(currentState.getCurrentPlayer().equals(player))
nextPlayerSetup();
return true;
}
//TODO
public boolean ReconnectPlayer(Player player)
{
if(!disconnetedPlayers.containsKey(player))
{
return false;
}
disconnetedPlayers.put(player,false);
if(currentState.getGameStage().equals(GameStages.SLOT_CHOICE) )
{
disconnetedPlayers.remove(player);
if(!orderLogicCard.players.contains(player))
{
orderLogicCard.pushNoEffect(player);
}
}
return true;
}
public void ClearDisconnected()
{
disconnetedPlayers.clear();
}
/**
* Returns the current number of players participating in the game.
* @return the current number of players.
@@ -607,7 +645,10 @@ public class Game implements Serializable {
if (GameStages.SLOT_CHOICE == currentState.getGameStage()) {
Player tempPlayer = orderLogicCard.pull();
if(disconnetedPlayers.containsKey(tempPlayer) && disconnetedPlayers.get(tempPlayer)) {
nextPlayerSetup();
return;
}
if (tempPlayer != null) {
currentState.PlayerUpdate(tempPlayer, null);
return;
@@ -652,12 +693,15 @@ public class Game implements Serializable {
for (Slot s : slotMap.keySet()) {
if (slotMap.get(s) != null) {
currentState.PlayerUpdate(slotMap.get(s), s);
if(disconnetedPlayers.containsKey(currentState.getCurrentPlayer())&& disconnetedPlayers.get(currentState.getCurrentPlayer()))
{
slotMap.put(currentState.getSlot(), null);
continue;
}
boolean hasDrawableLower = currentState.getNLower() > 0
&& (hasDrawableDown() || !getLowerListBuilding().isEmpty());
boolean hasDrawableUpper = currentState.getNUpper() > 0
&& (hasDrawableUp() || !getUpperListBuilding().isEmpty());
if (!hasDrawableLower && !hasDrawableUpper) {
// This player also has nothing, skip and continue the loop
orderLogicCard.push(currentState.getCurrentPlayer());
@@ -679,6 +723,9 @@ public class Game implements Serializable {
if (optionalPlayer != null) {
currentState.PlayerUpdate(optionalPlayer, null);
if(disconnetedPlayers.containsKey(currentState.getCurrentPlayer())&& disconnetedPlayers.get(currentState.getCurrentPlayer())) {
nextPlayerSetup();
}
return;
}
@@ -718,6 +765,14 @@ public class Game implements Serializable {
if (currentState.getRound() < 10) {
nextRound();
for(Map.Entry<Player,Boolean> entry: disconnetedPlayers.entrySet())
{
if(!entry.getValue())
{
orderLogicCard.pushNoEffect(entry.getKey());
disconnetedPlayers.remove(entry.getKey());
}
}
currentState.PlayerUpdate(orderLogicCard.pull(), null);
currentState.GameStageUpdate(GameStages.SLOT_CHOICE);
} else {
@@ -59,6 +59,20 @@ public abstract class OrderLogicCard implements Serializable {
}
/**
* Adds the player to the end of the queue, without effects.
*
* @param player the player to be pushed into the queue.
*/
public void pushNoEffect(Player player){
if(players.size()==0)
{
playerList=new ArrayList<>();
}
playerList.add(new OrderPlayer(player,false));
players.add(player);
}
/**
* Removes and returns the first player in the queue.
@@ -0,0 +1,15 @@
package it.polimi.ingsw.gc14.Network;
//TODO
public class ClientPlayer {
private String username;
public String getUsername() {
return username;
}
public boolean connected;
public ClientPlayer(String username,boolean connected) {
this.username = username;
this.connected = connected;
}
}
@@ -13,7 +13,8 @@ public enum EventType {
DRAW_LOWER_BUILD,
PICK_OPTIONAL_TRIBE,
PICK_OPTIONAL_BUILD,
SKIP_UPPER,
SKIP_LOWER,
SKIP_NO_DRAWABLE,
DISCONNECTED_PLAYER,
RECONNECT_PLAYER,
NO_OPTIONAL_CARD
}
@@ -0,0 +1,33 @@
package it.polimi.ingsw.gc14.Network.NetworkEvents;
import it.polimi.ingsw.gc14.Controller.GameController;
import it.polimi.ingsw.gc14.Network.EventType;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import java.io.Serializable;
/**
* NetworkEvent to avoid drawing a card from the lower card list
*/
public class DisconnectedPlayer extends NetworkEvent implements Serializable{
/**
* Class constructor.
* Initializes all the attributes.
* @param username the name of the player requesting the event
*/
public DisconnectedPlayer(String username){
super(username, EventType.DISCONNECTED_PLAYER, false);
}
/**
* @param gameController the Game Controller on which to apply the event
* @return true if the player could skipTheTurn, false otherwise
*/
@Override
public boolean apply(GameController gameController){
return gameController.DisconnectedPlayer(username);
}
}
@@ -0,0 +1,30 @@
package it.polimi.ingsw.gc14.Network.NetworkEvents;
import it.polimi.ingsw.gc14.Controller.GameController;
import it.polimi.ingsw.gc14.Network.EventType;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import java.io.Serializable;
//TODO
public class ReconnectPlayer extends NetworkEvent implements Serializable{
/**
* Class constructor.
* Initializes all the attributes.
* @param username the name of the player requesting the event
*/
public ReconnectPlayer(String username){
super(username, EventType.RECONNECT_PLAYER, false);
}
/**
* @param gameController the Game Controller on which to apply the event
* @return true if the player could skipTheTurn, false otherwise
*/
@Override
public boolean apply(GameController gameController){
return gameController.ReconnectPlayer(username);
}
}
@@ -17,7 +17,7 @@ public class SkipNoDrawable extends NetworkEvent implements Serializable{
* @param username the name of the player requesting the event
*/
public SkipNoDrawable(String username){
super(username, EventType.SKIP_LOWER, false);
super(username, EventType.SKIP_NO_DRAWABLE, false);
}
/**
@@ -4,6 +4,7 @@ import java.rmi.RemoteException;
import java.rmi.registry.LocateRegistry;
import java.rmi.registry.Registry;
import java.util.Objects;
import java.util.concurrent.*;
import it.polimi.ingsw.gc14.Controller.ClientController;
import it.polimi.ingsw.gc14.Network.IClient;
@@ -18,33 +19,24 @@ import it.polimi.ingsw.gc14.Network.RMI.Server.RMIServer;
*/
public class RMIClient implements IClient {
/** The host address of the RMI server */
private static final long PING_INTERVAL_S = 3; // mirrors TCPClient 3 s
private static final long PING_TIMEOUT_MS = 5_000; // mirrors SILENCE_THRESHOLD_MS
private final String host;
/** The port of the RMI server */
private final int port;
/** The remote stub used to call methods on the server */
private IGameServer stub;
/** Client game's controller */
ClientController controller;
/**
* Local IP address of the RMI client.
*/
private ClientController controller;
private String myIP;
private String username;
private volatile boolean running = false;
/** Scheduler that fires ping() every PING_INTERVAL_S seconds. */
private ScheduledExecutorService pingSender;
/**
* Class constructor.
*
* @param controller the client controller used to create the callback.
* @param host the host address of the RMI server.
* @param port the port of the RMI server.
* @param myIP the local IP address used by the RMI client.
*/
public RMIClient(ClientController controller, String host, int port, String myIP) {
this.controller=controller;
this.controller = controller;
this.host = host;
this.port = port;
this.myIP = myIP;
@@ -52,29 +44,89 @@ public class RMIClient implements IClient {
/**
* Connects to the RMI server and attempts to join the game.
* Looks up the RMI registry to retrieve the {@link IGameServer} stub.
* Then, creates a {@link ClientCallbackImpl} and calls {@link RMIServer#joinGame(String, int, IClientCallback)}.
* @param username the player's username
* @param preferredInt the desired number of players
* @return true if the player successfully joined the game, false otherwise
* Connects to the RMI server and starts the heartbeat loop.
*
* <p>Mirrors {@code TCPClient.connect()}: after a successful join the
* heartbeat channel is opened (here: a scheduler is started instead of
* opening a second socket).
*/
public boolean connect(String username,int preferredInt) {
@Override
public boolean connect(String username, int preferredInt) {
try {
System.setProperty("java.rmi.server.hostname", this.myIP);
Registry registry = LocateRegistry.getRegistry(host, port);
this.stub = (IGameServer) registry.lookup("RMIGameServer");
ClientCallbackImpl callback = new ClientCallbackImpl(controller);
this.username = username;
return stub.joinGame(username, preferredInt, callback);
}
catch (Exception e) {
ClientCallbackImpl callback = new ClientCallbackImpl(controller);
boolean joined = stub.joinGame(username, preferredInt, callback);
if (!joined) return false;
running = true;
startHeartbeat();
return true;
} catch (Exception e) {
e.printStackTrace();
return false;
}
}
// -------------------------------------------------------------------------
// Heartbeat mirrors TCPClient.heartbeatLoop()
// -------------------------------------------------------------------------
/**
* Starts sending periodic pings to the server.
*
* <p>Mirrors the {@code ScheduledExecutorService} in
* {@code TCPClient.heartbeatLoop()} that writes {@code PING} every 3 s.
* On {@link RemoteException} the server is considered gone and
* {@link #disconnect()} is called mirrors the behaviour on
* {@code SocketTimeoutException} / {@code IOException} in the TCP version.
*/
private void startHeartbeat() {
pingSender = Executors.newSingleThreadScheduledExecutor(r -> {
Thread t = new Thread(r, "rmi-heartbeat");
t.setDaemon(true);
return t;
});
ExecutorService executor = Executors.newSingleThreadExecutor();
pingSender.scheduleAtFixedRate(() -> {
Future<?> future = executor.submit(() -> {
try {
stub.ping(username);
} catch (RemoteException e) {
disconnect();
}
});
try {
future.get(PING_TIMEOUT_MS, TimeUnit.MILLISECONDS); // mirrors setSoTimeout(5000)
} catch (TimeoutException e) {
future.cancel(true);
System.out.println("RMI ping timeout: " + username);
disconnect();
} catch (Exception e) {
disconnect();
}
}, 0, PING_INTERVAL_S, TimeUnit.SECONDS);
}
/**
* Tears down the connection.
* Mirrors {@code TCPClient.disconnect()}: stops the heartbeat and notifies
* the view.
*/
private void disconnect() {
if (!running) return;
running = false;
if (pingSender != null) pingSender.shutdownNow();
controller.view.showError("Connessione al server persa");
}
/**
* Requests to draw a tribe card from the upper list.
@@ -9,47 +9,26 @@ import java.rmi.*;
*/
public interface IGameServer extends Remote {
/**
* Adds a player to the game through the remote server.
*
* @param username the username of the player joining the game.
* @param preferredInt the preferred player number or slot selected by the client.
* @param callback the client callback used by the server to send updates.
* @return {@code true} if the player successfully joins the game;
* {@code false} otherwise.
* @throws RemoteException if an RMI communication error occurs.
*/
boolean joinGame(String username,int preferredInt, IClientCallback callback) throws RemoteException;
boolean joinGame(String username, int preferredInt, IClientCallback callback) throws RemoteException;
/**
* Sends a network event to the game server.
*
* @param event the event to be processed by the server.
* @return {@code true} if the event is accepted and processed;
* {@code false} otherwise.
* @throws RemoteException if an RMI communication error occurs.
*/
boolean doEvent(NetworkEvent event) throws RemoteException;
void drawUpperTribeCard(String playerUsername, int pos) throws RemoteException;
void drawLowerTribeCard(String playerUsername,int pos) throws RemoteException;
void drawUpperBuildingCard(String playerUsername,int pos) throws RemoteException;
void drawLowerBuildingCard(String playerUsername,int pos) throws RemoteException;
void drawLowerTribeCard(String playerUsername, int pos) throws RemoteException;
void drawUpperBuildingCard(String playerUsername, int pos) throws RemoteException;
void drawLowerBuildingCard(String playerUsername, int pos) throws RemoteException;
void skipTurn(String playerUsername) throws RemoteException;
void pickOptionalTribeCard(String playerUsername,int pos) throws RemoteException;
void pickOptionalBuildingCard(String playerUsername,int pos) throws RemoteException;
void pickOptionalTribeCard(String playerUsername, int pos) throws RemoteException;
void pickOptionalBuildingCard(String playerUsername, int pos) throws RemoteException;
void noOptionalCard(String playerUsername) throws RemoteException;
void slotChoice(String playerUsername, int pos) throws RemoteException;
void slotChoice(String playerUsername,int pos) throws RemoteException;
}
/**
* Heartbeat: called periodically by the client to signal it is still alive.
* Mirrors the PING/PONG mechanism used in the TCP heartbeat channel.
*
* @param username the username of the client sending the ping.
* @throws RemoteException if an RMI communication error occurs.
*/
void ping(String username) throws RemoteException;
}
@@ -0,0 +1,105 @@
package it.polimi.ingsw.gc14.Network.RMI.Server;
import it.polimi.ingsw.gc14.LimitedMap;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.NetworkEvents.DisconnectedPlayer;
import java.util.Map;
import java.util.concurrent.*;
/**
* Server-side heartbeat watchdog for a single RMI client.
*
* <p>Mirrors {@code HeartbeatHandler} used in the TCP stack, but adapted for RMI:
* instead of reading raw bytes from a dedicated socket, it relies on {@link #receivePing()}
* being called by {@link RMIServer#ping(String)} every time the client sends a ping.
*
* <p>If no ping is received within {@value SILENCE_THRESHOLD_MS} ms the player is
* considered disconnected and {@link #disconnect()} is invoked, which:
* <ul>
* <li>stops the watchdog;</li>
* <li>marks the player as offline in {@code playerList};</li>
* <li>removes the callback from {@code clients};</li>
* <li>optionally pushes a {@link DisconnectedPlayer} event if it was that
* player's turn.</li>
* </ul>
*/
public class RMIHeartbeat {
private static final long SILENCE_THRESHOLD_MS = 5_000;
private String username = "";
private final LimitedMap<String, Boolean> playerList;
private final Map<String, ?> clients; // ConcurrentHashMap<String, IClientCallback>
private final BlockingQueue<NetworkEvent> actionQueue;
/** Last time a ping was received from this client. */
private volatile long lastPingTime = System.currentTimeMillis();
private volatile boolean running = true;
/** Reference to the current game model — needed to check whose turn it is. */
private volatile Game game;
private final ScheduledExecutorService watchdog =
Executors.newSingleThreadScheduledExecutor(r -> {
Thread t = new Thread(r, "rmi-watchdog-" + username);
t.setDaemon(true);
return t;
});
public RMIHeartbeat(
String username,
LimitedMap<String, Boolean> playerList,
Map<String, ?> clients,
BlockingQueue<NetworkEvent> actionQueue) {
this.username = username;
this.playerList = playerList;
this.clients = clients;
this.actionQueue = actionQueue;
}
/** Called by {@link RMIServer} whenever it starts tracking this player. */
public void start() {
watchdog.scheduleAtFixedRate(() -> {
if (System.currentTimeMillis() - lastPingTime > SILENCE_THRESHOLD_MS) {
System.out.println("RMI heartbeat timeout: " + username);
disconnect();
}
}, 1, 1, TimeUnit.SECONDS);
}
/**
* Called by {@link RMIServer#ping(String)} each time the client pings.
* Resets the silence timer mirrors writing {@code lastReceivedTime} in
* {@code HeartbeatHandler}.
*/
public void receivePing() {
lastPingTime = System.currentTimeMillis();
}
/**
* Allows the server to keep the watchdog up-to-date with the current game
* model (needed to check whose turn it is on disconnect).
*/
public void setGame(Game game) {
this.game = game;
}
// -------------------------------------------------------------------------
private void disconnect() {
if (!running) return;
running = false;
watchdog.shutdownNow();
// Mark player as offline
playerList.put(username, false);
// Remove RMI callback so notifyAll skips this client
clients.remove(username);
actionQueue.add(new DisconnectedPlayer(username));
System.out.println("RMI disconnected: " + username);
}
}
@@ -1,7 +1,7 @@
package it.polimi.ingsw.gc14.Network.RMI.Server;
import it.polimi.ingsw.gc14.Controller.GameController;
import it.polimi.ingsw.gc14.LimitedList;
import it.polimi.ingsw.gc14.LimitedMap;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.NetworkEvents.*;
@@ -24,42 +24,33 @@ import java.rmi.*;
*/
public class RMIServer extends UnicastRemoteObject implements IGameServer {
private String host;
/** Server game's controller */
private GameController controller;
/** Server game's model */
private Game model;
/** RMI registry */
private Registry registry;
/** RMI port */
private int nPort;
/** Map containing the associations between a player's username and its callback */
/** username callback */
private final Map<String, IClientCallback> clients = new ConcurrentHashMap<>();
/** Queue containing the events to be applied to the game model */
/**
* username watchdog.
* One watchdog per connected player, mirrors {@code pendingHeartbeat} / per-socket
* HeartbeatHandler in the TCP stack.
*/
private final Map<String, RMIHeartbeat> watchdogs = new ConcurrentHashMap<>();
BlockingQueue<NetworkEvent> actionQueue;
private LimitedMap<String, Boolean> playerList;
/**
* List containing the usernames of joined players.
* {@link LimitedList}'s limit defines at which size the list calls its action. The limit can be set using {@link LimitedList#setLimit(int)}.
*/
private LimitedList<String> playerList;
private boolean serverCrashed;
public void setServerCrashed(boolean serverCrashed) {
this.serverCrashed = serverCrashed;
}
/**
* Class constructor that initializes the attributes.
*
* @param controller the game controller.
* @param nPort the RMI port.
* @param actionQueue the action queue.
* @param playerList the players' usernames list.
* @param host the host address of the RMI server.
* @throws RemoteException if an RMI error occurs.
*/
public RMIServer(GameController controller, int nPort, BlockingQueue<NetworkEvent> actionQueue,LimitedList<String> playerList,String host) throws RemoteException {
public RMIServer(GameController controller, int nPort,
BlockingQueue<NetworkEvent> actionQueue,
LimitedMap<String, Boolean> playerList,
String host) throws RemoteException {
this.controller = controller;
this.nPort = nPort;
this.actionQueue = actionQueue;
@@ -67,37 +58,123 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
this.host = host;
}
/**
* Allows a player to join the game.
* If the desired number of player is invalid, the request is rejected.
* If this is the first player, a new game model is created and passed to the controller. Additionally, the playerList's limit is set.
* Then, if the controller successfully adds the player, the username is added to {@link #playerList} and {@link #clients}.
* @param username The player's name
* @param preferredInt The desired number of players
* @param callback The client's callback interface
* @return true if the player successfully joined the game, false otherwise
*/
public boolean joinGame(String username, int preferredInt, IClientCallback callback) {
if (preferredInt<2 || preferredInt>5) {
return false;
}
synchronized (controller) {
if(playerList.isEmpty()){
model = new Game(preferredInt);
controller.setModel(model);
playerList.setLimit(preferredInt);
}
if (controller.addPlayer(username)) {
clients.put(username, callback);
playerList.add(username);
System.out.println("Accepted player: " + username);
return true;
}
return false;
}
// -------------------------------------------------------------------------
// Join
// -------------------------------------------------------------------------
/**
* {@inheritDoc}
*
* <p>After a successful join a {@link RMIHeartbeat} is created and
* started for the new player mirrors creating a {@code HeartbeatHandler} in
* {@code TCPServer.acceptHeartbeat()}.
*/
@Override
public boolean joinGame(String username, int preferredInt, IClientCallback callback)
throws RemoteException {
if (preferredInt < 2 || preferredInt > 5) return false;
synchronized (controller) {
if(serverCrashed)
{
if(controller.getModel().getPlayers().stream().anyMatch(p -> p.getUserName().equals(username))&& !playerList.containsKey(username)) {
clients.put(username, callback);
playerList.put(username, true);
startWatchdog(username);
System.out.println("(After crash)Reconnected player: " + username);
return true;
}
if (playerList.containsKey(username) && !playerList.get(username)) {
playerList.put(username, true);
clients.put(username, callback);
System.out.println("Reconnected player: " + username);
startWatchdog(username);
callback.onGameInit(controller.getModel());
System.out.println("Model sent: " + username);
actionQueue.add(new ReconnectPlayer(username));
return true;
}
}
else
{
if (playerList.isEmpty()) {
model = new Game(preferredInt);
controller.setModel(model);
playerList.setLimit(preferredInt);
}
if (controller.addPlayer(username)) {
clients.put(username, callback);
playerList.put(username, true);
startWatchdog(username);
System.out.println("Accepted player: " + username);
return true;
}
// Reconnection: player was offline
if (playerList.containsKey(username) && !playerList.get(username)) {
playerList.put(username, true);
clients.put(username, callback);
System.out.println("Reconnected player: " + username);
startWatchdog(username);
callback.onGameInit(controller.getModel());
System.out.println("Model sent: " + username);
actionQueue.add(new ReconnectPlayer(username));
return true;
}
}
return false;
}
}
// -------------------------------------------------------------------------
// Heartbeat called by RMIClient every ~3 s
// -------------------------------------------------------------------------
/**
* Receives a heartbeat ping from the client.
* Mirrors the server reading {@code PING} and replying {@code PONG} in
* {@code HeartbeatHandler.run()}.
*
* @param username the username of the pinging client.
*/
@Override
public void ping(String username) throws RemoteException {
RMIHeartbeat wd = watchdogs.get(username);
if (wd != null) wd.receivePing();
}
// -------------------------------------------------------------------------
// Game model propagation keep watchdogs in sync
// -------------------------------------------------------------------------
/**
* Notifies all clients of a new event.
* Also updates every watchdog with the latest model so disconnect logic
* knows whose turn it is.
*/
public void notifyAll(NetworkEvent action) throws RemoteException {
for (Map.Entry<String, IClientCallback> entry : clients.entrySet()) {
if (!action.getIsError() ||
(action.getIsError() && action.getUsername().equals(entry.getKey()))) {
entry.getValue().onAction(action);
}
}
}
/**
* Notifies all clients of a new game model and keeps watchdogs up-to-date.
* Mirrors {@code TCPServer.notifyAll(Game)} + the {@code ClientHandler.notifyModel}
* call that stores the model for disconnect-turn checking.
*/
public void notifyAll(Game model) throws RemoteException {
this.model = model;
// Keep every watchdog's game reference up to date
watchdogs.values().forEach(wd -> wd.setGame(model));
for (IClientCallback cb : clients.values()) {
cb.onGameInit(model);
}
}
/**
* Push an action in actionQueue.
@@ -205,35 +282,6 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
}
// RMI's internal methods
/**
* Sends an action to the RMI clients.
*
* <p>If the action is an error, it is sent only to the client associated with
* the action username. Otherwise, it is sent to all connected RMI clients.
*
* @param action the network action to send.
* @throws RemoteException if an RMI communication error occurs.
*/
public void notifyAll(NetworkEvent action) throws RemoteException {
for (Map.Entry<String,IClientCallback> entry : clients.entrySet()) {
if(!action.getIsError() ||(action.getIsError()&& action.getUsername().equals(entry.getKey())))
entry.getValue().onAction(action);
}
}
/**
* Sends a game model to all RMI clients.
*
* @param model the game model to send to all connected RMI clients.
* @throws RemoteException if an RMI communication error occurs.
*/
public void notifyAll(Game model) throws RemoteException {
for (IClientCallback cb : clients.values()) {
cb.onGameInit(model);
}
}
@@ -242,29 +290,25 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
* Starts the RMI server.
* @return true if the server starts successfully, false otherwise
*/
public boolean start() {
public boolean start(boolean serverCrashed) {
this.serverCrashed = serverCrashed;
try {
System.setProperty("java.rmi.server.hostname", host); // o il tuo IP/hostname
System.setProperty("java.rmi.server.hostname", host);
registry = LocateRegistry.createRegistry(nPort);
registry.rebind("RMIGameServer", this);
System.out.println("RMI Server started on port: "+nPort);
System.out.println("RMI Server started on port: " + nPort);
return true;
}
catch (Exception e) {
} catch (Exception e) {
e.printStackTrace();
return false;
}
}
/**
* Stops the RMI server.
* @return true if the server stops successfully, false otherwise
*/
public boolean stop() {
try {
registry.unbind("RMIGameServer");
UnicastRemoteObject.unexportObject(this, true);
watchdogs.values().forEach(wd -> { /* watchdogs shut themselves down */ });
System.out.println("RMI Server fermato");
return true;
} catch (RemoteException | NotBoundException e) {
@@ -274,4 +318,19 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
}
/**
* Creates and starts a {@link RMIHeartbeat} for {@code username}.
* Also seeds the watchdog with the current model if one already exists
* (reconnection case).
*/
private void startWatchdog(String username) {
RMIHeartbeat wd = new RMIHeartbeat(
username, playerList, clients, actionQueue);
if (model != null) wd.setGame(model);
watchdogs.put(username, wd);
wd.start();
}
}
@@ -8,11 +8,16 @@ import it.polimi.ingsw.gc14.Network.NetworkEvents.*;
import java.io.*;
import java.net.*;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;
/**
* Client TCP. Sends and receives messages with the TCP server.
*/
public class TCPClient implements IClient {
private static final int PING = 1;
private static final int PONG = 2;
/** Socket TCP */
Socket communicationSocket;
@@ -29,8 +34,14 @@ public class TCPClient implements IClient {
/** IP address of the server to connect to */
String hostname;
private boolean running;
/** TCP port */
int port;
int mainPort;
int heartbeatPort;
private Socket heartbeatSocket;
private OutputStream heartbeatOut;
private InputStream heartbeatIn;
/**
@@ -39,10 +50,11 @@ public class TCPClient implements IClient {
* @param hostname The IP address of the server
* @param port The TCP port of the server
*/
public TCPClient(ClientController controller, String hostname, int port) {
public TCPClient(ClientController controller, String hostname, int mainPort,int heartbeatPort ) {
this.controller = controller;
this.hostname = hostname;
this.port = port;
this.mainPort = mainPort;
this.heartbeatPort = heartbeatPort;
}
@@ -56,27 +68,82 @@ public class TCPClient implements IClient {
*/
public boolean connect(String user, int proposedNPlayers) {
try {
communicationSocket = new Socket(hostname, port);
socketSend = new ObjectOutputStream(communicationSocket.getOutputStream());
// Socket principale
communicationSocket = new Socket(hostname, mainPort);
socketSend = new ObjectOutputStream(communicationSocket.getOutputStream());
socketReceive = new ObjectInputStream(communicationSocket.getInputStream());
doEvent(new AddPlayer(user, proposedNPlayers));
if (communicationSocket.getInputStream().read() == -1) {
NetworkEvent event= new AddPlayer(user, proposedNPlayers);
System.out.println("Sending event: " + event);
socketSend.writeObject(event);
int read= communicationSocket.getInputStream().read();
if ( read== -1) {
System.out.println("Could not connect to server");
return false;
} else {
Thread listener = new Thread(() -> receiveMessage());
listener.start();
return true;
}
new Thread(this::receiveMessage, "tcp-reader").start();
// Socket heartbeat
this.heartbeatSocket = new Socket(hostname, heartbeatPort);
this.heartbeatOut =heartbeatSocket.getOutputStream() ;
this.heartbeatIn = heartbeatSocket.getInputStream();
// manda subito username per associare i due socket lato server
new ObjectOutputStream(heartbeatSocket.getOutputStream()).writeObject(user);
heartbeatOut.flush();
new Thread(this::heartbeatLoop, "heartbeat").start();
running = true;
return true;
} catch (IOException e) {
e.printStackTrace();
return false;
}
}
private void heartbeatLoop() {
// thread che manda ping ogni 3s
ScheduledExecutorService sender = Executors.newSingleThreadScheduledExecutor();
sender.scheduleAtFixedRate(() -> {
try {
heartbeatOut.write(PING);
heartbeatOut.flush();
} catch (IOException e) {
sender.shutdownNow();
disconnect();
}
}, 0, 3, TimeUnit.SECONDS);
// thread corrente: aspetta pong con timeout
try {
heartbeatSocket.setSoTimeout(5_000);
while (running) {
int b = heartbeatIn.read();
if (b == -1 || b != PONG) {
disconnect();
break;
}
// pong ricevuto server vivo
}
} catch (SocketTimeoutException e) {
System.out.println("Server heartbeat timeout");
disconnect();
} catch (IOException e) {
disconnect();
} finally {
sender.shutdownNow();
}
}
private void disconnect() {
if (!running) return;
running = false;
try { communicationSocket.close(); } catch (IOException ignored) {}
try { heartbeatSocket.close(); } catch (IOException ignored) {}
controller.view.showError("Connessione al server persa");
}
/**
* Listens continuously for incoming objects from the server.
@@ -94,7 +161,6 @@ public class TCPClient implements IClient {
e.printStackTrace();
break;
}
if (read instanceof NetworkEvent event) { //TODO: avoid instanceof
if (event.getIsError()) {
controller.view.showError(event.toString());
@@ -102,6 +168,7 @@ public class TCPClient implements IClient {
event.apply(controller.localController);
controller.view.render();
}
} else if (read instanceof Game model) {
controller.setModel(model);
controller.view.render();
@@ -216,7 +283,10 @@ public class TCPClient implements IClient {
*/
private void doEvent(NetworkEvent event) {
try {
socketSend.writeObject(event);
synchronized (socketSend) {
System.out.println("Sending event: " + event);
socketSend.writeObject(event);
}
} catch (IOException e) {
e.printStackTrace();
}
@@ -1,7 +1,9 @@
package it.polimi.ingsw.gc14.Network.TCP.Server;
import it.polimi.ingsw.gc14.LimitedMap;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.NetworkEvents.DisconnectedPlayer;
import java.io.*;
import java.net.*;
@@ -20,6 +22,9 @@ public class ClientHandler implements Runnable {
*/
private final String username;
private boolean running ;
private Game game;
/**
* Returns the username associated with this client.
*
@@ -43,6 +48,9 @@ public class ClientHandler implements Runnable {
*/
List<ClientHandler> clientHandlers;
//TODO
LimitedMap<String,Boolean> limitedMap;
/** Queue containing the events to be applied to the game model */
BlockingQueue<NetworkEvent> actionQueue;
@@ -57,13 +65,14 @@ public class ClientHandler implements Runnable {
* @param clientHandlers the shared list of all active client handlers.
* @param actionQueue the queue containing incoming events.
*/
public ClientHandler(String username, Socket clientSocket, ObjectOutputStream out, ObjectInputStream in, List<ClientHandler> clientHandlers, BlockingQueue<NetworkEvent> actionQueue) {
public ClientHandler(String username, Socket clientSocket, ObjectOutputStream out, ObjectInputStream in, List<ClientHandler> clientHandlers, LimitedMap<String,Boolean> playersMap, BlockingQueue<NetworkEvent> actionQueue) {
this.username=username;
this.clientSocket = clientSocket;
this.in = in;
this.out = out;
this.clientHandlers = clientHandlers;
this.actionQueue = actionQueue;
this.limitedMap = playersMap;
}
@@ -74,11 +83,13 @@ public class ClientHandler implements Runnable {
@Override
public void run() {
try {
while (true) {
NetworkEvent event = (NetworkEvent) in.readObject();
if (!actionQueue.add(event)) {
System.out.println("Error inserting action into queue");
running = true;
while (running) {
synchronized (out){
NetworkEvent event = (NetworkEvent) in.readObject();
if (!actionQueue.add(event)) {
System.out.println("Error inserting action into queue");
}
}
}
} catch (IOException e) {
@@ -90,6 +101,7 @@ public class ClientHandler implements Runnable {
}
/**
* Sends a {@link NetworkEvent} to the client.
* @param event The network event to send to the client.
@@ -109,10 +121,20 @@ public class ClientHandler implements Runnable {
* @param game The current state of the game to send to the client.
*/
public synchronized void notifyModel(Game game) {
this.game = game;
try {
out.writeObject(game);
} catch (IOException e) {
e.printStackTrace();
}
}
public void disconnect() {
running = false;
clientHandlers.remove(this);
limitedMap.put(username, false);
actionQueue.add(new DisconnectedPlayer(username));
System.out.println("Disconnected player: " + username);
try { clientSocket.close(); } catch (IOException ignored) {}
}
}
@@ -0,0 +1,76 @@
package it.polimi.ingsw.gc14.Network.TCP.Server;
import java.io.*;
import java.net.*;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.SynchronousQueue;
import java.util.concurrent.TimeUnit;
public class HeartbeatHandler implements Runnable {
private static final long SILENCE_THRESHOLD_MS = 5_000;
private static final long KEEPALIVE_INTERVAL_MS = 3_000;
private final String username;
private final Socket socket;
private final InputStream in;
private final OutputStream out;
private static final int PING = 1;
private static final int PONG = 2;
// riferimento al ClientHandler principale per disconnetterlo insieme
private final ClientHandler mainHandler;
private volatile long lastReceivedTime = System.currentTimeMillis();
private volatile boolean running = true;
private final ScheduledExecutorService watchdog =
Executors.newSingleThreadScheduledExecutor();
public HeartbeatHandler(String username, Socket socket, ClientHandler mainHandler)
throws IOException {
this.username = username;
this.socket = socket;
this.mainHandler = mainHandler;
this.in = socket.getInputStream();
this.out = socket.getOutputStream();
}
@Override
public void run() {
startWatchdog();
try {
while (running) {
int b = in.read(); // blocca finché non arriva un byte
if (b == -1) { disconnect(); break; } // stream chiusa
if (b == PING) {
lastReceivedTime = System.currentTimeMillis();
out.write(PONG);
out.flush();
}
}
} catch (IOException e) {
disconnect();
}
}
private void startWatchdog() {
watchdog.scheduleAtFixedRate(() -> {
if (System.currentTimeMillis() - lastReceivedTime > SILENCE_THRESHOLD_MS) {
System.out.println("Heartbeat timeout: " + username);
disconnect();
}
}, 1, 1, TimeUnit.SECONDS);
}
private void disconnect() {
running = false;
watchdog.shutdownNow();
mainHandler.disconnect(); // disconnette anche il socket principale
System.out.println("Disconnected: " + username);
try { socket.close(); } catch (IOException ignored) {}
}
}
@@ -1,161 +1,238 @@
package it.polimi.ingsw.gc14.Network.TCP.Server;
import it.polimi.ingsw.gc14.Controller.GameController;
import it.polimi.ingsw.gc14.LimitedList;
import it.polimi.ingsw.gc14.LimitedMap;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Model.Player;
import it.polimi.ingsw.gc14.Network.ClientPlayer;
import it.polimi.ingsw.gc14.Network.EventType;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.NetworkEvents.AddPlayer;
import it.polimi.ingsw.gc14.Network.NetworkEvents.ReconnectPlayer;
import java.io.*;
import java.net.*;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.concurrent.BlockingQueue;
import java.util.concurrent.ConcurrentHashMap;
/**
* Server TCP. Accepts connections and manages all client handlers.
*/
public class TCPServer {
/** TCP port */
int port;
int heartbeatPort; // nuova porta
/** Number of currently connected clients */
int ConnectedPlayers;
/** Socket TCP */
int connectedPlayers;
ServerSocket socketTCP;
ServerSocket heartbeatSocketTCP; // nuovo ServerSocket
/** Server game's controller */
GameController controller;
/** Queue containing the events to be applied to the game model */
final GameController controller;
BlockingQueue<NetworkEvent> actionQueue;
LimitedMap<String, Boolean> playerList;
List<ClientHandler> clientHandlers;
/**
* List containing the usernames of joined players.
* {@link LimitedList}'s limit defines at which size the list calls its action. The limit can be set using {@link LimitedList#setLimit(int)}.
*/
private LimitedList<String> playerList;
boolean serverCrashed;
public void setServerCrashed(boolean serverCrashed) {
this.serverCrashed = serverCrashed;
}
/** List containing all client's handlers */
private List<ClientHandler> clientHandlers;
// Mappa temporanea: username ClientHandler
// Serve per associare il socket heartbeat al giusto ClientHandler
private final Map<String, ClientHandler> pendingHeartbeat = new ConcurrentHashMap<>();
/**
* Class constructor that initializes the attributes.
* @param controller The game controller
* @param port The TCP port
* @param actionQueue The action queue
* @param playerList The player's usernames list
*/
public TCPServer(GameController controller, int port, BlockingQueue<NetworkEvent> actionQueue, LimitedList<String> playerList){
public TCPServer(GameController controller, int port, int heartbeatPort,
BlockingQueue<NetworkEvent> actionQueue, LimitedMap<String, Boolean> playerList) {
this.port = port;
this.ConnectedPlayers = 0;
this.socketTCP = null;
this.heartbeatPort = heartbeatPort;
this.connectedPlayers = 0;
this.controller = controller;
this.actionQueue = actionQueue;
this.playerList = playerList;
this.clientHandlers = new ArrayList<>();
}
/**
* Starts the TCP server.
* If the first event is not AddPlayer, the request is rejected.
* If the desired number of player is invalid, the request is rejected.
* If this is the first player to connect, a new game model is created and passed to the controller. Additionally, the playerList's limit is set.
* If the controller successfully adds the player, the username is added to {@link #playerList} and the handler is added to {@link #clientHandlers}.
* If any error occurs, the server sends -1 back to the client. Otherwise, it sends 1.
*/
public void start(){
try{
public void start(boolean serverCrashed) {
this.serverCrashed = serverCrashed;
try {
socketTCP = new ServerSocket(port);
}
catch (IOException e){
System.out.println("Could not start the server TCP on port: " + port);
heartbeatSocketTCP = new ServerSocket(heartbeatPort);
} catch (IOException e) {
System.out.println("Could not start TCP server");
e.printStackTrace();
return;
}
System.out.println("Server TCP started on port: " + port);
Socket clientSocket;
while(true){
System.out.println("TCP server started on port: " + port);
System.out.println("Heartbeat server started on port: " + heartbeatPort);
try{
clientSocket = socketTCP.accept();
// Thread separato per accettare le connessioni heartbeat
new Thread(this::acceptHeartbeat, "heartbeat-acceptor").start();
// Loop principale invariato nella logica, cambia solo la creazione del ClientHandler
while (true) {
try {
Socket clientSocket = socketTCP.accept();
ObjectOutputStream clientSend = new ObjectOutputStream(clientSocket.getOutputStream());
ObjectInputStream clientReceive = new ObjectInputStream(clientSocket.getInputStream());
NetworkEvent event = (NetworkEvent) clientReceive.readObject();
if(!(event.getEventType() == EventType.ADD_PLAYER)){
clientSocket.getOutputStream().write((int)(-1));
if (!(event.getEventType() == EventType.ADD_PLAYER)) {
clientSocket.getOutputStream().write(-1);
clientSocket.close();
System.out.println("Invalid parameters. Connection terminated.\n");
System.out.println("Invalid parameters. Connection terminated.");
continue;
}
else{
AddPlayer eventAddPlayer = (AddPlayer) event;
if (eventAddPlayer.getProposedNPlayer() < 2 || eventAddPlayer.getProposedNPlayer() > 5) {
clientSocket.getOutputStream().write((int) (-1));
clientSocket.close();
System.out.println("Invalid parameters. Connection terminated.\n");
}
synchronized (controller) {
if (playerList.isEmpty()){
Game model = new Game(eventAddPlayer.getProposedNPlayer());
controller.setModel(model);
playerList.setLimit(eventAddPlayer.getProposedNPlayer());
}
if (controller.addPlayer(eventAddPlayer.getUsername())) {
playerList.add(eventAddPlayer.getUsername());
clientSocket.getOutputStream().write((int) (1));
System.out.println("Accepted player: " + eventAddPlayer.getUsername());
ClientHandler clientHandler = new ClientHandler(eventAddPlayer.getUsername(),clientSocket, clientSend, clientReceive, clientHandlers, actionQueue);
clientHandlers.add(clientHandler);
ConnectedPlayers++;
AddPlayer eventAddPlayer = (AddPlayer) event;
Thread t = new Thread(clientHandler);
t.start();
} else {
clientSocket.getOutputStream().write((int) (-1));
clientSocket.close();
System.out.println("Player could not be added. Connection terminated.\n");
}
}
if (eventAddPlayer.getProposedNPlayer() < 2 || eventAddPlayer.getProposedNPlayer() > 5) {
clientSocket.getOutputStream().write(-1);
clientSocket.close();
System.out.println("Invalid parameters. Connection terminated.");
continue;
}
synchronized (controller) {
String username = eventAddPlayer.getUsername();
if(serverCrashed){
if(controller.getModel().getPlayers().stream().anyMatch(p -> p.getUserName().equals(username))&& !playerList.containsKey(username)){
playerList.put(username, true);
System.out.println("(After crash)Reconnected player: " + username);
ClientHandler handler = new ClientHandler(
username, clientSocket, clientSend, clientReceive,
clientHandlers,playerList, actionQueue
);
clientSocket.getOutputStream().write(1);
pendingHeartbeat.put(username, handler);
Thread thread = new Thread(handler);
thread.start();
clientHandlers.add(handler);
connectedPlayers++;
}
else if(playerList.containsKey(username) && !playerList.get(username)){
// riconnessione
playerList.put(username, true);
System.out.println("Reconnected player: " + username);
ClientHandler handler = new ClientHandler(
username, clientSocket, clientSend, clientReceive,
clientHandlers, playerList, actionQueue
);
clientSocket.getOutputStream().write(1);
pendingHeartbeat.put(username, handler);
handler.notifyModel(controller.getModel());
Thread thread = new Thread(handler);
thread.start();
clientHandlers.add(handler);
connectedPlayers++;
actionQueue.add(new ReconnectPlayer(username));
}
else
{
clientSocket.getOutputStream().write(-1);
clientSocket.close();
System.out.println("Player could not be added. Connection terminated.");
}
}
else
{
if (playerList.isEmpty()) {
Game model = new Game(eventAddPlayer.getProposedNPlayer());
controller.setModel(model);
playerList.setLimit(eventAddPlayer.getProposedNPlayer());
}
if (controller.addPlayer(username)) {
// nuovo giocatore
playerList.put(username, true);
System.out.println("Accepted player: " + username);
ClientHandler handler = new ClientHandler(
username, clientSocket, clientSend, clientReceive,
clientHandlers,playerList, actionQueue
);
clientSocket.getOutputStream().write(1);
pendingHeartbeat.put(username, handler);
Thread thread = new Thread(handler);
thread.start();
clientHandlers.add(handler);
connectedPlayers++;
// metti in attesa del socket heartbeat
}
else if(playerList.containsKey(username) && !playerList.get(username)){
// riconnessione
playerList.put(username, true);
System.out.println("Reconnected player: " + username);
ClientHandler handler = new ClientHandler(
username, clientSocket, clientSend, clientReceive,
clientHandlers, playerList, actionQueue
);
clientSocket.getOutputStream().write(1);
pendingHeartbeat.put(username, handler);
handler.notifyModel(controller.getModel());
Thread thread = new Thread(handler);
thread.start();
clientHandlers.add(handler);
connectedPlayers++;
actionQueue.add(new ReconnectPlayer(username));
}
else{
clientSocket.getOutputStream().write(-1);
clientSocket.close();
System.out.println("Player could not be added. Connection terminated.");
}
}
}
}
catch(IOException e){
catch(IOException | ClassNotFoundException e){
e.printStackTrace();
}
catch(ClassNotFoundException e){
throw new RuntimeException(e);
}
}
}
/**
* Sends an action to all TCP clients.
*
* @param event the network event to send to all connected TCP clients.
* Accetta connessioni sul socket heartbeat e le associa al ClientHandler giusto.
* Il client manda subito il proprio username per identificarsi.
*/
public void notifyAll(NetworkEvent event){
clientHandlers.forEach((x) -> {
if(!event.getIsError()||(event.getIsError()&& event.getUsername().equals(x.getUsername())))
x.notifyEvent(event);
private void acceptHeartbeat() {
while (true) {
try {
Socket hbSocket = heartbeatSocketTCP.accept();
ObjectInputStream hbIn = new ObjectInputStream(hbSocket.getInputStream());
// il client manda subito il suo username
String username = (String) hbIn.readObject();
ClientHandler handler = pendingHeartbeat.remove(username);
if (handler != null) {
HeartbeatHandler hb = new HeartbeatHandler(username, hbSocket, handler);
new Thread(hb, "heartbeat-" + username).start();
System.out.println("Heartbeat connected for: " + username);
} else {
System.out.println("No pending handler for: " + username + ", closing heartbeat.");
hbSocket.close();
}
} catch (IOException | ClassNotFoundException e) {
e.printStackTrace();
}
}
}
public void notifyAll(NetworkEvent event) {
clientHandlers.forEach(h -> {
if (!event.getIsError() || event.getUsername().equals(h.getUsername()))
h.notifyEvent(event);
});
}
/**
* Sends a game model to all TCP clients.
*
* @param model the game model to send to all connected TCP clients.
*/
public void notifyAll(Game model){
clientHandlers.forEach((x) -> x.notifyModel(model));
public void notifyAll(Game model) {
clientHandlers.forEach(h -> h.notifyModel(model));
}
}
}
@@ -3,16 +3,22 @@ package it.polimi.ingsw.gc14;
import it.polimi.ingsw.gc14.Controller.GameController;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Model.GamePackage.GameStages;
import it.polimi.ingsw.gc14.Model.Player;
import it.polimi.ingsw.gc14.Network.EventType;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.NetworkEvents.AddPlayer;
import it.polimi.ingsw.gc14.Network.NetworkEvents.DisconnectedPlayer;
import it.polimi.ingsw.gc14.Network.RMI.Server.RMIServer;
import it.polimi.ingsw.gc14.Network.TCP.Server.TCPServer;
import it.polimi.ingsw.gc14.View.TUI.TUI;
import java.io.*;
import java.nio.file.Files;
import java.nio.file.Path;
import java.nio.file.Paths;
import java.rmi.RemoteException;
import java.util.*;
import java.util.concurrent.BlockingQueue;
import java.util.concurrent.LinkedBlockingQueue;
import java.util.concurrent.*;
import java.net.*;
@@ -21,10 +27,10 @@ import java.net.*;
* The workflow is divided into two parts: game creation and game execution.
* The process flow for game creation is as follows:
* - The first client (TCP/RMI) requests to join the game by providing a username and the desired number of players
* - The TCP/RMI server checks {@link #playerList} and, if it is empty, sets the number of players according to the first user's request using {@link LimitedList#setLimit(int)}
* - The TCP/RMI server checks {@link #playerList} and, if it is empty, sets the number of players according to the first user's request using {@link LimitedMap#setLimit(int)}
* - The TCP/RMI server creates the {@link Game} with the requested number of players and adds the player to {@link #playerList}
* - Other players request to join the game (their requested number of players is ignored)
* - When the number of players in {@link #playerList} reaches the {@link LimitedList}'s limit, the list calls {@link #run()}
* - When the number of players in {@link #playerList} reaches the {@link LimitedMap}'s limit, the list calls {@link #run()}
* - All players are notified of the {@link Game}
*
* The process flow for game execution is as follows:
@@ -52,15 +58,19 @@ public class ServerLauncher {
/**
* List containing the usernames of joined players.
* {@link LimitedList}'s limit defines at which size the list calls its action
* Both the limit and the action can be set using {@link LimitedList#setLimit(int)} and {@link LimitedList#setAction(Runnable)}
* {@link LimitedMap}'s limit defines at which size the list calls its action
* Both the limit and the action can be set using {@link LimitedMap#setLimit(int)} and {@link LimitedMap#setAction(Runnable)}
* The limit is set by the first player joining the game. The action consists in calling {@link #run()}
*/
static LimitedList<String> playerList;
static LimitedMap<String,Boolean> playerList;
TUI view;
static TUI view;
// Campo da aggiungere in ServerLauncher
private final ScheduledExecutorService timerExecutor = Executors.newSingleThreadScheduledExecutor();
private ScheduledFuture<?> disconnectionTimer;
/**
* Class constructor that initializes the attributes.
* @param actionQueue The queue containing the events
@@ -72,6 +82,7 @@ public class ServerLauncher {
this.actionQueue = actionQueue;
this.serverRMI = serverRMI;
this.gameController = gameController;
this.gameController.setModel(loadSave());
this.serverTCP = serverTCP;
}
@@ -86,12 +97,57 @@ public class ServerLauncher {
*/
public boolean doFirstEvent() throws InterruptedException, RemoteException {
NetworkEvent event = actionQueue.take();
event.setIsError(!event.apply(gameController));
if(gameController.getModel()!=null && !gameController.getModel().getCurrentState().equals(GameStages.ENDED))
{
if(disconnectionTimer!=null && event.getEventType() != EventType.RECONNECT_PLAYER)
{
event.setIsError(true);
serverRMI.notifyAll(event);
serverTCP.notifyAll(event);
return false;
}
if (event.getEventType() == EventType.RECONNECT_PLAYER && disconnectionTimer != null && !disconnectionTimer.isDone()) {
disconnectionTimer.cancel(false);
disconnectionTimer = null;
}
synchronized(gameController){
event.setIsError(!event.apply(gameController));
serverRMI.notifyAll(event);
serverTCP.notifyAll(event);
if(!event.getIsError()){
if(this.gameController.getModel().getCurrentState().getGameStage() == GameStages.ENDED){
this.deleteSave();
for(Map.Entry<String,Boolean> entry:playerList.entrySet()){
if(entry.getValue())
playerList.remove(entry.getKey());
}
serverRMI.setServerCrashed(false);
serverTCP.setServerCrashed(false);
}
else if(!this.gameSave() ){
System.out.println("\n!!! Save failed !!!\n");
}
serverRMI.notifyAll(event);
serverTCP.notifyAll(event);
}
if (event.getEventType().equals(EventType.DISCONNECTED_PLAYER) && playerList.values().stream().filter(x -> x).count() == 1) {
if (disconnectionTimer != null && !disconnectionTimer.isDone()) {
disconnectionTimer.cancel(false);
}
disconnectionTimer = timerExecutor.schedule(() -> {
System.out.println("Timer scaduto: nessun giocatore riconnesso in 30s.");
}, 30, TimeUnit.SECONDS);
}
return !event.getIsError();
}
}
else{
if(event.getEventType().equals(EventType.DISCONNECTED_PLAYER))
{
playerList.remove(event.getUsername());
}
return false;
}
return !event.getIsError();
}
@@ -105,10 +161,11 @@ public class ServerLauncher {
* @throws RemoteException if this exception is issued by run method
*/
public static void main(String[] args) throws InterruptedException, RemoteException {
playerList = new LimitedList<>(5, ()->{});
playerList = new LimitedMap<String,Boolean>(5, ()->{});
BlockingQueue<NetworkEvent> actionQueue = new LinkedBlockingQueue<>();
GameController gameController = new GameController();
String IP;
boolean serverCrashed;
try {
IP=chooseNetworkInterface(new Scanner(System.in));
} catch (Exception e) {
@@ -116,23 +173,46 @@ public class ServerLauncher {
}
RMIServer serverRMI = new RMIServer(gameController, 1099, actionQueue, playerList,IP);
TCPServer serverTCP = new TCPServer(gameController, 8080, actionQueue, playerList);
TCPServer serverTCP = new TCPServer(gameController, 8080, 8081,actionQueue, playerList);
ServerLauncher launcher = new ServerLauncher(actionQueue, gameController, serverRMI, serverTCP);
if(gameController.getModel() != null){
playerList.setLimit(gameController.getModel().getNPlayers());
for(Map.Entry<Player,Boolean>entry: gameController.getModel().disconnetedPlayers.entrySet())
{
if(entry.getValue())
{
playerList.put(entry.getKey().getUserName(),false);
}
}
serverCrashed = true;
} else {
serverCrashed = false;
}
playerList.setAction(()->{
new Thread(()->{
try {
launcher.run();
} catch (InterruptedException e) {
throw new RuntimeException(e);
System.out.println("\n\nNotifying model");
serverRMI.notifyAll(gameController.getModel());
serverTCP.notifyAll(gameController.getModel());
view = new TUI(gameController.getModel());
view.fullRender();
} catch (RemoteException e) {
throw new RuntimeException(e);
}
}).start();
});
new Thread(()-> {
try {
launcher.run();
} catch (InterruptedException e) {
throw new RuntimeException(e);
} catch (RemoteException e) {
throw new RuntimeException(e);
}
}).start();
serverRMI.start();
new Thread(()->{serverTCP.start();}).start();
serverRMI.start(serverCrashed);
new Thread(()->{serverTCP.start(serverCrashed);}).start();
}
@@ -144,26 +224,23 @@ public class ServerLauncher {
* @throws RemoteException if an RMI error occurs
*/
public void run() throws InterruptedException, RemoteException {
// Game creation
System.out.println("\n\nNotifying model");
serverRMI.notifyAll(gameController.getModel());
serverTCP.notifyAll(gameController.getModel());
this.view = new TUI(gameController.getModel());
this.view.fullRender();
// Game execution
while (true) {
try {
try{
this.doFirstEvent();
this.view.fullRender();
} catch (InterruptedException e) {
}
catch(InterruptedException e){
Thread.currentThread().interrupt();
break;
} catch (RemoteException e) {
}
catch(RemoteException e){
throw new RuntimeException(e);
}
}
}
public static String chooseNetworkInterface(Scanner scanner) throws Exception {
List<String> ips = new ArrayList<>();
@@ -196,4 +273,67 @@ public class ServerLauncher {
int choice = Integer.parseInt(scanner.nextLine().trim());
return ips.get(choice);
}
private boolean gameSave(){
try{
Path jarPath = Paths.get(getClass().getProtectionDomain().getCodeSource().getLocation().toURI()).getParent();
Path filePath = jarPath.resolve("GameSaves/save.dat");
Files.createDirectories(filePath.getParent());
try(ObjectOutputStream oos = new ObjectOutputStream(new FileOutputStream(filePath.toFile()))){
oos.writeObject(this.gameController.getModel());
System.out.println("Game saved to: " + filePath.toAbsolutePath());
return true;
}
catch(IOException e){
e.printStackTrace();
return false;
}
}
catch(IOException e){
System.out.println("Couldn't create directory.");
e.printStackTrace();
return false;
} catch (URISyntaxException e) {
throw new RuntimeException(e);
}
}
private Game loadSave(){
try {
Path jarPath = Paths.get(getClass().getProtectionDomain().getCodeSource().getLocation().toURI()).getParent();
Path filePath = jarPath.resolve("GameSaves/save.dat");
try(ObjectInputStream ois = new ObjectInputStream(new FileInputStream(filePath.toFile()))){
return (Game)(ois.readObject());
}
catch(FileNotFoundException e){
return null;
}
catch(IOException e){
e.printStackTrace();
return null;
}
catch(ClassNotFoundException e){
throw new RuntimeException(e);
}
}
catch(URISyntaxException e){
throw new RuntimeException(e);
}
}
private boolean deleteSave(){
try{
Path jarPath = Paths.get(getClass().getProtectionDomain().getCodeSource().getLocation().toURI()).getParent();
Path filePath = jarPath.resolve("GameSaves/save.dat");
Files.delete(filePath);
return true;
}
catch(URISyntaxException e){
return false;
}
catch (IOException e){
return false;
}
}
}