Fix: Only one player logic (todo go to end-game)
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@@ -14,7 +14,7 @@ public enum EventType {
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PICK_OPTIONAL_TRIBE,
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PICK_OPTIONAL_BUILD,
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SKIP_NO_DRAWABLE,
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SKIP_PLAYER_DISCONNECTED,
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DISCONNECTED_PLAYER,
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RECONNECT_PLAYER,
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NO_OPTIONAL_CARD
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}
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@@ -17,7 +17,7 @@ public class DisconnectedPlayer extends NetworkEvent implements Serializable{
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* @param username the name of the player requesting the event
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*/
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public DisconnectedPlayer(String username){
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super(username, EventType.SKIP_PLAYER_DISCONNECTED, false);
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super(username, EventType.DISCONNECTED_PLAYER, false);
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}
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/**
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@@ -17,7 +17,7 @@ public class SkipNoDrawable extends NetworkEvent implements Serializable{
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* @param username the name of the player requesting the event
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*/
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public SkipNoDrawable(String username){
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super(username, EventType.SKIP_PLAYER_DISCONNECTED, false);
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super(username, EventType.SKIP_NO_DRAWABLE, false);
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}
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/**
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@@ -43,6 +43,9 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
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private LimitedMap<String, Boolean> playerList;
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private boolean serverCrashed;
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public void setServerCrashed(boolean serverCrashed) {
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this.serverCrashed = serverCrashed;
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}
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public RMIServer(GameController controller, int nPort,
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BlockingQueue<NetworkEvent> actionQueue,
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@@ -36,6 +36,10 @@ public class TCPServer {
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List<ClientHandler> clientHandlers;
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boolean serverCrashed;
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public void setServerCrashed(boolean serverCrashed) {
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this.serverCrashed = serverCrashed;
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}
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// Mappa temporanea: username → ClientHandler
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// Serve per associare il socket heartbeat al giusto ClientHandler
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private final Map<String, ClientHandler> pendingHeartbeat = new ConcurrentHashMap<>();
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