Add: JavaDOC in ServerLauncher
Fix: Action error handling in the entire network stack Modified: TCP's broadcast methods name
This commit is contained in:
@@ -1,7 +1,6 @@
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package it.polimi.ingsw.gc14.Network;
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import it.polimi.ingsw.gc14.Controller.GameController;
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import javafx.event.Event;
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import java.io.Serializable;
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@@ -12,9 +11,23 @@ public abstract class NetworkEvent implements Serializable {
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}
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protected EventType eventType;
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public EventType getEventType() {return eventType;}
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protected NetworkEvent(String username, EventType eventType) {
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protected boolean isError;
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public boolean getIsError() {return isError;}
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public void setIsError(boolean isError) {this.isError = isError;}
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protected NetworkEvent(String username, EventType eventType, boolean isError) {
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this.username = username;
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this.eventType = eventType;
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this.isError = isError;
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}
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@Override
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public String toString() {
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if(isError) {
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return ("ERROR: action " + eventType.toString());
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} else {
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return ("ACTION: action " + eventType.toString());
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}
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}
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public abstract boolean apply(GameController gameController);
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@@ -23,13 +23,11 @@ public class ClientCallbackImpl extends UnicastRemoteObject implements IClientCa
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@Override
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public void onAction(NetworkEvent event) throws RemoteException {
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if(event.getIsError()) {
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System.out.println(event.toString());
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} else {
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event.apply(clientController.localController); // delega tutto al controller
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//clientController.view.update(); TODO
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}
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@Override
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public void onError(String message) throws RemoteException {
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clientController.onError(message);
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}
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}
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@@ -8,5 +8,4 @@ import java.rmi.*;
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public interface IClientCallback extends Remote {
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void onGameInit(Game model) throws RemoteException;
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void onAction(NetworkEvent action) throws RemoteException;
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void onError(String message) throws RemoteException;
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}
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@@ -83,10 +83,6 @@ public class RMIServer implements IGameServer {
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cb.onGameInit(model);
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}
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}
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public void notifyError(String username, String message) throws RemoteException {
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IClientCallback cb = clients.get(username);
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if (cb != null) cb.onError(message);
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}
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@@ -1,6 +1,7 @@
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package it.polimi.ingsw.gc14.Network.TCP.Client;
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import it.polimi.ingsw.gc14.Controller.GameController;
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import it.polimi.ingsw.gc14.Model.Game;
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import it.polimi.ingsw.gc14.Network.NetworkEvent;
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import it.polimi.ingsw.gc14.Network.NetworkEvents.AddPlayer;
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@@ -46,7 +47,21 @@ public class TCPClient implements Serializable{
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private void ReceiveMessage(){
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while(true){
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try{
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((NetworkEvent)(socketReceive.readObject())).apply(controller);
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Object read = socketReceive.readObject();
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if (read instanceof NetworkEvent) { //TODO non fare con instanceof
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NetworkEvent event = (NetworkEvent) read;
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if(event.getIsError()) {
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System.out.println(event.toString());
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} else {
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event.apply(controller);
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//clientController.view.update(); TODO
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}
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}
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else if (read instanceof Game) {
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controller.setModel((Game) read);
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}
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}
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catch(IOException e){
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e.printStackTrace();
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@@ -43,8 +43,8 @@ public class ClientHandler implements Runnable {
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while(true){
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try{
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input = (NetworkEvent) (in.readObject());
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if(actionQueue.add(input)){
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server.broadcastUpdate(input);
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if(!actionQueue.add(input)){
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System.out.println("An error occurred in inserting an action into queue");
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}
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}
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catch(java.io.IOException e){
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@@ -53,8 +53,6 @@ public class ClientHandler implements Runnable {
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catch (ClassNotFoundException e){
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throw new RuntimeException(e);
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}
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}
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}
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catch (IOException e) {
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@@ -118,11 +118,11 @@ public class TCPServer {
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this.playerList = players;
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}
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public void broadcastUpdate(NetworkEvent event){
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public void notifAll(NetworkEvent event){
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clientHandlers.forEach((x) -> x.notifyEvent(event));
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}
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public void broadcastModel(Game model){
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public void notifyAll(Game model){
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clientHandlers.forEach((x) -> x.notifyModel(model));
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}
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}
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@@ -12,8 +12,8 @@ import java.rmi.RemoteException;
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import java.util.concurrent.BlockingQueue;
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import java.util.concurrent.LinkedBlockingQueue;
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public class ServerLauncher {
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/**
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/**
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* Main server launcher that handles both TCP and RMI connections.
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* The workflow is divided into two parts: game creation and game execution.
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*
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@@ -31,15 +31,39 @@ public class ServerLauncher {
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* - If the event is successfully applied to the model, all players receive the event
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* - Otherwise, the player who sent the action receives an error notification
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*/
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public class ServerLauncher {
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/**
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* List containing the events that have to be applied to the game's model.
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* Thread safe by design.
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*/
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BlockingQueue<NetworkEvent> actionQueue;
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/** Game controller. Used to apply events */
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GameController gameController;
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/** Server RMI. Handles RMI clients */
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RMIServer serverRMI;
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/** Server TCP. Handles TCP clients */
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TCPServer serverTCP;
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/**
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* List containing the username of joined players.
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* {@link LimitedList}'s limit defines at which size the list calls its action
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* Both limit and action can be set with {@link LimitedList#setLimit(int)} and {@link LimitedList#setAction(Runnable)}
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* The limit is set by the first player joining the game. The action consists in calling {@link #run()}
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*/
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static LimitedList<String> playerList;
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/**
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* Class constructor that initializes the attributes.
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* @param actionQueue is the list containing the events
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* @param gameController is the game controller
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* @param serverRMI is the server RMI
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* @param serverTCP is the server TCP
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*/
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public ServerLauncher(BlockingQueue<NetworkEvent> actionQueue, GameController gameController, RMIServer serverRMI, TCPServer serverTCP) {
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this.actionQueue = actionQueue;
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this.serverRMI = serverRMI;
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@@ -47,17 +71,22 @@ public class ServerLauncher {
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this.serverTCP = serverTCP;
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}
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/**
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* Takes the first event in the actionQueue and attempt to apply it to the game controller.
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* If the event can be applied, all clients (both TCP and RMI) are notified with the event. Otherwise, the user who sent the action will be notified with an error.
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* @return the outcome of attempting to apply the event to the controller
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* @throws InterruptedException if any problem in accessing actionQueue is issued
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* @throws RemoteException if any RMI problem is issued
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*/
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public boolean doFirstEvent() throws InterruptedException, RemoteException {
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NetworkEvent event = actionQueue.take();
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if(event.apply(gameController)) {
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event.setIsError(!event.apply(gameController));
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serverRMI.notifyAll(event);
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serverTCP.broadcastUpdate(event);
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return true;
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} else {
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serverRMI.notifyError(event.getUsername(), "Mossa non valida"); // TODO Converrebbe mettere in network event un booleano che dice se è stato accettato e fare una notifyAll anche per errori
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//serverTCP // TODO non esiste un notify error (guarda sopra)
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return false;
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}
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serverTCP.notifAll(event);
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return !event.getIsError();
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}
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@@ -91,7 +120,7 @@ public class ServerLauncher {
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public void run() throws InterruptedException, RemoteException {
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serverRMI.notifyAll(gameController.getModel());
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serverTCP.broadcastModel(gameController.getModel());
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serverTCP.notifyAll(gameController.getModel());
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// Game execution
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