Add: JavaDOC explaining the network stack workflow
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@@ -13,12 +13,30 @@ 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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* 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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* The process flow for game creation is as follows:
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* - The first client (TCP/RMI) requests to join the game by providing a username and the desired number of players
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* - 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)}
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* - The TCP/RMI server creates the {@link Game} with the requested number of players and adds the player to {@link #playerList}
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* - Other players request to join the game (their requested number of players is ignored)
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* - When the number of players in {@link #playerList} reaches the {@link LimitedList}'s limit, the list calls {@link #run()}
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* - All players are notified with the {@link Game}
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*
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* The process flow for game execution is as follows:
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* - The TCP/RMI server receives a {@link NetworkEvent} from a client and adds it to the {@link #actionQueue}
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* - The {@link #run()} method repeatedly calls {@link #doFirstEvent()}, which takes the first event in the {@link #actionQueue} and tries to apply it
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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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BlockingQueue<NetworkEvent> actionQueue;
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GameController gameController;
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RMIServer serverRMI;
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TCPServer serverTCP;
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static LimitedList<String> players;
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static LimitedList<String> playerList;
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@@ -29,7 +47,7 @@ public class ServerLauncher {
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this.serverTCP = serverTCP;
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}
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public boolean doFirstEven() throws InterruptedException, RemoteException {
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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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serverRMI.notifyAll(event);
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@@ -49,14 +67,14 @@ public class ServerLauncher {
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// Il server RMI e il server TCP quando ricevono un doEvent devono aggiungere l'evento alla coda condivisa
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// Questa classe esegue gli eventi nella coda e chiama il notify all e notify error sia RMI che TCP
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players = new LimitedList<>(5, ()->{});
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playerList = new LimitedList<>(5, ()->{});
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BlockingQueue<NetworkEvent> actionQueue = new LinkedBlockingQueue<>();
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GameController gameController = new GameController();
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RMIServer serverRMI = new RMIServer(gameController, 1099, actionQueue, players);
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TCPServer serverTCP = new TCPServer(gameController, 8080, actionQueue, players);
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RMIServer serverRMI = new RMIServer(gameController, 1099, actionQueue, playerList);
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TCPServer serverTCP = new TCPServer(gameController, 8080, actionQueue, playerList);
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ServerLauncher launcher = new ServerLauncher(actionQueue, gameController, serverRMI, serverTCP);
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players.setAction(()->{
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playerList.setAction(()->{
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try {
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launcher.run();
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} catch (InterruptedException e) {
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@@ -76,9 +94,10 @@ public class ServerLauncher {
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serverTCP.broadcastModel(gameController.getModel());
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// Game execution
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while (true) {
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try {
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this.doFirstEven();
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this.doFirstEvent();
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} catch (InterruptedException e) {
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Thread.currentThread().interrupt();
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break;
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