Add: complete JavaDOC to ServerLauncher
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@@ -52,7 +52,7 @@ public class RMIServer implements IGameServer {
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if (controller.addPlayer(username)) {
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if(playerList.size()==0)
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{
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Game game= new Game(preferredInt);
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Game game = new Game(preferredInt);
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controller.setModel(game);
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playerList.setLimit(preferredInt);
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}
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@@ -118,7 +118,7 @@ public class TCPServer {
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this.playerList = players;
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}
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public void notifAll(NetworkEvent event){
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public void notifyAll(NetworkEvent event){
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clientHandlers.forEach((x) -> x.notifyEvent(event));
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}
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@@ -23,18 +23,18 @@ import java.util.concurrent.LinkedBlockingQueue;
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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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* - All players are notified of 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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* - If the event cannot be successfully applied to the model, its {@code isError} flag is set to {@code true}
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* - All players are notified of the event
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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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* Queue containing the events to be applied to the game model.
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* Thread safe by design.
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*/
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BlockingQueue<NetworkEvent> actionQueue;
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@@ -49,9 +49,9 @@ public class ServerLauncher {
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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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* List containing the usernames 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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* Both the limit and the action can be set using {@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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@@ -59,10 +59,10 @@ public class ServerLauncher {
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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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* @param actionQueue The queue containing the events
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* @param gameController The game controller
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* @param serverRMI The server RMI
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* @param serverTCP 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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@@ -73,29 +73,34 @@ public class ServerLauncher {
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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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* Takes the first event in the actionQueue and attempts to apply it to the game controller.
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* If the event cannot be applied, its isError flag is set to true; otherwise, it is set to false.
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* All clients (both TCP and RMI) are notified of the event
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* @return the outcome of applying the event to the controller
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* @throws InterruptedException if an error occurs while accessing the actionQueue
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* @throws RemoteException if an RMI error occurs
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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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event.setIsError(!event.apply(gameController));
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serverRMI.notifyAll(event);
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serverTCP.notifAll(event);
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serverTCP.notifyAll(event);
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return !event.getIsError();
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}
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public static void main() throws RemoteException, InterruptedException {
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// TODO
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// Deve avere una coda con gli eventi.
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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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/**
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* The first method executed when the server program is launched.
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* It creates all the objects needed: playerList, actionQueue, gameController, serverRMI, serverTCP, launcher.
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* Then sets the playerList's action to execute launcher.run() and starts the TCP/RMI servers.
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* Note: the model is initialized and set in the controller in TCP/RMI servers when the first user decides the number of players.
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*
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* @throws InterruptedException if this exception is issued by run method
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* @throws RemoteException if this exception is issued by run method
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*/
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public static void main(String[] args) throws InterruptedException, RemoteException {
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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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@@ -117,12 +122,19 @@ public class ServerLauncher {
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new Thread(()->{serverTCP.start();}).start();
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}
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public void run() throws InterruptedException, RemoteException {
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/**
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* Creates and executes the game.
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* Game creation: TCP/RMI servers send the game model to all players.
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* Game execution: repeatedly calls doFirstEvent() to process the events in the actionQueue.
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* @throws InterruptedException if the TCP server thread is interrupted
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* @throws RemoteException if an RMI error occurs
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*/
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public void run() throws InterruptedException, RemoteException {
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// Game creation
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serverRMI.notifyAll(gameController.getModel());
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serverTCP.notifyAll(gameController.getModel());
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// Game execution
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while (true) {
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try {
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