This commit is contained in:
GabrieleRadice
2026-04-29 17:58:37 +02:00
22 changed files with 576 additions and 283 deletions
@@ -1,28 +0,0 @@
package it.polimi.ingsw.gc14;
import java.util.Scanner;
public class ClientLauncher {
public void main() {
Scanner scanner = new Scanner(System.in);
System.out.println("Selezionare nome utente: ");
String username = scanner.next();
System.out.println(username);
System.out.println("Selezionare numero di giocatori desiderato: ");
int proposedNumPlayers = scanner.nextInt();
System.out.println(proposedNumPlayers);
System.out.println("Selezionare RMI[0] o TCP[1]: ");
int networkType = scanner.nextInt();
System.out.println(networkType);
scanner.close(); // chiudi solo alla fine
if (networkType == 0) {
return;
} else if (networkType == 1) {
return;
}
}
}
@@ -0,0 +1,53 @@
package it.polimi.ingsw.gc14;
import it.polimi.ingsw.gc14.Controller.ClientController;
import it.polimi.ingsw.gc14.Network.RMI.Client.RMIClient;
import it.polimi.ingsw.gc14.View.IView;
import java.util.Scanner;
public class ClientLauncherTUI {
public void main() throws InterruptedException {
ClientController controller = new ClientController();
Scanner scanner = new Scanner(System.in);
System.out.println("Selezionare nome utente: ");
String username = scanner.next();
System.out.println(username);
System.out.println("Selezionare numero di giocatori desiderato: ");
int proposedNumPlayers = scanner.nextInt();
System.out.println(proposedNumPlayers);
System.out.println("Selezionare RMI[0] o TCP[1]: ");
int networkType = scanner.nextInt();
System.out.println(networkType);
scanner.close();
if (networkType == 0) {
RMIClient client = new RMIClient("localhost", 1099);
if (client.connect(username, proposedNumPlayers, controller)) {
System.out.println("Succesfully connected to RMI server\n\n");
} else {
System.out.println("RMI connection refused\n\n");
}
while(true) {
System.out.flush();
if (controller.localModel!=null) {
break;
}
Thread.sleep(500);
}
System.out.println("Model set\n\n");
} else if (networkType == 1) {
return;
}
}
}
@@ -6,9 +6,9 @@ import it.polimi.ingsw.gc14.View.IView;
public class ClientController {
private Game localModel;
public Game localModel;
public GameController localController;
public final IView view;
public IView view=null;
public ClientController(IView view,Game localModel) {
this.view = view;
@@ -16,12 +16,18 @@ public class ClientController {
this.localController = new GameController(localModel);
}
public ClientController() {
this.localController = new GameController(localModel);
}
public void setModel(Game model) {
this.localModel = model;
localController.setModel(model);
localModel.addObserver((Observer) view); // registra la view come observer
// localModel.addObserver((Observer) view); // registra la view come observer
}
public void onError(String message) {
view.showError(message);
}
@@ -111,9 +111,9 @@ public class Board implements Serializable {
ArrayList<BuildingCard> buildingDeck = new ArrayList<>(DecksCreator.loadBuildingDeckByEra(1));
Collections.shuffle(buildingDeck);
if(nTotem==2)
upperListBuilding= buildingDeck.subList(0,1);
upperListBuilding = new ArrayList<>(buildingDeck.subList(0,1));
else
upperListBuilding= buildingDeck.subList(0,2);
upperListBuilding = new ArrayList<>(buildingDeck.subList(0,2));
}
/**
@@ -1,7 +1,6 @@
package it.polimi.ingsw.gc14.Network;
import it.polimi.ingsw.gc14.Controller.GameController;
import javafx.event.Event;
import java.io.Serializable;
@@ -12,9 +11,23 @@ public abstract class NetworkEvent implements Serializable {
}
protected EventType eventType;
public EventType getEventType() {return eventType;}
protected NetworkEvent(String username, EventType eventType) {
protected boolean isError;
public boolean getIsError() {return isError;}
public void setIsError(boolean isError) {this.isError = isError;}
protected NetworkEvent(String username, EventType eventType, boolean isError) {
this.username = username;
this.eventType = eventType;
this.isError = isError;
}
@Override
public String toString() {
if(isError) {
return ("ERROR: action " + eventType.toString());
} else {
return ("ACTION: action " + eventType.toString());
}
}
public abstract boolean apply(GameController gameController);
@@ -13,7 +13,7 @@ public class AddPlayer extends NetworkEvent implements Serializable {
return proposedNPlayer;
}
public AddPlayer(String username, int proposedNPlayer) {
super(username, EventType.ADD_PLAYER);
super(username, EventType.ADD_PLAYER, false);
this.proposedNPlayer = proposedNPlayer;
}
@Override
@@ -11,7 +11,7 @@ public class DrawLowerBuildingCard extends NetworkEvent implements Serializable
private int pos;
public DrawLowerBuildingCard(String username, int pos){
super(username, EventType.DRAW_LOWER_BUILD);
super(username, EventType.DRAW_LOWER_BUILD, false);
this.pos = pos;
}
@@ -11,7 +11,7 @@ public class DrawLowerTribeCard extends NetworkEvent implements Serializable{
private int pos;
public DrawLowerTribeCard(String username, int pos){
super(username, EventType.DRAW_LOWER_TRIBE);
super(username, EventType.DRAW_LOWER_TRIBE, false);
this.pos = pos;
}
@@ -11,7 +11,7 @@ public class DrawUpperBuildingCard extends NetworkEvent implements Serializable
private int pos;
public DrawUpperBuildingCard(String username, int pos){
super(username, EventType.DRAW_UPPER_BUILD);
super(username, EventType.DRAW_UPPER_BUILD, false);
this.pos = pos;
}
@@ -11,7 +11,7 @@ public class DrawUpperTribeCard extends NetworkEvent implements Serializable{
private int pos;
public DrawUpperTribeCard(String username, int pos){
super(username, EventType.DRAW_UPPER_TRIBE);
super(username, EventType.DRAW_UPPER_TRIBE, false);
this.pos = pos;
}
@@ -11,7 +11,7 @@ public class PickOptionalBuildingCard extends NetworkEvent implements Serializa
private int pos;
public PickOptionalBuildingCard(String username, int pos){
super(username, EventType.PICK_OPTIONAL_BUILD);
super(username, EventType.PICK_OPTIONAL_BUILD, false);
this.pos = pos;
}
@@ -11,7 +11,7 @@ public class PickOptionalTribeCard extends NetworkEvent implements Serializable
private int pos;
public PickOptionalTribeCard(String username, int pos){
super(username, EventType.PICK_OPTIONAL_TRIBE);
super(username, EventType.PICK_OPTIONAL_TRIBE, false);
this.pos = pos;
}
@@ -11,7 +11,7 @@ public class SlotChoice extends NetworkEvent implements Serializable {
private int pos;
public SlotChoice(String username, int pos) {
super(username, EventType.SLOT_CHOICE);
super(username, EventType.SLOT_CHOICE, false);
this.pos = pos;
}
@@ -5,31 +5,57 @@ import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.RMI.Common.IClientCallback;
import java.io.Serializable;
import java.rmi.RemoteException;
import java.rmi.server.UnicastRemoteObject;
public class ClientCallbackImpl extends UnicastRemoteObject implements IClientCallback {
/**
* RMI client callback implementation of {@link IClientCallback}.
* Receives notifications from the server and updates the client game model.
*/
public class ClientCallbackImpl extends UnicastRemoteObject implements IClientCallback, Serializable {
/** The client controller used to apply events and update the model */
private final ClientController clientController;
/**
* Class constructor.
* @param clientController the client controller
* @throws RemoteException if any RMI error occurs
*/
public ClientCallbackImpl(ClientController clientController) throws RemoteException {
this.clientController = clientController;
}
/**
* Called by the server when the game is initialized.
* Sets the client game model in the {@link ClientController}.
* @param model the initialized {@link Game} model
* @throws RemoteException if any RMI error occurs
*/
@Override
public void onGameInit(Game model) throws RemoteException {
clientController.setModel(model); // setta il model
clientController.setModel(model);
}
/**
* Called by the server when an action has been accepted.
* If the event contains an error, it is printed to the console.
* Otherwise, the event is applied to the local model.
* @param event the {@link NetworkEvent} sent by the server
* @throws RemoteException if any RMI error occurs
*/
@Override
public void onAction(NetworkEvent event) throws RemoteException {
event.apply(clientController.localController); // delega tutto al controller
if(event.getIsError()) {
System.out.println(event.toString());
} else {
event.apply(clientController.localController);
//clientController.view.update(); TODO
}
@Override
public void onError(String message) throws RemoteException {
clientController.onError(message);
}
}
@@ -1,43 +1,55 @@
package it.polimi.ingsw.gc14.Network.RMI.Client;
import java.rmi.RemoteException;
import java.rmi.registry.LocateRegistry;
import java.rmi.registry.Registry;
import it.polimi.ingsw.gc14.Controller.ClientController;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.RMI.Common.IClientCallback;
import it.polimi.ingsw.gc14.Network.RMI.Common.IGameServer;
/**
* Client RMI. Uses the methods exposed by the server RMI.
*/
public class RMIClient {
/** The host address of the RMI server */
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;
/**
* Class constructor.
* @param host the host address of the RMI server
* @param port the port of the RMI server
*/
public RMIClient(String host, int port) {
this.host = host;
this.port = port;
}
/**
* 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
* @param clientController the client controller used to create the callback
* @return true if the player successfully joined the game, false otherwise
*/
public boolean connect(String username,int preferredInt, ClientController clientController) {
// 1. Connettiti al registry
try {
Registry registry = LocateRegistry.getRegistry(host, port);
// 2. Prendi lo stub del server
this.stub = (IGameServer) registry.lookup("RMIGameServer");
// 3. Crea il callback e registralo
ClientCallbackImpl callback = new ClientCallbackImpl(clientController);
if (!stub.joinGame(username,preferredInt, callback))
{
stub = null;
return false;
}
else
{
return true;
}
return stub.joinGame(username, preferredInt, callback);
}
catch (Exception e) {
e.printStackTrace();
@@ -46,8 +58,12 @@ public class RMIClient {
}
public void doEvent(NetworkEvent event) throws Exception {
/**
* Sends a {@link NetworkEvent} to the server.
* @param event the event to send
* @throws RemoteException if any RMI error occurs
*/
public void doEvent(NetworkEvent event) throws RemoteException {
stub.doEvent(event);
}
@@ -3,10 +3,10 @@ package it.polimi.ingsw.gc14.Network.RMI.Common;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import java.io.Serializable;
import java.rmi.*;
public interface IClientCallback extends Remote {
public interface IClientCallback extends Remote, Serializable {
void onGameInit(Game model) throws RemoteException;
void onAction(NetworkEvent action) throws RemoteException;
void onError(String message) throws RemoteException;
}
@@ -15,19 +15,47 @@ import java.util.Map;
import java.util.concurrent.BlockingQueue;
import java.util.concurrent.ConcurrentHashMap;
import java.rmi.*;
public class RMIServer implements IGameServer {
/**
* Server RMI. Exposes a method to join the game and one to execute an event.
*/
public class RMIServer extends UnicastRemoteObject implements IGameServer {
/** 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 */
private final Map<String, IClientCallback> clients = new ConcurrentHashMap<>();
/** Queue containing the events to be applied to the game model */
BlockingQueue<NetworkEvent> actionQueue;
/**
* 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;
// Costruttore
/**
* Class constructor that initializes the attributes.
* @param controller The game controller
* @param nPort The RMI port
* @param actionQueue The action queue
* @param playerList The player's usernames list
* @throws RemoteException if an RMI error occurs
*/
public RMIServer(GameController controller, int nPort, BlockingQueue<NetworkEvent> actionQueue,LimitedList<String> playerList) throws RemoteException {
this.controller = controller;
this.nPort = nPort;
@@ -37,67 +65,85 @@ public class RMIServer implements IGameServer {
// Metodi esposti RMI
public void setController (GameController controller) {
this.controller = controller;
}
// RMI's exposed methods
/**
* 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
*/
@Override
public boolean joinGame(String username, int preferredInt, IClientCallback callback) {
synchronized (controller) {
if(playerList.size()==0 && (preferredInt<2||preferredInt>5))
if (preferredInt<2 || preferredInt>5) {
return false;
if (controller.addPlayer(username)) {
if(playerList.size()==0)
{
Game game= new Game(preferredInt);
controller.setModel(game);
}
synchronized (controller) {
if(playerList.isEmpty()){
model = new Game(preferredInt);
controller.setModel(model);
playerList.setLimit(preferredInt);
}
playerList.add(username);
if (controller.addPlayer(username)) {
clients.put(username, callback);
playerList.add(username);
return true;
}
return false;
}
}
/**
* Push an action in actionQueue.
* @param action The desired actio
* @return true if the action was successfully added, false otherwise
*/
@Override
public boolean doEvent(NetworkEvent event) throws RemoteException {
return actionQueue.offer(event);
public boolean doEvent(NetworkEvent action) {
return actionQueue.offer(action);
}
// Metodi interni del server
// RMI's internal methods
/**
* Sends an action to all RMI clients.
* @param action The desired action
*/
public void notifyAll(NetworkEvent action) throws RemoteException {
for (IClientCallback cb : clients.values()) {
cb.onAction(action);
}
}
/**
* Sends a game model to all RMI clients.
* @param model The desired model
*/
public void notifyAll(Game model) throws RemoteException {
for (IClientCallback cb : clients.values()) {
cb.onGameInit(model);
}
}
public void notifyError(String username, String message) throws RemoteException {
IClientCallback cb = clients.get(username);
if (cb != null) cb.onError(message);
}
// Metodi per avviare server RMI
/**
* Starts the RMI server.
* @return true if the server starts successfully, false otherwise
*/
public boolean start() {
try {
registry = LocateRegistry.createRegistry(nPort);
registry.rebind("RMIGameServer", this);
System.out.println("RMI Server avviato sulla porta "+nPort);
System.out.println("RMI Server started on port: "+nPort);
return true;
}
catch (Exception e) {
@@ -105,6 +151,12 @@ public class RMIServer implements IGameServer {
return false;
}
}
/**
* Stops the RMI server.
* @return true if the server stops successfully, false otherwise
*/
public boolean stop() {
try {
registry.unbind("RMIGameServer");
@@ -1,70 +1,118 @@
package it.polimi.ingsw.gc14.Network.TCP.Client;
import it.polimi.ingsw.gc14.Controller.GameController;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.NetworkEvents.AddPlayer;
import java.io.*;
import java.net.*;
public class TCPClient implements Serializable{
Socket communicationSocket = null;
/**
* Client TCP. Sends and receives messages with the TCP server.
*/
public class TCPClient {
/** Socket TCP */
Socket communicationSocket;
/** Input stream used receive objects from the server */
ObjectInputStream socketReceive;
/** Output stream used to send objects to the server */
ObjectOutputStream socketSend;
/** Client game's controller */
GameController controller;
/** IP address of the server to connect to */
String hostname;
/** TCP port */
int port;
/**
* Class constructor that initializes the attributes.
* @param controller The game controller
* @param hostname The IP address of the server
* @param port The TCP port of the server
*/
public TCPClient(GameController controller, String hostname, int port) {
this.controller = controller;
this.hostname = hostname;
this.port = port;
}
public boolean start(String user, int players){
/**
* Starts the TCP connection with the server.
* Sends an {@link AddPlayer} event, if the server responds with {@code -1}, the connection is refused and the method returns {@code false}.
* Otherwise, a listener thread is started.
* @param user The username of the player
* @param proposedNPlayers The desired number of players for the game
* @return true if the connection is successful, false otherwise.
*/
public boolean start(String user, int proposedNPlayers) {
try {
communicationSocket = new Socket(hostname, port);
socketSend = new ObjectOutputStream(communicationSocket.getOutputStream());
socketReceive = new ObjectInputStream(communicationSocket.getInputStream());
socketSend.writeObject(new AddPlayer(user, players));
sendEvent(new AddPlayer(user, proposedNPlayers));
if (communicationSocket.getInputStream().read() == -1) {
System.out.println("Could not connect to server");
return false;
}
else{
Thread listener = new Thread(() -> ReceiveMessage());
} else {
Thread listener = new Thread(() -> receiveMessage());
listener.start();
return true;
}
}
catch(Exception e){
} catch (IOException e) {
e.printStackTrace();
return false;
}
}
private void ReceiveMessage(){
/**
* Listens continuously for incoming objects from the server.
* - If the received object is a {@link NetworkEvent} flagged as an error, it is printed.
* - If the received object is a valid {@link NetworkEvent}, it is applied to the game controller.
* - If the received object is a {@link Game} model, the controller's model is set.
*/
private void receiveMessage() {
while (true) {
try {
((NetworkEvent)(socketReceive.readObject())).apply(controller);
Object read = socketReceive.readObject();
if (read instanceof NetworkEvent event) { //TODO: avoid instanceof
if (event.getIsError()) {
System.out.println(event);
} else {
event.apply(controller);
//clientController.view.update(); TODO
}
catch(IOException e){
} else if (read instanceof Game model) {
controller.setModel(model);
}
} catch (IOException e) {
e.printStackTrace();
}
catch(ClassNotFoundException e){
} catch (ClassNotFoundException e) {
throw new RuntimeException(e);
}
return;
}
}
private void SendEvent(NetworkEvent event){
/**
* Sends a {@link NetworkEvent} to the server.
* @param event The NetworkEvent to send.
*/
private void sendEvent(NetworkEvent event) {
try {
socketSend.writeObject(event);
}
catch (IOException e) {
} catch (IOException e) {
e.printStackTrace();
}
}
}
@@ -1,91 +1,105 @@
package it.polimi.ingsw.gc14.Network.TCP.Server;
import it.polimi.ingsw.gc14.Controller.GameController;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.EventType;
import java.io.*;
import java.net.*;
import java.util.List;
import java.util.concurrent.BlockingQueue;
/**
* Handles the TCP connection with a single client.
* Each instance runs on a dedicated thread and is responsible for receiving {@link NetworkEvent} from its client and adding them
* to the {@link #actionQueue}.
* It is also responsible to send events and game model updates back to the client.
*/
public class ClientHandler implements Runnable {
/** The TCP socket */
private Socket clientSocket;
private TCPServer server;
public ObjectInputStream in = null;
public ObjectOutputStream out = null;
/** Input stream used to receive objects from the client */
public ObjectInputStream in;
/** Output stream used to send objects to the client */
public ObjectOutputStream out;
/**
* Shared list of all client handlers.
* This handler removes itself from the list when disconnected.
*/
List<ClientHandler> clientHandlers;
/** Queue containing the events to be applied to the game model */
BlockingQueue<NetworkEvent> actionQueue;
private EventType eventType;
public Socket getClientSocket() {
return clientSocket;
}
/**
* Class constructor that initializes the attributes.
* @param clientSocket The socket representing the client's TCP connection
* @param clientHandlers The shared list of all active client handlers
* @param actionQueue The queue containing incoming events
*/
public ClientHandler(Socket clientSocket, List<ClientHandler> clientHandlers, BlockingQueue<NetworkEvent> actionQueue) {
this.clientSocket = clientSocket;
this.clientHandlers = clientHandlers;
this.actionQueue = actionQueue;
}
/**
* Listens for incoming {@link NetworkEvent}s from the client and adds them to the {@link #actionQueue}.
* Upon disconnection, this handler removes itself from {@link #clientHandlers}.
*/
@Override
public void run() {
clientLoop();
}
private void clientLoop(){
try {
NetworkEvent input = null;
synchronized(in){
in = new ObjectInputStream(clientSocket.getInputStream());
}
out = new ObjectOutputStream(clientSocket.getOutputStream());
while (true) {
try{
input = (NetworkEvent) (in.readObject());
if(actionQueue.add(input)){
server.broadcastUpdate(input);
NetworkEvent event = (NetworkEvent) in.readObject();
if (!actionQueue.add(event)) {
System.out.println("Error inserting action into queue");
}
}
catch(java.io.IOException e){
} catch (IOException e) {
clientHandlers.remove(this);
e.printStackTrace();
}
catch (ClassNotFoundException e){
} catch (ClassNotFoundException e) {
throw new RuntimeException(e);
}
}
}
catch (IOException e) {
e.printStackTrace();
}
}
/**
* Sends a {@link NetworkEvent} to the client.
* @param event The network event to send to the client.
*/
public void notifyEvent(NetworkEvent event) {
synchronized (out) {
try {
out = new ObjectOutputStream(clientSocket.getOutputStream());
out.writeObject(event);
}
catch(IOException e){
} catch (IOException e) {
e.printStackTrace();
}
}
}
/**
* Sends the current game model to this client.
* @param game The current state of the game to send to the client.
*/
public void notifyModel(Game game) {
synchronized (out) {
try {
out = new ObjectOutputStream(clientSocket.getOutputStream());
out.writeObject(game);
}
catch(IOException e){
} catch (IOException e) {
e.printStackTrace();
}
}
}
}
@@ -3,6 +3,7 @@ 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.Model.Game;
import it.polimi.ingsw.gc14.Network.EventType;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.NetworkEvents.AddPlayer;
@@ -12,71 +13,120 @@ import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.BlockingQueue;
/**
* Server TCP. Accepts connections and manages all client handlers.
*/
public class TCPServer {
int port = -1;
int ConnectedPlayers = 0;
ServerSocket serverTCP = null;
GameController gameController;
/** TCP port */
int port;
/** Number of currently connected clients */
int ConnectedPlayers;
/** Socket TCP */
ServerSocket socketTCP;
/** Server game's controller */
GameController controller;
/** Queue containing the events to be applied to the game model */
BlockingQueue<NetworkEvent> actionQueue;
/**
* 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;
/** List containing all client's handlers */
private List<ClientHandler> clientHandlers;
private int getConnectedPlayers(){
return ConnectedPlayers;
/**
* 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){
this.port = port;
this.ConnectedPlayers = 0;
this.socketTCP = null;
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(){
clientHandlers = new ArrayList<>();
try{
serverTCP = new ServerSocket(port);
socketTCP = new ServerSocket(port);
}
catch (IOException e){
System.out.println("Could not listen on port: " + port);
System.out.println("Could not start the server TCP on port: " + port);
e.printStackTrace();
return;
}
System.out.println("Listening on port: " + port);
System.out.println("Server TCP started on port: " + port);
Socket clientSocket;
while(true){
Socket clientSocket = null;
try{
clientSocket = serverTCP.accept();
clientSocket = socketTCP.accept();
ObjectInputStream clientSocketObj = new ObjectInputStream(clientSocket.getInputStream());
NetworkEvent event = (NetworkEvent) clientSocketObj.readObject();
synchronized (gameController){
if(!(event instanceof AddPlayer) || (gameController.getModel() != null && gameController.getModel().getCurrentPlayerNumber() >= gameController.getModel().getNPlayers())){
if(!(event.getEventType() == EventType.ADD_PLAYER)){
clientSocket.getOutputStream().write((int)(-1));
clientSocket.close();
System.out.println("Invalid parameters. Connection terminated.\n");
}
else{
synchronized (gameController) {
AddPlayer addPlayer = (AddPlayer) event;
if(playerList.isEmpty() && (addPlayer.getProposedNPlayer() < 2 || addPlayer.getProposedNPlayer() > 5)){
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");
}
else if(gameController.addPlayer(addPlayer.getUsername())){
synchronized (controller) {
if (playerList.isEmpty()){
Game game = new Game(addPlayer.getProposedNPlayer());
gameController.setModel(game);
playerList.setLimit(addPlayer.getProposedNPlayer());
Game model = new Game(eventAddPlayer.getProposedNPlayer());
controller.setModel(model);
playerList.setLimit(eventAddPlayer.getProposedNPlayer());
}
playerList.add(addPlayer.getUsername());
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(clientSocket, clientHandlers, actionQueue);
clientHandlers.add(clientHandler);
ConnectedPlayers++;
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");
}
}
}
// gestione di ADD_PLAYER
}
catch(IOException e){
e.printStackTrace();
@@ -84,45 +134,18 @@ public class TCPServer {
catch(ClassNotFoundException e){
throw new RuntimeException(e);
}
System.out.println("Accepted player: " + gameController.getModel().getPlayerByUsername(clientSocket.getInetAddress().toString()));
ConnectedPlayers++;
ClientHandler clientHandler = new ClientHandler(clientSocket, clientHandlers, actionQueue);
clientHandlers.add(clientHandler);
//Sending model to clients
if(ConnectedPlayers == gameController.getModel().getNPlayers()){
for (ClientHandler handler : clientHandlers) {
try {
synchronized(handler.out){
ObjectOutputStream socketTx = new ObjectOutputStream(handler.getClientSocket().getOutputStream());
socketTx.writeObject(gameController.getModel());
}
}
catch(IOException e){
e.printStackTrace();
}
}
}
Thread t = new Thread(clientHandler);
t.start();
}
}
public TCPServer(GameController gameController, int port, BlockingQueue<NetworkEvent> actionQueue, LimitedList<String> players){
this.port = port;
this.gameController = gameController;
this.actionQueue = actionQueue;
this.playerList = players;
}
public void broadcastUpdate(NetworkEvent event){
/** Sends an action to all TCP clients */
public void notifyAll(NetworkEvent event){
clientHandlers.forEach((x) -> x.notifyEvent(event));
}
public void broadcastModel(Game model){
/** Sends a game model to all TCP clients */
public void notifyAll(Game model){
clientHandlers.forEach((x) -> x.notifyModel(model));
}
}
@@ -12,16 +12,58 @@ import java.rmi.RemoteException;
import java.util.concurrent.BlockingQueue;
import java.util.concurrent.LinkedBlockingQueue;
/**
* Main server launcher that handles both TCP and RMI connections.
* 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 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()}
* - All players are notified of the {@link Game}
*
* The process flow for game execution is as follows:
* - The TCP/RMI server receives a {@link NetworkEvent} from a client and adds it to the {@link #actionQueue}
* - The {@link #run()} method repeatedly calls {@link #doFirstEvent()}, which takes the first event in the {@link #actionQueue} and tries to apply it
* - If the event cannot be successfully applied to the model, its {@code isError} flag is set to {@code true}
* - All players are notified of the event
*/
public class ServerLauncher {
/**
* Queue containinetworkTypeng the events to be applied to the game model.
* Thread safe by design.
*/
BlockingQueue<NetworkEvent> actionQueue;
/** Game controller. Used to apply events */
GameController gameController;
/** Server RMI. Handles RMI clients */
RMIServer serverRMI;
/** Server TCP. Handles TCP clients */
TCPServer serverTCP;
static LimitedList<String> players;
/**
* 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)}
* The limit is set by the first player joining the game. The action consists in calling {@link #run()}
*/
static LimitedList<String> playerList;
/**
* Class constructor that initializes the attributes.
* @param actionQueue The queue containing the events
* @param gameController The game controller
* @param serverRMI The server RMI
* @param serverTCP The server TCP
*/
public ServerLauncher(BlockingQueue<NetworkEvent> actionQueue, GameController gameController, RMIServer serverRMI, TCPServer serverTCP) {
this.actionQueue = actionQueue;
this.serverRMI = serverRMI;
@@ -29,34 +71,45 @@ public class ServerLauncher {
this.serverTCP = serverTCP;
}
public boolean doFirstEven() throws InterruptedException, RemoteException {
/**
* Takes the first event in the actionQueue and attempts to apply it to the game controller.
* If the event cannot be applied, its isError flag is set to true; otherwise, it is set to false.
* All clients (both TCP and RMI) are notified of the event
* @return the outcome of applying the event to the controller
* @throws InterruptedException if an error occurs while accessing the actionQueue
* @throws RemoteException if an RMI error occurs
*/
public boolean doFirstEvent() throws InterruptedException, RemoteException {
NetworkEvent event = actionQueue.take();
if(event.apply(gameController)) {
event.setIsError(!event.apply(gameController));
serverRMI.notifyAll(event);
serverTCP.broadcastUpdate(event);
return true;
} else {
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
//serverTCP // TODO non esiste un notify error (guarda sopra)
return false;
}
serverTCP.notifyAll(event);
return !event.getIsError();
}
public static void main() throws RemoteException, InterruptedException {
// TODO
// Deve avere una coda con gli eventi.
// Il server RMI e il server TCP quando ricevono un doEvent devono aggiungere l'evento alla coda condivisa
// Questa classe esegue gli eventi nella coda e chiama il notify all e notify error sia RMI che TCP
players = new LimitedList<>(5, ()->{});
/**
* The first method executed when the server program is launched.
* It creates all the objects needed: playerList, actionQueue, gameController, serverRMI, serverTCP, launcher.
* Then sets the playerList's action to execute launcher.run() and starts the TCP/RMI servers.
* Note: the model is initialized and set in the controller in TCP/RMI servers when the first user decides the number of players.
*
* @throws InterruptedException if this exception is issued by run method
* @throws RemoteException if this exception is issued by run method
*/
public static void main(String[] args) throws InterruptedException, RemoteException {
playerList = new LimitedList<>(5, ()->{});
BlockingQueue<NetworkEvent> actionQueue = new LinkedBlockingQueue<>();
GameController gameController = new GameController();
RMIServer serverRMI = new RMIServer(gameController, 1099, actionQueue, players);
TCPServer serverTCP = new TCPServer(gameController, 8080, actionQueue, players);
RMIServer serverRMI = new RMIServer(gameController, 1099, actionQueue, playerList);
TCPServer serverTCP = new TCPServer(gameController, 8080, actionQueue, playerList);
ServerLauncher launcher = new ServerLauncher(actionQueue, gameController, serverRMI, serverTCP);
players.setAction(()->{
playerList.setAction(()->{
new Thread(()->{
try {
launcher.run();
} catch (InterruptedException e) {
@@ -64,21 +117,31 @@ public class ServerLauncher {
} catch (RemoteException e) {
throw new RuntimeException(e);
}
}).start();
});
serverRMI.start();
new Thread(()->{serverTCP.start();}).start();
}
/**
* Creates and executes the game.
* Game creation: TCP/RMI servers send the game model to all players.
* Game execution: repeatedly calls doFirstEvent() to process the events in the actionQueue.
* @throws InterruptedException if the TCP server thread is interrupted
* @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.broadcastModel(gameController.getModel());
serverTCP.notifyAll(gameController.getModel());
// Game execution
while (true) {
try {
this.doFirstEven();
this.doFirstEvent();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
break;
+8 -1
View File
@@ -8,7 +8,14 @@ module it.polimi.ingsw.gc14 {
opens it.polimi.ingsw.gc14 to javafx.fxml, com.google.gson;
opens it.polimi.ingsw.gc14.Model to com.google.gson;
opens it.polimi.ingsw.gc14.Model.GamePackage to com.google.gson;
exports it.polimi.ingsw.gc14;
opens it.polimi.ingsw.gc14.Model.GamePackage to com.google.gson;
// RMI
exports it.polimi.ingsw.gc14.Network.RMI.Common to java.rmi;
exports it.polimi.ingsw.gc14.Network.RMI.Server to java.rmi;
exports it.polimi.ingsw.gc14.Network.RMI.Client to java.rmi;
exports it.polimi.ingsw.gc14.Network to java.rmi;
exports it.polimi.ingsw.gc14.Model to java.rmi, com.google.gson;
}