Changed: Now Displays When a player is disconnected in GUI
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@@ -9,9 +9,7 @@ import it.polimi.ingsw.gc14.Model.Player;
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import it.polimi.ingsw.gc14.Model.Totems;
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import it.polimi.ingsw.gc14.Network.EventType;
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import it.polimi.ingsw.gc14.Network.NetworkEvent;
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import it.polimi.ingsw.gc14.Network.NetworkEvents.ApplyNextRound;
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import it.polimi.ingsw.gc14.Network.NetworkEvents.EndedGame;
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import it.polimi.ingsw.gc14.Network.NetworkEvents.TotemChoice;
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import it.polimi.ingsw.gc14.Network.NetworkEvents.*;
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import it.polimi.ingsw.gc14.Network.RMI.Server.RMIServer;
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import it.polimi.ingsw.gc14.Network.TCP.Server.TCPServer;
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import it.polimi.ingsw.gc14.View.TUI.TUI;
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@@ -111,19 +109,25 @@ public class ServerLauncher {
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if(gameController.getModel()!=null && gameController.getModel().getCurrentState().getGameStage()!=GameStages.ENDED)
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{
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//if there is only one player ignore every event different by reconnection
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if(disconnectionTimer!=null && event.getEventType() != EventType.RECONNECT_PLAYER)
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if(disconnectionTimer!=null )
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{
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event.setIsError(true);
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serverRMI.notifyAll(event);
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serverTCP.notifyAll(event);
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return false;
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if(event.getEventType() != EventType.RECONNECT_PLAYER)
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{
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event.setIsError(true);
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serverRMI.notifyAll(event);
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serverTCP.notifyAll(event);
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return false;
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}else if(event.getEventType() != EventType.DISCONNECTED_PLAYER)
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{
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disconnectionTimer.cancel(true);
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disconnectionTimer = null;
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playerList.clear();
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gameController.setModel(null);
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System.out.println("\n!!! Player list is now empty, ready for a new game init !!!\n");
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return true;
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}
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}
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//Cancel the timer if another player is reconnected , so there are more than one player
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if (event.getEventType() == EventType.RECONNECT_PLAYER && disconnectionTimer != null && !disconnectionTimer.isDone()) {
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disconnectionTimer.cancel(false);
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disconnectionTimer = null;
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}
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synchronized(gameController){
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int roundPrev=gameController.getModel().getCurrentState().getRound();
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//applies the event and set if is an error
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@@ -132,19 +136,29 @@ public class ServerLauncher {
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//if the event wasn't an error , it will be sent to players
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if(!event.getIsError())
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{
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//Cancel the timer if another player is reconnected , so there are more than one player
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if (event.getEventType() == EventType.RECONNECT_PLAYER && disconnectionTimer != null && !disconnectionTimer.isDone()) {
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disconnectionTimer.cancel(false);
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disconnectionTimer = null;
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}
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if(!this.gameSave() ){
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System.out.println("\n!!! Save failed !!!\n");
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}
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if(event.getEventType().equals(EventType.DISCONNECTED_PLAYER)&& game.getCurrentState().getGameStage().equals(GameStages.WAITING))
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{
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playerList.remove(event.getUsername());
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return true;
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}else {
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event.setData(game.getSlotMap(), game.orderLogicCard, game.getCurrentState(), game.getPlayers());
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if (event.getEventType().equals(EventType.TOTEM_CHOICE)) {
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((TotemChoice) event).setAvailableTotems(gameController.getModel().getAvailableTotems());
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} else if (event.getEventType().equals(EventType.DISCONNECTED_PLAYER) && game.getCurrentState().getGameStage().equals(GameStages.WAITING)) {
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playerList.remove(event.getUsername());
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}
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}
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if (event.getEventType().equals(EventType.TOTEM_CHOICE)) {
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((TotemChoice) event).setAvailableTotems(gameController.getModel().getAvailableTotems());
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}else if (event.getEventType().equals(EventType.RECONNECT_PLAYER))
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{
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((ReconnectPlayer) event).setDisconnected(game.disconnetedPlayers.entrySet().stream().filter(Map.Entry::getValue).map(x -> x.getKey().getUserName()).collect(Collectors.toCollection(ArrayList::new)));
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}else if (event.getEventType().equals(EventType.DISCONNECTED_PLAYER))
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{
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((DisconnectedPlayer) event).setDisconnected(game.disconnetedPlayers.entrySet().stream().filter(Map.Entry::getValue).map(x -> x.getKey().getUserName()).collect(Collectors.toCollection(ArrayList::new)));
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}
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//if there is only one player the game will be suspended and starts the forfeit timer
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if (event.getEventType().equals(EventType.DISCONNECTED_PLAYER) && playerList.values().stream().filter(x -> x).count() == 1&& game.getCurrentState().getGameStage() != GameStages.ENDED) {
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