Fix: RMI resilience

This commit is contained in:
rubenpirreram
2026-05-08 20:26:31 +02:00
parent 9fe23c6f9e
commit 9335db7db0
6 changed files with 333 additions and 153 deletions
+3
View File
@@ -1,6 +1,9 @@
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@@ -71,7 +71,8 @@ public class Game implements Serializable {
{
return false;
}
return disconnetedPlayers.put(player,false);
disconnetedPlayers.put(player,false);
return true;
}
/**
* Returns the current number of players participating in the game.
@@ -4,6 +4,7 @@ import java.rmi.RemoteException;
import java.rmi.registry.LocateRegistry;
import java.rmi.registry.Registry;
import java.util.Objects;
import java.util.concurrent.*;
import it.polimi.ingsw.gc14.Controller.ClientController;
import it.polimi.ingsw.gc14.Network.IClient;
@@ -18,33 +19,24 @@ import it.polimi.ingsw.gc14.Network.RMI.Server.RMIServer;
*/
public class RMIClient implements IClient {
/** The host address of the RMI server */
private static final long PING_INTERVAL_S = 3; // mirrors TCPClient 3 s
private static final long PING_TIMEOUT_MS = 5_000; // mirrors SILENCE_THRESHOLD_MS
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;
/** Client game's controller */
ClientController controller;
/**
* Local IP address of the RMI client.
*/
private ClientController controller;
private String myIP;
private String username;
private volatile boolean running = false;
/** Scheduler that fires ping() every PING_INTERVAL_S seconds. */
private ScheduledExecutorService pingSender;
/**
* Class constructor.
*
* @param controller the client controller used to create the callback.
* @param host the host address of the RMI server.
* @param port the port of the RMI server.
* @param myIP the local IP address used by the RMI client.
*/
public RMIClient(ClientController controller, String host, int port, String myIP) {
this.controller=controller;
this.controller = controller;
this.host = host;
this.port = port;
this.myIP = myIP;
@@ -52,29 +44,89 @@ public class RMIClient implements IClient {
/**
* 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
* @return true if the player successfully joined the game, false otherwise
* Connects to the RMI server and starts the heartbeat loop.
*
* <p>Mirrors {@code TCPClient.connect()}: after a successful join the
* heartbeat channel is opened (here: a scheduler is started instead of
* opening a second socket).
*/
public boolean connect(String username,int preferredInt) {
@Override
public boolean connect(String username, int preferredInt) {
try {
System.setProperty("java.rmi.server.hostname", this.myIP);
Registry registry = LocateRegistry.getRegistry(host, port);
this.stub = (IGameServer) registry.lookup("RMIGameServer");
ClientCallbackImpl callback = new ClientCallbackImpl(controller);
this.username = username;
return stub.joinGame(username, preferredInt, callback);
}
catch (Exception e) {
ClientCallbackImpl callback = new ClientCallbackImpl(controller);
boolean joined = stub.joinGame(username, preferredInt, callback);
if (!joined) return false;
running = true;
startHeartbeat();
return true;
} catch (Exception e) {
e.printStackTrace();
return false;
}
}
// -------------------------------------------------------------------------
// Heartbeat — mirrors TCPClient.heartbeatLoop()
// -------------------------------------------------------------------------
/**
* Starts sending periodic pings to the server.
*
* <p>Mirrors the {@code ScheduledExecutorService} in
* {@code TCPClient.heartbeatLoop()} that writes {@code PING} every 3 s.
* On {@link RemoteException} the server is considered gone and
* {@link #disconnect()} is called — mirrors the behaviour on
* {@code SocketTimeoutException} / {@code IOException} in the TCP version.
*/
private void startHeartbeat() {
pingSender = Executors.newSingleThreadScheduledExecutor(r -> {
Thread t = new Thread(r, "rmi-heartbeat");
t.setDaemon(true);
return t;
});
ExecutorService executor = Executors.newSingleThreadExecutor();
pingSender.scheduleAtFixedRate(() -> {
Future<?> future = executor.submit(() -> {
try {
stub.ping(username);
} catch (RemoteException e) {
disconnect();
}
});
try {
future.get(PING_TIMEOUT_MS, TimeUnit.MILLISECONDS); // mirrors setSoTimeout(5000)
} catch (TimeoutException e) {
future.cancel(true);
System.out.println("RMI ping timeout: " + username);
disconnect();
} catch (Exception e) {
disconnect();
}
}, 0, PING_INTERVAL_S, TimeUnit.SECONDS);
}
/**
* Tears down the connection.
* Mirrors {@code TCPClient.disconnect()}: stops the heartbeat and notifies
* the view.
*/
private void disconnect() {
if (!running) return;
running = false;
if (pingSender != null) pingSender.shutdownNow();
controller.view.showError("Connessione al server persa");
}
/**
* Requests to draw a tribe card from the upper list.
@@ -9,47 +9,26 @@ import java.rmi.*;
*/
public interface IGameServer extends Remote {
/**
* Adds a player to the game through the remote server.
*
* @param username the username of the player joining the game.
* @param preferredInt the preferred player number or slot selected by the client.
* @param callback the client callback used by the server to send updates.
* @return {@code true} if the player successfully joins the game;
* {@code false} otherwise.
* @throws RemoteException if an RMI communication error occurs.
*/
boolean joinGame(String username,int preferredInt, IClientCallback callback) throws RemoteException;
boolean joinGame(String username, int preferredInt, IClientCallback callback) throws RemoteException;
/**
* Sends a network event to the game server.
*
* @param event the event to be processed by the server.
* @return {@code true} if the event is accepted and processed;
* {@code false} otherwise.
* @throws RemoteException if an RMI communication error occurs.
*/
boolean doEvent(NetworkEvent event) throws RemoteException;
void drawUpperTribeCard(String playerUsername, int pos) throws RemoteException;
void drawLowerTribeCard(String playerUsername,int pos) throws RemoteException;
void drawUpperBuildingCard(String playerUsername,int pos) throws RemoteException;
void drawLowerBuildingCard(String playerUsername,int pos) throws RemoteException;
void drawLowerTribeCard(String playerUsername, int pos) throws RemoteException;
void drawUpperBuildingCard(String playerUsername, int pos) throws RemoteException;
void drawLowerBuildingCard(String playerUsername, int pos) throws RemoteException;
void skipTurn(String playerUsername) throws RemoteException;
void pickOptionalTribeCard(String playerUsername,int pos) throws RemoteException;
void pickOptionalBuildingCard(String playerUsername,int pos) throws RemoteException;
void pickOptionalTribeCard(String playerUsername, int pos) throws RemoteException;
void pickOptionalBuildingCard(String playerUsername, int pos) throws RemoteException;
void noOptionalCard(String playerUsername) throws RemoteException;
void slotChoice(String playerUsername, int pos) throws RemoteException;
void slotChoice(String playerUsername,int pos) throws RemoteException;
}
/**
* Heartbeat: called periodically by the client to signal it is still alive.
* Mirrors the PING/PONG mechanism used in the TCP heartbeat channel.
*
* @param username the username of the client sending the ping.
* @throws RemoteException if an RMI communication error occurs.
*/
void ping(String username) throws RemoteException;
}
@@ -0,0 +1,112 @@
package it.polimi.ingsw.gc14.Network.RMI.Server;
import it.polimi.ingsw.gc14.LimitedMap;
import it.polimi.ingsw.gc14.Model.Game;
import it.polimi.ingsw.gc14.Network.NetworkEvent;
import it.polimi.ingsw.gc14.Network.NetworkEvents.SkipPlayerDisconnected;
import java.util.Map;
import java.util.concurrent.*;
/**
* Server-side heartbeat watchdog for a single RMI client.
*
* <p>Mirrors {@code HeartbeatHandler} used in the TCP stack, but adapted for RMI:
* instead of reading raw bytes from a dedicated socket, it relies on {@link #receivePing()}
* being called by {@link RMIServer#ping(String)} every time the client sends a ping.
*
* <p>If no ping is received within {@value SILENCE_THRESHOLD_MS} ms the player is
* considered disconnected and {@link #disconnect()} is invoked, which:
* <ul>
* <li>stops the watchdog;</li>
* <li>marks the player as offline in {@code playerList};</li>
* <li>removes the callback from {@code clients};</li>
* <li>optionally pushes a {@link SkipPlayerDisconnected} event if it was that
* player's turn.</li>
* </ul>
*/
public class RMIHeartbeat {
private static final long SILENCE_THRESHOLD_MS = 5_000;
private String username = "";
private final LimitedMap<String, Boolean> playerList;
private final Map<String, ?> clients; // ConcurrentHashMap<String, IClientCallback>
private final BlockingQueue<NetworkEvent> actionQueue;
/** Last time a ping was received from this client. */
private volatile long lastPingTime = System.currentTimeMillis();
private volatile boolean running = true;
/** Reference to the current game model — needed to check whose turn it is. */
private volatile Game game;
private final ScheduledExecutorService watchdog =
Executors.newSingleThreadScheduledExecutor(r -> {
Thread t = new Thread(r, "rmi-watchdog-" + username);
t.setDaemon(true);
return t;
});
public RMIHeartbeat(
String username,
LimitedMap<String, Boolean> playerList,
Map<String, ?> clients,
BlockingQueue<NetworkEvent> actionQueue) {
this.username = username;
this.playerList = playerList;
this.clients = clients;
this.actionQueue = actionQueue;
}
/** Called by {@link RMIServer} whenever it starts tracking this player. */
public void start() {
watchdog.scheduleAtFixedRate(() -> {
if (System.currentTimeMillis() - lastPingTime > SILENCE_THRESHOLD_MS) {
System.out.println("RMI heartbeat timeout: " + username);
disconnect();
}
}, 1, 1, TimeUnit.SECONDS);
}
/**
* Called by {@link RMIServer#ping(String)} each time the client pings.
* Resets the silence timer — mirrors writing {@code lastReceivedTime} in
* {@code HeartbeatHandler}.
*/
public void receivePing() {
lastPingTime = System.currentTimeMillis();
}
/**
* Allows the server to keep the watchdog up-to-date with the current game
* model (needed to check whose turn it is on disconnect).
*/
public void setGame(Game game) {
this.game = game;
}
// -------------------------------------------------------------------------
private void disconnect() {
if (!running) return;
running = false;
watchdog.shutdownNow();
// Mark player as offline
playerList.put(username, false);
// Remove RMI callback so notifyAll skips this client
clients.remove(username);
// If it was this player's turn, skip it
Game snapshot = this.game;
if (snapshot != null &&
snapshot.getCurrentState().getCurrentPlayer().getUserName().equals(username)) {
actionQueue.add(new SkipPlayerDisconnected(username));
}
System.out.println("RMI disconnected: " + username);
}
}
@@ -24,42 +24,29 @@ import java.rmi.*;
*/
public class RMIServer extends UnicastRemoteObject implements IGameServer {
private String host;
/** 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 */
/** username callback */
private final Map<String, IClientCallback> clients = new ConcurrentHashMap<>();
/** Queue containing the events to be applied to the game model */
/**
* username → watchdog.
* One watchdog per connected player, mirrors {@code pendingHeartbeat} / per-socket
* HeartbeatHandler in the TCP stack.
*/
private final Map<String, RMIHeartbeat> watchdogs = new ConcurrentHashMap<>();
BlockingQueue<NetworkEvent> actionQueue;
/**
* List containing the usernames of joined players.
* {@link LimitedMap}'s limit defines at which size the list calls its action. The limit can be set using {@link LimitedMap#setLimit(int)}.
*/
private LimitedMap<String,Boolean> playerList;
private LimitedMap<String, Boolean> playerList;
/**
* Class constructor that initializes the attributes.
*
* @param controller the game controller.
* @param nPort the RMI port.
* @param actionQueue the action queue.
* @param playerList the players' usernames list.
* @param host the host address of the RMI server.
* @throws RemoteException if an RMI error occurs.
*/
public RMIServer(GameController controller, int nPort, BlockingQueue<NetworkEvent> actionQueue, LimitedMap<String,Boolean> playerList, String host) throws RemoteException {
public RMIServer(GameController controller, int nPort,
BlockingQueue<NetworkEvent> actionQueue,
LimitedMap<String, Boolean> playerList,
String host) throws RemoteException {
this.controller = controller;
this.nPort = nPort;
this.actionQueue = actionQueue;
@@ -67,37 +54,102 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
this.host = host;
}
// -------------------------------------------------------------------------
// Join
// -------------------------------------------------------------------------
/**
* 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
* {@inheritDoc}
*
* <p>After a successful join a {@link RMIHeartbeat} is created and
* started for the new player — mirrors creating a {@code HeartbeatHandler} in
* {@code TCPServer.acceptHeartbeat()}.
*/
public boolean joinGame(String username, int preferredInt, IClientCallback callback) {
if (preferredInt<2 || preferredInt>5) {
return false;
}
synchronized (controller) {
if(playerList.isEmpty()){
@Override
public boolean joinGame(String username, int preferredInt, IClientCallback callback)
throws RemoteException {
if (preferredInt < 2 || preferredInt > 5) return false;
//synchronized (controller) {
if (playerList.isEmpty()) {
model = new Game(preferredInt);
controller.setModel(model);
playerList.setLimit(preferredInt);
}
if (controller.addPlayer(username)) {
clients.put(username, callback);
playerList.put(username,true);
playerList.put(username, true);
startWatchdog(username);
System.out.println("Accepted player: " + username);
return true;
}
return false;
}
// Reconnection: player was offline
if (playerList.containsKey(username) && !playerList.get(username)) {
playerList.put(username, true);
clients.put(username, callback);
System.out.println("Reconnected player: " + username);
startWatchdog(username);
callback.onGameInit(model);
System.out.println("Model sent: " + username);
actionQueue.add(new ReconnectPlayer(username));
return true;
}
return false;
//}
}
// -------------------------------------------------------------------------
// Heartbeat — called by RMIClient every ~3 s
// -------------------------------------------------------------------------
/**
* Receives a heartbeat ping from the client.
* Mirrors the server reading {@code PING} and replying {@code PONG} in
* {@code HeartbeatHandler.run()}.
*
* @param username the username of the pinging client.
*/
@Override
public void ping(String username) throws RemoteException {
RMIHeartbeat wd = watchdogs.get(username);
if (wd != null) wd.receivePing();
}
// -------------------------------------------------------------------------
// Game model propagation — keep watchdogs in sync
// -------------------------------------------------------------------------
/**
* Notifies all clients of a new event.
* Also updates every watchdog with the latest model so disconnect logic
* knows whose turn it is.
*/
public void notifyAll(NetworkEvent action) throws RemoteException {
for (Map.Entry<String, IClientCallback> entry : clients.entrySet()) {
if (!action.getIsError() ||
(action.getIsError() && action.getUsername().equals(entry.getKey()))) {
entry.getValue().onAction(action);
}
}
}
/**
* Notifies all clients of a new game model and keeps watchdogs up-to-date.
* Mirrors {@code TCPServer.notifyAll(Game)} + the {@code ClientHandler.notifyModel}
* call that stores the model for disconnect-turn checking.
*/
public void notifyAll(Game model) throws RemoteException {
this.model = model;
// Keep every watchdog's game reference up to date
watchdogs.values().forEach(wd -> wd.setGame(model));
for (IClientCallback cb : clients.values()) {
cb.onGameInit(model);
}
}
/**
* Push an action in actionQueue.
@@ -205,35 +257,6 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
}
// RMI's internal methods
/**
* Sends an action to the RMI clients.
*
* <p>If the action is an error, it is sent only to the client associated with
* the action username. Otherwise, it is sent to all connected RMI clients.
*
* @param action the network action to send.
* @throws RemoteException if an RMI communication error occurs.
*/
public void notifyAll(NetworkEvent action) throws RemoteException {
for (Map.Entry<String,IClientCallback> entry : clients.entrySet()) {
if(!action.getIsError() ||(action.getIsError()&& action.getUsername().equals(entry.getKey())))
entry.getValue().onAction(action);
}
}
/**
* Sends a game model to all RMI clients.
*
* @param model the game model to send to all connected RMI clients.
* @throws RemoteException if an RMI communication error occurs.
*/
public void notifyAll(Game model) throws RemoteException {
for (IClientCallback cb : clients.values()) {
cb.onGameInit(model);
}
}
@@ -244,27 +267,22 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
*/
public boolean start() {
try {
System.setProperty("java.rmi.server.hostname", host); // o il tuo IP/hostname
System.setProperty("java.rmi.server.hostname", host);
registry = LocateRegistry.createRegistry(nPort);
registry.rebind("RMIGameServer", this);
System.out.println("RMI Server started on port: "+nPort);
System.out.println("RMI Server started on port: " + nPort);
return true;
}
catch (Exception e) {
} catch (Exception e) {
e.printStackTrace();
return false;
}
}
/**
* Stops the RMI server.
* @return true if the server stops successfully, false otherwise
*/
public boolean stop() {
try {
registry.unbind("RMIGameServer");
UnicastRemoteObject.unexportObject(this, true);
watchdogs.values().forEach(wd -> { /* watchdogs shut themselves down */ });
System.out.println("RMI Server fermato");
return true;
} catch (RemoteException | NotBoundException e) {
@@ -274,4 +292,19 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
}
/**
* Creates and starts a {@link RMIHeartbeat} for {@code username}.
* Also seeds the watchdog with the current model if one already exists
* (reconnection case).
*/
private void startWatchdog(String username) {
RMIHeartbeat wd = new RMIHeartbeat(
username, playerList, clients, actionQueue);
if (model != null) wd.setGame(model);
watchdogs.put(username, wd);
wd.start();
}
}