Add: complete JavaDoc for networking, heartbeat, totem flow and game events
This commit is contained in:
@@ -26,6 +26,9 @@ public class ClientController {
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/** Network client (either TCP or RMI) */
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private IClient client;
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/**
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* The username of the client associated with this event.
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*/
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public String myUsername;
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@@ -65,6 +68,11 @@ public class ClientController {
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view.setModel(miniModel);
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}
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/**
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* Sets the username of the client associated with this event.
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*
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* @param username the username to set.
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*/
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public void setMyUsername (String username) {
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this.myUsername=username;
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}
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@@ -170,7 +178,16 @@ public class ClientController {
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}
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}
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//TODO
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/**
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* Handles the selection of a totem by the specified player.
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*
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* <p>If the player is not the current one, an error message is shown.
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* Otherwise, the selected totem is retrieved from the available totems
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* and the choice is forwarded to the client.
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*
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* @param playerUsername the username of the player making the choice.
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* @param pos the position of the selected totem in the available totems list.
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*/
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public void totemChoice(String playerUsername,int pos) {
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if(!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName()))
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view.showError("It's not your turn!");
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@@ -30,7 +30,14 @@ public class GameController {
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*/
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public GameController() {
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}
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//TODO
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/**
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* Marks the player associated with the specified username as disconnected.
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*
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* @param username the username of the player who disconnected.
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* @return {@code true} if the disconnection is handled successfully,
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* {@code false} if no player with the specified username exists.
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*/
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public boolean DisconnectedPlayer(String username)
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{
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Player player= model.getPlayerByUsername(username);
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@@ -38,7 +45,14 @@ public class GameController {
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return false;
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return model.DisconnectedPlayer(player);
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}
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//TODO
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/**
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* Marks the player associated with the specified username as reconnected.
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*
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* @param username the username of the player who reconnected.
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* @return {@code true} if the reconnection is handled successfully,
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* {@code false} if no player with the specified username exists.
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*/
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public boolean ReconnectPlayer(String username)
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{
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Player player= model.getPlayerByUsername(username);
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@@ -46,6 +60,7 @@ public class GameController {
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return false;
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return model.ReconnectPlayer(player);
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}
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/**
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* Returns the game model managed by this controller.
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*
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@@ -166,7 +181,14 @@ public class GameController {
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return model.SlotChoiceByIndex(model.getPlayerByUsername(playerUsername),pos);
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}
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//TODO
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/**
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* Applies the totem choice made by the player associated with the specified username.
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*
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* @param playerUsername the username of the player making the choice.
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* @param totem the name of the selected totem.
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* @return {@code true} if the choice is handled successfully,
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* {@code false} if no player with the specified username exists.
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*/
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public boolean TotemChoice(String playerUsername,String totem) {
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Player player= model.getPlayerByUsername(playerUsername);
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if(player==null)
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@@ -4,5 +4,34 @@ package it.polimi.ingsw.gc14.Model.Cards.Building;
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* Represents the possible effect types of building cards.
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*/
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public enum EffectType {
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FINAL, CARD_SET, INVENTOR_PAIR, ON_EVENT, ON_END_TURN, ON_ROUND_END
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/**
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* Effect applied during the final scoring phase.
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*/
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FINAL,
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/**
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* Effect based on collecting a specific set of cards.
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*/
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CARD_SET,
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/**
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* Effect based on pairs of Inventor cards.
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*/
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INVENTOR_PAIR,
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/**
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* Effect triggered when an event card is resolved.
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*/
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ON_EVENT,
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/**
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* Effect triggered at the end of a player's turn.
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*/
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ON_END_TURN,
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/**
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* Effect triggered at the end of a round.
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*/
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ON_ROUND_END
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}
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@@ -4,5 +4,34 @@ package it.polimi.ingsw.gc14.Model.Cards.TribeCards;
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* Represents the different types of character cards available in the game.
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*/
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public enum CharacterType {
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INVENTOR, BUILDER, GATHERER, ARTIST, SHAMAN, HUNTER
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/**
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* Character card representing an Inventor.
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*/
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INVENTOR,
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/**
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* Character card representing a Builder.
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*/
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BUILDER,
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/**
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* Character card representing a Gatherer.
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*/
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GATHERER,
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/**
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* Character card representing an Artist.
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*/
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ARTIST,
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/**
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* Character card representing a Shaman.
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*/
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SHAMAN,
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/**
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* Character card representing a Hunter.
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*/
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HUNTER
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}
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@@ -4,5 +4,24 @@ package it.polimi.ingsw.gc14.Model.Cards.TribeCards;
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* Represents the different types of event cards available in the game.
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*/
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public enum EventType {
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SUSTENANCE, SHAMANIC_RITUAL, CAVE_PAINTINGS, HUNT
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/**
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* Event card representing Sustenance.
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*/
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SUSTENANCE,
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/**
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* Event card representing the Shamanic Ritual.
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*/
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SHAMANIC_RITUAL,
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/**
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* Event card representing Cave Paintings.
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*/
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CAVE_PAINTINGS,
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/**
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* Event card representing the Hunt.
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*/
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HUNT
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}
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@@ -29,11 +29,20 @@ import java.util.stream.Stream;
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*/
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public class Game implements Serializable {
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/**
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* The final ranking of players at the end of the game.
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*/
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private ArrayList<Player> playerStanding;
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/**
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* Returns the final ranking of players.
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*
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* @return the list of players ordered according to their final standing.
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*/
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public ArrayList<Player> getPlayerStanding() {
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return playerStanding;
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}
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/**
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* Returns the list of players participating in the game.
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*
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@@ -42,16 +51,38 @@ public class Game implements Serializable {
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public List<Player> getPlayers() {
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return playersList;
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}
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//TODO
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/**
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* Returns the list of totems that have not yet been assigned to any player.
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*
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* @return the list of currently available totems.
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*/
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public List<Totems>getAvailableTotems() {
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List<Totems> totems=new ArrayList<>(List.of(Totems.values()));
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playersList.forEach(player -> {if(player.totem!=null)totems.remove(player.totem);});
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return totems;
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}
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//TODO
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/**
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* Queue containing the players who still have to choose their totem.
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*/
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private Queue<Player> totemChoiceQueue = new LinkedList<>();
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//TODO
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/**
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* Assigns the selected totem to the specified player during the totem choice phase.
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*
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* <p>The choice is accepted only if the game is currently in the
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* {@link GameStages#TOTEM_CHOICE} stage, the player is the current one,
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* and the selected totem is still available.
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*
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* <p>After a valid choice, the method advances to the next player in the queue.
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* If all players have completed the selection, the game moves to the slot choice phase.
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* Disconnected players are automatically assigned a random available totem.
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*
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* @param player the player making the totem choice.
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* @param totem the selected totem.
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* @return {@code true} if the choice is applied successfully, {@code false} otherwise.
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*/
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public boolean TotemChoice(Player player,Totems totem) {
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if(!currentState.getGameStage().equals(GameStages.TOTEM_CHOICE))
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return false;
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@@ -87,9 +118,23 @@ public class Game implements Serializable {
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return true;
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}
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//TODO
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/**
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* Map tracking the players who are currently disconnected.
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*/
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public Map<Player,Boolean> disconnetedPlayers = new HashMap<>();
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//TODO
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/**
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* Marks the specified player as disconnected and updates the game flow accordingly.
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*
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* <p>If the player disconnects during the waiting phase, they are removed from
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* the player list and from the totem choice queue. If the disconnected player is
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* the current one, the game advances to the next suitable player or, during the
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* totem choice phase, handles the remaining selection flow automatically.
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*
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* @param player the player who disconnected.
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* @return {@code true} if the disconnection is handled successfully,
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* {@code false} if the player was already marked as disconnected.
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*/
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public boolean DisconnectedPlayer(Player player)
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{
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if(disconnetedPlayers.containsKey(player) && disconnetedPlayers.get(player))
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@@ -121,7 +166,17 @@ public class Game implements Serializable {
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return true;
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}
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//TODO
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/**
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* Marks the specified player as reconnected.
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*
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* <p>If the player reconnects during the slot choice phase, they are removed
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* from the disconnected players map and reinserted into the order logic card
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* when necessary.
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*
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* @param player the player who reconnected.
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* @return {@code true} if the reconnection is handled successfully,
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* {@code false} if the player was not previously marked as disconnected.
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*/
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public boolean ReconnectPlayer(Player player)
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{
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if(!disconnetedPlayers.containsKey(player))
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@@ -140,12 +195,14 @@ public class Game implements Serializable {
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return true;
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}
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//Totem
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//TODO
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/**
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* Clears the collection of disconnected players.
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*/
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public void ClearDisconnected()
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{
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disconnetedPlayers.clear();
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}
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/**
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* Returns the current number of players participating in the game.
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* @return the current number of players.
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@@ -195,7 +252,12 @@ public class Game implements Serializable {
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* The board associated with this game.
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*/
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private Board board;
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//TODO
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/**
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* Returns the game board.
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*
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* @return the board associated with the game.
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*/
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public Board getBoard() {return board;}
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/**
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@@ -925,6 +987,13 @@ public class Game implements Serializable {
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return true;
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}
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/**
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* Ends the game by forfeit and determines the final player standing.
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*
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* <p>The player who is still connected is declared the winner and placed
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* in the first position of the final ranking. The remaining players are
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* ordered by prestige value and, in case of a tie, by food value.
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*/
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public void EndGameForFeit() {
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Player winner=playersList.stream().filter(x->!disconnetedPlayers.containsValue(x)||!disconnetedPlayers.get(x)).toList().get(0);
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currentState.GameStageUpdate(GameStages.ENDED);
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@@ -4,5 +4,43 @@ package it.polimi.ingsw.gc14.Model.GamePackage;
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* Represents the possible stages of a game.
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*/
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public enum GameStages {
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WAITING,TOTEM_CHOICE, SLOT_CHOICE, RES_ACTIONS, OPT_CARD_E, RES_EVENT, ENDING, ENDED
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/**
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* Stage in which the game is waiting for players to join.
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*/
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WAITING,
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/**
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* Stage in which players choose their totems.
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*/
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TOTEM_CHOICE,
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/**
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* Stage in which players select their action slots.
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*/
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SLOT_CHOICE,
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/**
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* Stage in which the mandatory actions associated with the chosen slots are resolved.
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*/
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RES_ACTIONS,
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/**
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* Stage in which an optional card effect can be resolved.
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*/
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OPT_CARD_E,
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/**
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* Stage in which an event card is being resolved.
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*/
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RES_EVENT,
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/**
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* Stage in which end-of-round or end-of-game operations are processed.
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*/
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ENDING,
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/**
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* Stage indicating that the game has ended.
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*/
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ENDED
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}
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@@ -1,5 +1,32 @@
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package it.polimi.ingsw.gc14.Model;
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/**
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* Represents the different totem colors available in the game.
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*/
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public enum Totems {
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YELLOW, BLUE, ORANGE, WHITE, PURPLE
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/**
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* Yellow totem.
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*/
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YELLOW,
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/**
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* Blue totem.
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*/
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BLUE,
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/**
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* Orange totem.
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*/
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ORANGE,
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/**
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* White totem.
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*/
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WHITE,
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/**
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* Purple totem.
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*/
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PURPLE
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}
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@@ -5,16 +5,64 @@ package it.polimi.ingsw.gc14.Network;
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* client and server.
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*/
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public enum EventType {
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/**
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* Event used to add a player to the game.
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*/
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ADD_PLAYER,
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/**
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* Event used to submit a player's totem choice.
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*/
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TOTEM_CHOICE,
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/**
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* Event used to submit a player's slot choice.
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*/
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SLOT_CHOICE,
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/**
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* Event used to draw a tribe card from the upper card list.
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*/
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DRAW_UPPER_TRIBE,
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/**
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* Event used to draw a tribe card from the lower card list.
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*/
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DRAW_LOWER_TRIBE,
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/**
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* Event used to draw a building card from the upper card list.
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*/
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DRAW_UPPER_BUILD,
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/**
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* Event used to draw a building card from the lower card list.
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*/
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DRAW_LOWER_BUILD,
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/**
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* Event used to skip the current turn or optional action.
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*/
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SKIP_TURN,
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/**
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* Event used to notify that a player has disconnected.
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*/
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DISCONNECTED_PLAYER,
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/**
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* Event used to notify that a player has reconnected.
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*/
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RECONNECT_PLAYER,
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/**
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* Event used to apply the transition to the next round.
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*/
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NEXT_ROUND,
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/**
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* Event used to notify that the game has ended.
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*/
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ENDED_GAME
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}
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@@ -1,25 +1,73 @@
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package it.polimi.ingsw.gc14.Network;
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import it.polimi.ingsw.gc14.Network.NetworkEvents.*;
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import java.rmi.RemoteException;
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import java.util.Objects;
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/**
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* Defines the operations that a client can request during the game.
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*/
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public interface IClient {
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public boolean connect(String username,int preferredInt);
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public void drawUpperTribeCard(String playerUsername, int pos) ;
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/**
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* Connects the client to the server using the specified username
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* and preferred connection type.
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*
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* @param username the username chosen by the player.
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* @param preferredInt the preferred connection type selected by the client.
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* @return {@code true} if the connection is established successfully,
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* {@code false} otherwise.
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*/
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boolean connect(String username, int preferredInt);
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public void drawLowerTribeCard(String playerUsername,int pos) ;
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/**
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* Requests to draw a tribe card from the upper tribe card list.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the position of the selected card in the upper tribe card list.
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*/
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void drawUpperTribeCard(String playerUsername, int pos);
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public void drawUpperBuildingCard(String playerUsername,int pos) ;
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/**
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* Requests to draw a tribe card from the lower tribe card list.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the position of the selected card in the lower tribe card list.
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*/
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void drawLowerTribeCard(String playerUsername, int pos);
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/**
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||||
* Requests to draw a building card from the upper building card list.
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||||
*
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||||
* @param playerUsername the username of the player performing the action.
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||||
* @param pos the position of the selected card in the upper building card list.
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||||
*/
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void drawUpperBuildingCard(String playerUsername, int pos);
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public void drawLowerBuildingCard(String playerUsername,int pos) ;
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/**
|
||||
* Requests to draw a building card from the lower building card list.
|
||||
*
|
||||
* @param playerUsername the username of the player performing the action.
|
||||
* @param pos the position of the selected card in the lower building card list.
|
||||
*/
|
||||
void drawLowerBuildingCard(String playerUsername, int pos);
|
||||
|
||||
public void skipTurn(String playerUsername);
|
||||
/**
|
||||
* Requests to skip the current player's optional action.
|
||||
*
|
||||
* @param playerUsername the username of the player skipping the action.
|
||||
*/
|
||||
void skipTurn(String playerUsername);
|
||||
|
||||
/**
|
||||
* Requests to assign the specified player to a slot.
|
||||
*
|
||||
* @param playerUsername the username of the player making the slot choice.
|
||||
* @param pos the position of the selected slot.
|
||||
*/
|
||||
void slotChoice(String playerUsername, int pos);
|
||||
|
||||
public void slotChoice(String playerUsername,int pos) ;
|
||||
public void totemChoice(String playerUsername,String totem) ;
|
||||
/**
|
||||
* Requests to assign the selected totem to the specified player.
|
||||
*
|
||||
* @param playerUsername the username of the player making the totem choice.
|
||||
* @param totem the name of the selected totem.
|
||||
*/
|
||||
void totemChoice(String playerUsername, String totem);
|
||||
}
|
||||
|
||||
@@ -11,59 +11,113 @@ import java.io.Serializable;
|
||||
import java.util.Map;
|
||||
|
||||
/**
|
||||
* Represents an event sent over the network
|
||||
* Represents an event sent over the network.
|
||||
*
|
||||
* <p>A network event contains the information required to identify
|
||||
* the requested action, determine whether it produced an error,
|
||||
* and apply it either to the server-side {@link GameController}
|
||||
* or to the client-side {@link MiniModel}.
|
||||
*/
|
||||
public abstract class NetworkEvent implements Serializable {
|
||||
/** Username of the player requesting the event */
|
||||
|
||||
/**
|
||||
* Username of the player requesting the event.
|
||||
*/
|
||||
protected String username;
|
||||
|
||||
/**
|
||||
* @return the username of the player requesting the event
|
||||
* Returns the username of the player requesting the event.
|
||||
*
|
||||
* @return the username associated with the event.
|
||||
*/
|
||||
public String getUsername() {
|
||||
return username;
|
||||
}
|
||||
|
||||
/** EventType of the event */
|
||||
/**
|
||||
* Type of the network event.
|
||||
*/
|
||||
protected EventType eventType;
|
||||
|
||||
/**
|
||||
* Map associating each occupied slot with the corresponding player.
|
||||
*/
|
||||
protected Map<Slot, Player> slotPlayerMap;
|
||||
|
||||
/**
|
||||
* Order logic card used to manage the player turn order.
|
||||
*/
|
||||
protected OrderLogicCard orderLogicCard;
|
||||
|
||||
/**
|
||||
* Current state of the game associated with the event.
|
||||
*/
|
||||
protected CurrentState currentState;
|
||||
|
||||
/**
|
||||
* Player directly involved in the event, when required.
|
||||
*/
|
||||
protected Player player;
|
||||
|
||||
public void setData(Map<Slot, Player> slotPlayerMap, OrderLogicCard orderLogicCard, CurrentState currentState,Player player) {
|
||||
/**
|
||||
* Sets the game data associated with this network event.
|
||||
*
|
||||
* @param slotPlayerMap the map associating each slot with the player occupying it.
|
||||
* @param orderLogicCard the order logic card used to manage turn order.
|
||||
* @param currentState the current state of the game.
|
||||
* @param player the player directly associated with the event.
|
||||
*/
|
||||
public void setData(Map<Slot, Player> slotPlayerMap,
|
||||
OrderLogicCard orderLogicCard,
|
||||
CurrentState currentState,
|
||||
Player player) {
|
||||
this.slotPlayerMap = slotPlayerMap;
|
||||
this.orderLogicCard = orderLogicCard;
|
||||
this.currentState = currentState;
|
||||
this.player = player;
|
||||
}
|
||||
/**
|
||||
* @return the type of the event
|
||||
*/
|
||||
public EventType getEventType() {return eventType;}
|
||||
|
||||
/** Flag signaling whether the event could not be applied to the server model */
|
||||
/**
|
||||
* Returns the type of this event.
|
||||
*
|
||||
* @return the event type.
|
||||
*/
|
||||
public EventType getEventType() {
|
||||
return eventType;
|
||||
}
|
||||
|
||||
/**
|
||||
* Flag indicating whether the event could not be applied successfully.
|
||||
*/
|
||||
protected boolean isError;
|
||||
|
||||
/**
|
||||
* @return the flag signaling whether the event could be applied to the server model
|
||||
* Returns whether the event represents an error.
|
||||
*
|
||||
* @return {@code true} if the event could not be applied successfully,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
public boolean getIsError() {return isError;}
|
||||
public boolean getIsError() {
|
||||
return isError;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the isError flag.
|
||||
* @param isError the value to set
|
||||
* Sets whether the event represents an error.
|
||||
*
|
||||
* @param isError {@code true} if the event could not be applied successfully,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
public void setIsError(boolean isError) {this.isError = isError;}
|
||||
|
||||
public void setIsError(boolean isError) {
|
||||
this.isError = isError;
|
||||
}
|
||||
|
||||
/**
|
||||
* Class constructor.
|
||||
* Initializes all attributes.
|
||||
* @param username the username of the player requesting the event
|
||||
* @param eventType the type of the event
|
||||
* @param isError the flag signaling if the event could be applied to the server model
|
||||
* Constructs a network event.
|
||||
*
|
||||
* @param username the username of the player requesting the event.
|
||||
* @param eventType the type of the event.
|
||||
* @param isError {@code true} if the event represents an error,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
protected NetworkEvent(String username, EventType eventType, boolean isError) {
|
||||
this.username = username;
|
||||
@@ -71,26 +125,35 @@ public abstract class NetworkEvent implements Serializable {
|
||||
this.isError = isError;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @return a string describing the name of the event and whether it is an error or not
|
||||
* Returns a textual description of the event and its outcome.
|
||||
*
|
||||
* @return a string describing the event type and whether it represents an error.
|
||||
*/
|
||||
@Override
|
||||
public String toString() {
|
||||
if (isError) {
|
||||
return ("ERROR: action " + eventType.toString());
|
||||
return "ERROR: action " + eventType;
|
||||
} else {
|
||||
return ("ACTION: action " + eventType.toString());
|
||||
return "ACTION: action " + eventType;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The method to apply the current event to the specified Game Controller.
|
||||
* @param gameController the Game Controller on which to apply the event
|
||||
* @return true if the event could be applied; false otherwise
|
||||
* Applies this event to the specified server-side game controller.
|
||||
*
|
||||
* @param gameController the game controller on which the event must be applied.
|
||||
* @return {@code true} if the event is applied successfully,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
public abstract boolean apply(GameController gameController);
|
||||
|
||||
//TODO
|
||||
/**
|
||||
* Applies this event to the specified client-side mini model.
|
||||
*
|
||||
* @param model the mini model on which the event must be applied.
|
||||
* @return {@code true} if the event is applied successfully,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
public abstract boolean apply(MiniModel model);
|
||||
}
|
||||
@@ -20,7 +20,15 @@ import java.util.Map;
|
||||
public class ApplyNextRound extends NetworkEvent implements Serializable{
|
||||
|
||||
List<Player> players;
|
||||
//TODO
|
||||
|
||||
/**
|
||||
* Constructs an event that updates the game state for the next round.
|
||||
*
|
||||
* @param slotPlayerMap the map associating each slot with the player occupying it.
|
||||
* @param orderLogicCard the order logic card that determines the player order.
|
||||
* @param currentState the current state of the game.
|
||||
* @param players the list of players in the game.
|
||||
*/
|
||||
public ApplyNextRound(Map<Slot, Player> slotPlayerMap, OrderLogicCard orderLogicCard, CurrentState currentState, List<Player> players){
|
||||
super("SERVER",EventType.NEXT_ROUND,false);
|
||||
this.slotPlayerMap = slotPlayerMap;
|
||||
|
||||
@@ -21,7 +21,15 @@ import java.util.Map;
|
||||
public class EndedGame extends NetworkEvent implements Serializable{
|
||||
|
||||
ArrayList<Player> players;
|
||||
//TODO
|
||||
|
||||
/**
|
||||
* Constructs an event containing the final game state.
|
||||
*
|
||||
* @param slotPlayerMap the map associating each slot with the player occupying it.
|
||||
* @param orderLogicCard the order logic card that determines the player order.
|
||||
* @param currentState the current state of the game.
|
||||
* @param players the list of players at the end of the game.
|
||||
*/
|
||||
public EndedGame(Map<Slot, Player> slotPlayerMap, OrderLogicCard orderLogicCard, CurrentState currentState, ArrayList<Player> players){
|
||||
super("SERVER",EventType.ENDED_GAME,false);
|
||||
this.slotPlayerMap = slotPlayerMap;
|
||||
|
||||
@@ -7,39 +7,54 @@ import it.polimi.ingsw.gc14.Network.NetworkEvent;
|
||||
|
||||
import java.io.Serializable;
|
||||
|
||||
//TODO
|
||||
/**
|
||||
* Network event used to notify that a player has reconnected to the game.
|
||||
*/
|
||||
public class ReconnectPlayer extends NetworkEvent implements Serializable {
|
||||
|
||||
/**
|
||||
* Class constructor.
|
||||
* Initializes all the attributes.
|
||||
* @param username the name of the player requesting the event
|
||||
* Constructs a reconnection event for the specified player.
|
||||
*
|
||||
* @param username the username of the player who reconnected.
|
||||
*/
|
||||
public ReconnectPlayer(String username) {
|
||||
super(username, EventType.RECONNECT_PLAYER, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param gameController the Game Controller on which to apply the event
|
||||
* @return true if the player could skipTheTurn, false otherwise
|
||||
* Applies the reconnection event to the server-side game controller.
|
||||
*
|
||||
* @param gameController the game controller on which to apply the event.
|
||||
* @return {@code true} if the player reconnection is handled successfully,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
@Override
|
||||
public boolean apply(GameController gameController) {
|
||||
return gameController.ReconnectPlayer(username);
|
||||
}
|
||||
|
||||
//TODO
|
||||
/**
|
||||
* Applies the reconnection update to the client-side mini model.
|
||||
*
|
||||
* <p>If the event does not represent an error, the player data,
|
||||
* turn order, current game state, and slot assignments are updated.
|
||||
*
|
||||
* @param miniModel the mini model on which to apply the event.
|
||||
* @return {@code true} if the update is applied successfully,
|
||||
* {@code false} if the event represents an error.
|
||||
*/
|
||||
@Override
|
||||
public boolean apply(MiniModel miniModel) {
|
||||
if (isError)
|
||||
return false;
|
||||
|
||||
if (miniModel != null) {
|
||||
miniModel.setPlayer(player);
|
||||
miniModel.setOrderLogicCard(orderLogicCard);
|
||||
miniModel.setCurrentState(currentState);
|
||||
miniModel.setSlotPlayerMap(slotPlayerMap);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -5,49 +5,78 @@ import it.polimi.ingsw.gc14.Model.MiniModel;
|
||||
import it.polimi.ingsw.gc14.Model.Totems;
|
||||
import it.polimi.ingsw.gc14.Network.EventType;
|
||||
import it.polimi.ingsw.gc14.Network.NetworkEvent;
|
||||
import it.polimi.ingsw.gc14.View.IView;
|
||||
|
||||
import java.io.Serializable;
|
||||
import java.util.List;
|
||||
|
||||
/**
|
||||
* NetworkEvent to select a slot where to place the player totem.
|
||||
* Network event used to handle a player's totem choice.
|
||||
*/
|
||||
public class TotemChoice extends NetworkEvent implements Serializable {
|
||||
|
||||
/** Index of the card to draw */
|
||||
/**
|
||||
* Name of the totem selected by the player.
|
||||
*/
|
||||
private String totem;
|
||||
|
||||
/**
|
||||
* List of totems still available after the choice has been processed.
|
||||
*/
|
||||
private List<Totems> availableTotems;
|
||||
|
||||
/**
|
||||
* Sets the list of currently available totems.
|
||||
*
|
||||
* @param availableTotems the totems still available for selection.
|
||||
*/
|
||||
public void setAvailableTotems(List<Totems> availableTotems) {
|
||||
this.availableTotems = availableTotems;
|
||||
}
|
||||
//TODO
|
||||
|
||||
/**
|
||||
* Constructs a totem choice event for the specified player.
|
||||
*
|
||||
* @param username the username of the player making the choice.
|
||||
* @param totem the name of the selected totem.
|
||||
*/
|
||||
public TotemChoice(String username, String totem) {
|
||||
super(username, EventType.TOTEM_CHOICE, false);
|
||||
this.totem = totem;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param gameController the Game Controller on which to apply the event
|
||||
* @return true if the player could draw the card, false otherwise
|
||||
* Applies the totem choice event to the server-side game controller.
|
||||
*
|
||||
* @param gameController the game controller on which to apply the event.
|
||||
* @return {@code true} if the totem choice is handled successfully,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
@Override
|
||||
public boolean apply(GameController gameController) {
|
||||
return gameController.TotemChoice(username, totem);
|
||||
}
|
||||
|
||||
//TODO
|
||||
/**
|
||||
* Applies the totem choice update to the client-side mini model.
|
||||
*
|
||||
* <p>If the event does not represent an error, the player data,
|
||||
* turn order, current game state, slot assignments, and available
|
||||
* totems are updated.
|
||||
*
|
||||
* @param miniModel the mini model on which to apply the event.
|
||||
* @return {@code true} if the update is applied successfully,
|
||||
* {@code false} if the event represents an error.
|
||||
*/
|
||||
@Override
|
||||
public boolean apply(MiniModel miniModel) {
|
||||
if (isError)
|
||||
return false;
|
||||
|
||||
miniModel.setPlayer(player);
|
||||
miniModel.setOrderLogicCard(orderLogicCard);
|
||||
miniModel.setCurrentState(currentState);
|
||||
miniModel.setSlotPlayerMap(slotPlayerMap);
|
||||
miniModel.setAvailableTotems(availableTotems);
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,18 +1,13 @@
|
||||
package it.polimi.ingsw.gc14.Network.RMI.Client;
|
||||
import java.net.InetAddress;
|
||||
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;
|
||||
import it.polimi.ingsw.gc14.Network.NetworkEvent;
|
||||
import it.polimi.ingsw.gc14.Network.NetworkEvents.*;
|
||||
import it.polimi.ingsw.gc14.Network.RMI.Common.IClientCallback;
|
||||
import it.polimi.ingsw.gc14.Network.RMI.Common.IGameServer;
|
||||
import it.polimi.ingsw.gc14.Network.RMI.Server.RMIServer;
|
||||
|
||||
/**
|
||||
* Client RMI. Uses the methods exposed by the server RMI.
|
||||
@@ -34,7 +29,14 @@ public class RMIClient implements IClient {
|
||||
/** Scheduler that fires ping() every PING_INTERVAL_S seconds. */
|
||||
private ScheduledExecutorService pingSender;
|
||||
|
||||
|
||||
/**
|
||||
* Constructs an RMI client and initializes its connection parameters.
|
||||
*
|
||||
* @param controller the client controller associated with this RMI client.
|
||||
* @param host the hostname or IP address of the RMI server.
|
||||
* @param port the port used to connect to the RMI registry.
|
||||
* @param myIP the IP address of the client.
|
||||
*/
|
||||
public RMIClient(ClientController controller, String host, int port, String myIP) {
|
||||
this.controller = controller;
|
||||
this.host = host;
|
||||
|
||||
@@ -21,7 +21,7 @@ public interface IClientCallback extends Remote, Serializable {
|
||||
/**
|
||||
* Notifies the client that the game model has been initialized or updated.
|
||||
*
|
||||
* @param model the current game model.
|
||||
* @param miniModel the current mini model of the game.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
void onGameInit(MiniModel miniModel) throws RemoteException;
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
package it.polimi.ingsw.gc14.Network.RMI.Common;
|
||||
|
||||
import it.polimi.ingsw.gc14.Network.NetworkEvent;
|
||||
|
||||
import java.rmi.*;
|
||||
|
||||
/**
|
||||
@@ -9,22 +7,89 @@ import java.rmi.*;
|
||||
*/
|
||||
public interface IGameServer extends Remote {
|
||||
|
||||
/**
|
||||
* Adds a player to the game and registers the callback used by the server
|
||||
* to notify the corresponding RMI client.
|
||||
*
|
||||
* @param username the username chosen by the player.
|
||||
* @param preferredInt the preferred number of players for the game.
|
||||
* @param callback the remote callback associated with the client.
|
||||
* @return {@code true} if the player joins the game successfully,
|
||||
* {@code false} otherwise.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
boolean joinGame(String username, int preferredInt, IClientCallback callback) throws RemoteException;
|
||||
|
||||
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 skipTurn(String playerUsername) throws RemoteException;
|
||||
void slotChoice(String playerUsername, int pos) throws RemoteException;
|
||||
void totemChoice(String playerUsername, String totems) 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.
|
||||
* Requests to draw a tribe card from the upper tribe card list.
|
||||
*
|
||||
* @param username the username of the client sending the ping.
|
||||
* @param playerUsername the username of the player performing the action.
|
||||
* @param pos the position of the selected card.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
void drawUpperTribeCard(String playerUsername, int pos) throws RemoteException;
|
||||
|
||||
/**
|
||||
* Requests to draw a tribe card from the lower tribe card list.
|
||||
*
|
||||
* @param playerUsername the username of the player performing the action.
|
||||
* @param pos the position of the selected card.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
void drawLowerTribeCard(String playerUsername, int pos) throws RemoteException;
|
||||
|
||||
/**
|
||||
* Requests to draw a building card from the upper building card list.
|
||||
*
|
||||
* @param playerUsername the username of the player performing the action.
|
||||
* @param pos the position of the selected card.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
void drawUpperBuildingCard(String playerUsername, int pos) throws RemoteException;
|
||||
|
||||
/**
|
||||
* Requests to draw a building card from the lower building card list.
|
||||
*
|
||||
* @param playerUsername the username of the player performing the action.
|
||||
* @param pos the position of the selected card.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
void drawLowerBuildingCard(String playerUsername, int pos) throws RemoteException;
|
||||
|
||||
/**
|
||||
* Requests to skip the current player's optional action.
|
||||
*
|
||||
* @param playerUsername the username of the player skipping the action.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
void skipTurn(String playerUsername) throws RemoteException;
|
||||
|
||||
/**
|
||||
* Requests to assign the specified player to a slot.
|
||||
*
|
||||
* @param playerUsername the username of the player making the slot choice.
|
||||
* @param pos the position of the selected slot.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
void slotChoice(String playerUsername, int pos) throws RemoteException;
|
||||
|
||||
/**
|
||||
* Requests to assign the selected totem to the specified player.
|
||||
*
|
||||
* @param playerUsername the username of the player making the totem choice.
|
||||
* @param totems the name of the selected totem.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
void totemChoice(String playerUsername, String totems) throws RemoteException;
|
||||
|
||||
/**
|
||||
* Heartbeat method called periodically by the client to signal
|
||||
* that it is still connected.
|
||||
*
|
||||
* <p>This method mirrors the PING/PONG mechanism used in the TCP
|
||||
* heartbeat channel.
|
||||
*
|
||||
* @param username the username of the client sending the heartbeat ping.
|
||||
* @throws RemoteException if an RMI communication error occurs.
|
||||
*/
|
||||
void ping(String username) throws RemoteException;
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
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.DisconnectedPlayer;
|
||||
|
||||
@@ -15,14 +14,13 @@ import java.util.concurrent.*;
|
||||
* 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
|
||||
* <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 DisconnectedPlayer} event if it was that
|
||||
* player's turn.</li>
|
||||
* <li>adds a {@link DisconnectedPlayer} event to the action queue.</li>
|
||||
* </ul>
|
||||
*/
|
||||
public class RMIHeartbeat {
|
||||
@@ -38,9 +36,6 @@ public class RMIHeartbeat {
|
||||
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);
|
||||
@@ -48,6 +43,14 @@ public class RMIHeartbeat {
|
||||
return t;
|
||||
});
|
||||
|
||||
/**
|
||||
* Constructs an RMI heartbeat handler for the specified client.
|
||||
*
|
||||
* @param username the username of the client monitored by the heartbeat.
|
||||
* @param playerList the map storing the connection status of the players.
|
||||
* @param clients the collection of currently registered RMI clients.
|
||||
* @param actionQueue the queue containing network events to be processed.
|
||||
*/
|
||||
public RMIHeartbeat(
|
||||
String username,
|
||||
LimitedMap<String, Boolean> playerList,
|
||||
@@ -80,15 +83,12 @@ public class RMIHeartbeat {
|
||||
}
|
||||
|
||||
/**
|
||||
* Allows the server to keep the watchdog up-to-date with the current game
|
||||
* model (needed to check whose turn it is on disconnect).
|
||||
* Disconnects the monitored RMI client.
|
||||
*
|
||||
* <p>The heartbeat handler is stopped, the player is marked as offline,
|
||||
* the associated RMI callback is removed, and a disconnection event is
|
||||
* added to the action queue for server-side processing.
|
||||
*/
|
||||
public void setGame(Game game) {
|
||||
this.game = game;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private void disconnect() {
|
||||
if (!running) return;
|
||||
running = false;
|
||||
|
||||
@@ -21,7 +21,12 @@ import java.rmi.*;
|
||||
|
||||
|
||||
/**
|
||||
* Server RMI. Exposes a method to join the game and one to execute an event.
|
||||
* RMI server responsible for handling remote client connections,
|
||||
* receiving player actions, and propagating game updates.
|
||||
*
|
||||
* <p>The server manages player registration, reconnection handling,
|
||||
* heartbeat monitoring, and the forwarding of client requests to the
|
||||
* shared network event queue.
|
||||
*/
|
||||
public class RMIServer extends UnicastRemoteObject implements IGameServer {
|
||||
private String host;
|
||||
@@ -43,10 +48,26 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
|
||||
private LimitedMap<String, Boolean> playerList;
|
||||
|
||||
private boolean serverCrashed;
|
||||
|
||||
/**
|
||||
* Sets whether the server is recovering from a previous crash.
|
||||
*
|
||||
* @param serverCrashed {@code true} if the server is in crash-recovery mode,
|
||||
*/
|
||||
public void setServerCrashed(boolean serverCrashed) {
|
||||
this.serverCrashed = serverCrashed;
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructs an RMI server with the required game and network components.
|
||||
*
|
||||
* @param controller the game controller used to manage the game logic.
|
||||
* @param nPort the port used by the RMI registry.
|
||||
* @param actionQueue the queue containing incoming network events.
|
||||
* @param playerList the map storing the connection status of the players.
|
||||
* @param host the hostname or IP address exposed by the RMI server.
|
||||
* @throws RemoteException if the remote object cannot be exported.
|
||||
*/
|
||||
public RMIServer(GameController controller, int nPort,
|
||||
BlockingQueue<NetworkEvent> actionQueue,
|
||||
LimitedMap<String, Boolean> playerList,
|
||||
@@ -148,9 +169,13 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Notifies all clients of a new event.
|
||||
* Also updates every watchdog with the latest model so disconnect logic
|
||||
* knows whose turn it is.
|
||||
* Notifies connected RMI clients of a new network event.
|
||||
*
|
||||
* <p>If the event does not represent an error, it is sent to all registered clients.
|
||||
* If it represents an error, it is sent only to the client that requested the action.
|
||||
* Communication errors are logged without interrupting the notification process.
|
||||
*
|
||||
* @param action the network event to send to the clients.
|
||||
*/
|
||||
public void notifyAll(NetworkEvent action){
|
||||
for (Map.Entry<String, IClientCallback> entry : clients.entrySet()) {
|
||||
@@ -168,15 +193,15 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* Notifies all connected RMI clients of a new game model.
|
||||
*
|
||||
* <p>The updated mini model is sent to each registered client callback.
|
||||
* If a communication error occurs for a client, the exception is logged
|
||||
* without interrupting the notification of the remaining clients.
|
||||
*
|
||||
* @param model the updated mini model to send to the connected clients.
|
||||
*/
|
||||
public void notifyAll(MiniModel model) {
|
||||
// Keep every watchdog's game reference up to date
|
||||
synchronized (controller){
|
||||
watchdogs.values().forEach(wd -> wd.setGame(controller.getModel()));
|
||||
}
|
||||
for (IClientCallback cb : clients.values()) {
|
||||
try{
|
||||
cb.onGameInit(model);
|
||||
@@ -188,17 +213,6 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Push an action in actionQueue.
|
||||
* @param action The desired actio
|
||||
* @return true if the action was successfully added, false otherwise
|
||||
*/
|
||||
public boolean doEvent(NetworkEvent action) {
|
||||
return actionQueue.offer(action);
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests to draw a tribe card from the upper list.
|
||||
* Creates a NetworkEvent and sends it through the network client.
|
||||
@@ -269,10 +283,17 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
|
||||
}
|
||||
|
||||
|
||||
// Metodi per avviare server RMI
|
||||
/**
|
||||
* Starts the RMI server.
|
||||
* @return true if the server starts successfully, false otherwise
|
||||
* Starts the RMI server and binds it to the configured registry.
|
||||
*
|
||||
* <p>The method configures the server hostname, creates the RMI registry
|
||||
* on the specified port, and registers this server instance under the
|
||||
* {@code RMIGameServer} name.
|
||||
*
|
||||
* @param serverCrashed {@code true} if the server is being restarted after a crash,
|
||||
* {@code false} otherwise.
|
||||
* @return {@code true} if the server starts successfully,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
public boolean start(boolean serverCrashed) {
|
||||
this.serverCrashed = serverCrashed;
|
||||
@@ -288,12 +309,21 @@ public class RMIServer extends UnicastRemoteObject implements IGameServer {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Stops the RMI server and removes its binding from the registry.
|
||||
*
|
||||
* <p>The remote server object is unexported, the registry entry associated
|
||||
* with {@code RMIGameServer} is removed, and the server shutdown is logged.
|
||||
*
|
||||
* @return {@code true} if the server is stopped successfully,
|
||||
* {@code 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");
|
||||
System.out.println("RMI Server stopped");
|
||||
return true;
|
||||
} catch (RemoteException | NotBoundException e) {
|
||||
e.printStackTrace();
|
||||
@@ -303,17 +333,13 @@ 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).
|
||||
* Creates and starts an {@link RMIHeartbeat} for the specified player.
|
||||
*
|
||||
* @param username the username of the player monitored by the heartbeat watchdog.
|
||||
*/
|
||||
private void startWatchdog(String username) {
|
||||
RMIHeartbeat wd = new RMIHeartbeat(
|
||||
username, playerList, clients, actionQueue);
|
||||
synchronized (controller)
|
||||
{
|
||||
if (controller.getModel() != null) wd.setGame(controller.getModel());
|
||||
}
|
||||
watchdogs.put(username, wd);
|
||||
wd.start();
|
||||
}
|
||||
|
||||
@@ -46,10 +46,12 @@ public class TCPClient implements IClient {
|
||||
|
||||
|
||||
/**
|
||||
* 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
|
||||
* Constructs a TCP client and initializes its connection parameters.
|
||||
*
|
||||
* @param controller the client controller.
|
||||
* @param hostname the IP address or hostname of the server.
|
||||
* @param mainPort the main TCP port of the server.
|
||||
* @param heartbeatPort the TCP port used for heartbeat communication.
|
||||
*/
|
||||
public TCPClient(ClientController controller, String hostname, int mainPort,int heartbeatPort ) {
|
||||
this.controller = controller;
|
||||
|
||||
@@ -63,6 +63,7 @@ public class ClientHandler implements Runnable {
|
||||
* @param out the output stream used to send data to the client.
|
||||
* @param in the input stream used to receive data from the client.
|
||||
* @param clientHandlers the shared list of all active client handlers.
|
||||
* @param playersMap the shared map containing the connected players.
|
||||
* @param actionQueue the queue containing incoming events.
|
||||
*/
|
||||
public ClientHandler(String username, Socket clientSocket, ObjectOutputStream out, ObjectInputStream in, List<ClientHandler> clientHandlers, LimitedMap<String,Boolean> playersMap, BlockingQueue<NetworkEvent> actionQueue) {
|
||||
@@ -130,6 +131,13 @@ public class ClientHandler implements Runnable {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Disconnects the client from the server.
|
||||
*
|
||||
* <p>The client handler is stopped and removed from the list of active handlers.
|
||||
* The player is marked as disconnected, a {@link DisconnectedPlayer} event is
|
||||
* added to the action queue, and the associated socket is closed.
|
||||
*/
|
||||
public void disconnect() {
|
||||
running = false;
|
||||
clientHandlers.remove(this);
|
||||
|
||||
@@ -4,12 +4,26 @@ import java.io.*;
|
||||
import java.net.*;
|
||||
import java.util.concurrent.Executors;
|
||||
import java.util.concurrent.ScheduledExecutorService;
|
||||
import java.util.concurrent.SynchronousQueue;
|
||||
import java.util.concurrent.TimeUnit;
|
||||
|
||||
/**
|
||||
* Handles the heartbeat communication associated with a TCP client.
|
||||
*
|
||||
* <p>This component listens for heartbeat {@code PING} messages from the client,
|
||||
* replies with {@code PONG} messages, and periodically checks whether the client
|
||||
* has remained silent for too long. If a timeout or communication error occurs,
|
||||
* both the heartbeat connection and the main client connection are disconnected.
|
||||
*/
|
||||
public class HeartbeatHandler implements Runnable {
|
||||
|
||||
/**
|
||||
* Maximum allowed time without receiving heartbeat messages before disconnecting the client.
|
||||
*/
|
||||
private static final long SILENCE_THRESHOLD_MS = 5_000;
|
||||
|
||||
/**
|
||||
* Expected interval between heartbeat messages.
|
||||
*/
|
||||
private static final long KEEPALIVE_INTERVAL_MS = 3_000;
|
||||
|
||||
private final String username;
|
||||
@@ -17,18 +31,46 @@ public class HeartbeatHandler implements Runnable {
|
||||
private final InputStream in;
|
||||
private final OutputStream out;
|
||||
|
||||
/**
|
||||
* Byte value representing a heartbeat ping message.
|
||||
*/
|
||||
private static final int PING = 1;
|
||||
|
||||
/**
|
||||
* Byte value representing a heartbeat pong response.
|
||||
*/
|
||||
private static final int PONG = 2;
|
||||
|
||||
// riferimento al ClientHandler principale per disconnetterlo insieme
|
||||
/**
|
||||
* Main client handler associated with this heartbeat connection.
|
||||
*/
|
||||
private final ClientHandler mainHandler;
|
||||
|
||||
/**
|
||||
* Timestamp of the last received heartbeat message.
|
||||
*/
|
||||
private volatile long lastReceivedTime = System.currentTimeMillis();
|
||||
|
||||
/**
|
||||
* Indicates whether the heartbeat handler is still active.
|
||||
*/
|
||||
private volatile boolean running = true;
|
||||
|
||||
|
||||
/**
|
||||
* Executor used to periodically check heartbeat timeouts.
|
||||
*/
|
||||
private final ScheduledExecutorService watchdog =
|
||||
Executors.newSingleThreadScheduledExecutor();
|
||||
|
||||
/**
|
||||
* Constructs a heartbeat handler for the specified client.
|
||||
*
|
||||
* @param username the username of the connected client.
|
||||
* @param socket the socket dedicated to heartbeat communication.
|
||||
* @param mainHandler the main client handler associated with the same player.
|
||||
* @throws IOException if the input or output stream cannot be obtained from the socket.
|
||||
*/
|
||||
public HeartbeatHandler(String username, Socket socket, ClientHandler mainHandler)
|
||||
throws IOException {
|
||||
this.username = username;
|
||||
@@ -38,6 +80,14 @@ public class HeartbeatHandler implements Runnable {
|
||||
this.out = socket.getOutputStream();
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the heartbeat listening loop.
|
||||
*
|
||||
* <p>The method activates the watchdog task, then waits for incoming heartbeat
|
||||
* messages. When a {@code PING} is received, the last-received timestamp is
|
||||
* updated and a {@code PONG} response is sent back to the client.
|
||||
* If the stream is closed or an I/O error occurs, the client is disconnected.
|
||||
*/
|
||||
@Override
|
||||
public void run() {
|
||||
startWatchdog();
|
||||
@@ -56,6 +106,12 @@ public class HeartbeatHandler implements Runnable {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the periodic watchdog task that detects heartbeat timeouts.
|
||||
*
|
||||
* <p>If no heartbeat message is received within the configured silence threshold,
|
||||
* the associated client is disconnected.
|
||||
*/
|
||||
private void startWatchdog() {
|
||||
watchdog.scheduleAtFixedRate(() -> {
|
||||
if (System.currentTimeMillis() - lastReceivedTime > SILENCE_THRESHOLD_MS) {
|
||||
@@ -65,7 +121,12 @@ public class HeartbeatHandler implements Runnable {
|
||||
}, 1, 1, TimeUnit.SECONDS);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Disconnects the heartbeat channel and the associated main client connection.
|
||||
*
|
||||
* <p>The handler is stopped, the watchdog task is terminated, the main
|
||||
* {@link ClientHandler} is disconnected, and the heartbeat socket is closed.
|
||||
*/
|
||||
private void disconnect() {
|
||||
running = false;
|
||||
watchdog.shutdownNow();
|
||||
|
||||
@@ -192,15 +192,26 @@ public class ServerLauncher {
|
||||
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* Entry point of the server application.
|
||||
*
|
||||
* @throws InterruptedException if this exception is issued by run method
|
||||
* @throws RemoteException if this exception is issued by run method
|
||||
* <p>The method initializes the shared player list, the network event queue,
|
||||
* the game controller, the RMI server, the TCP server, and the server launcher.
|
||||
* It also selects the network interface to expose, configures the server crash
|
||||
* recovery state, and defines the action to execute once the required number
|
||||
* of players has joined the game.
|
||||
*
|
||||
* <p>When the player list reaches its limit, the current game model is converted
|
||||
* into a {@link MiniModel}, sent to all connected clients through both RMI and TCP,
|
||||
* and rendered on the server-side TUI. Finally, the event-processing launcher
|
||||
* and both network servers are started.
|
||||
*
|
||||
* <p>The game model itself is initialized by the TCP or RMI server when the first
|
||||
* player joins and selects the total number of players.
|
||||
*
|
||||
* @param args the command-line arguments passed to the server application.
|
||||
* @throws RemoteException if the RMI server cannot be created.
|
||||
*/
|
||||
public static void main(String[] args) throws InterruptedException, RemoteException {
|
||||
public static void main(String[] args) throws RemoteException {
|
||||
playerList = new LimitedMap<String,Boolean>(5, ()->{});
|
||||
BlockingQueue<NetworkEvent> actionQueue = new LinkedBlockingQueue<>();
|
||||
GameController gameController = new GameController();
|
||||
@@ -261,10 +272,13 @@ public class ServerLauncher {
|
||||
|
||||
|
||||
/**
|
||||
* 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
|
||||
* Executes the main game loop.
|
||||
*
|
||||
* <p>The method repeatedly processes the first event in the action queue
|
||||
* and, when a view is available, updates the rendered game state.
|
||||
*
|
||||
* <p>If the thread is interrupted while waiting for an event,
|
||||
* the interruption status is restored and the loop terminates.
|
||||
*/
|
||||
public void run() {
|
||||
while (true) {
|
||||
@@ -282,6 +296,18 @@ public class ServerLauncher {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Lets the user choose the network interface to be used by the server.
|
||||
*
|
||||
* <p>The method scans all active, non-loopback, and non-virtual network
|
||||
* interfaces, collecting their IPv4 addresses. If only one valid address is
|
||||
* found, it is selected automatically. Otherwise, the available addresses are
|
||||
* printed and the user is asked to choose one by index.
|
||||
*
|
||||
* @param scanner the scanner used to read the user's selection.
|
||||
* @return the IPv4 address of the selected network interface.
|
||||
* @throws Exception if no valid network interface is available.
|
||||
*/
|
||||
public static String chooseNetworkInterface(Scanner scanner) throws Exception {
|
||||
List<String> ips = new ArrayList<>();
|
||||
|
||||
@@ -315,6 +341,16 @@ public class ServerLauncher {
|
||||
return ips.get(choice);
|
||||
}
|
||||
|
||||
/**
|
||||
* Saves the current game model to a local file.
|
||||
*
|
||||
* <p>The save file is stored in the {@code GameSaves/save.dat} path relative
|
||||
* to the server executable location. If the directory does not exist, it is
|
||||
* created before writing the serialized game model.
|
||||
*
|
||||
* @return {@code true} if the game is saved successfully,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
private boolean gameSave(){
|
||||
try{
|
||||
Path jarPath = Paths.get(getClass().getProtectionDomain().getCodeSource().getLocation().toURI()).getParent();
|
||||
@@ -340,6 +376,16 @@ public class ServerLauncher {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads a previously saved game model from the local save file.
|
||||
*
|
||||
* <p>The method attempts to deserialize the game stored in
|
||||
* {@code GameSaves/save.dat}. If no save file exists or an I/O error occurs,
|
||||
* {@code null} is returned.
|
||||
*
|
||||
* @return the loaded {@link Game} instance, or {@code null} if no valid save
|
||||
* can be loaded.
|
||||
*/
|
||||
private Game loadSave(){
|
||||
try {
|
||||
Path jarPath = Paths.get(getClass().getProtectionDomain().getCodeSource().getLocation().toURI()).getParent();
|
||||
@@ -363,6 +409,12 @@ public class ServerLauncher {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Deletes the current local game save file.
|
||||
*
|
||||
* @return {@code true} if the save file is deleted successfully,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
private boolean deleteSave(){
|
||||
try{
|
||||
Path jarPath = Paths.get(getClass().getProtectionDomain().getCodeSource().getLocation().toURI()).getParent();
|
||||
|
||||
@@ -16,7 +16,6 @@ import javafx.stage.Screen;
|
||||
import javafx.util.Duration;
|
||||
|
||||
import java.util.Locale;
|
||||
import java.util.Objects;
|
||||
|
||||
public class TotemFXMLController {
|
||||
|
||||
|
||||
@@ -185,6 +185,13 @@ public class TUI implements IView {
|
||||
System.out.println(AsciiTable.sideBySide(lines, lines2, 3));
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the available totems in the terminal interface.
|
||||
*
|
||||
* <p>The method clears the terminal, builds a table containing the currently
|
||||
* available totems together with their selection positions, and displays the
|
||||
* instructions required to choose one.
|
||||
*/
|
||||
public void renderTotems() {
|
||||
clearTerminal();
|
||||
var table = new AsciiTable(BorderStyle.ROUNDED, model.availableTotems.size());
|
||||
|
||||
Reference in New Issue
Block a user