Merge branch 'feat/105-add-fold-command-on-server-side' into 'main'

Feat/105 add fold command on server side

Closes #105

See merge request cs108-fs26/Gruppe-13!113
This commit was merged in pull request #269.
This commit is contained in:
Jona Walpert
2026-04-11 23:21:05 +00:00
5 changed files with 389 additions and 0 deletions
@@ -64,6 +64,7 @@ This document describes the protocol for client-server communication in our appl
- [Example Response](#example-response) - [Example Response](#example-response)
- [RAISE command](#raise-command) - [RAISE command](#raise-command)
- [CALL command](#call-command) - [CALL command](#call-command)
- [FOLD command](#fold-command)
- [BET command](#bet-command) - [BET command](#bet-command)
- [SEND_MESSAGE command](#send_message-command) - [SEND_MESSAGE command](#send_message-command)
- [Required pre-execution checks](#required-pre-execution-checks) - [Required pre-execution checks](#required-pre-execution-checks)
@@ -835,6 +836,222 @@ END
END END
``` ```
## FOLD command
The `FOLD` command lets the currently logged-in player leave the current hand (fold) in the ongoing game for their lobby.
### Required pre-execution checks
- [`UserLoggedInCheck`](#userloggedincheck)
### Request Parameters
| Parameter Name | Type | Optional | Description |
| :------------- | :--- | :------: | :---------- |
| `GAME_ID` | `int` | yes | Numeric id of the lobby/game to target. If omitted the server resolves the lobby by the requesting session's user. |
### Implementation notes
- Parser: `PlayerFoldParser` — accepts optional `GAME_ID`.
- Handler: `PlayerFoldHandler` — validates the session, resolves the lobby by id when provided or by session otherwise and forwards to `GameController`.
### Success Response
No additional response fields. Server replies with `+OK` on success.
### Error Response
| Code | Description |
| :--- | :---------- |
| `NOT_YOUR_TURN` | The player attempted to fold when not their turn |
| `GAME_NOT_STARTED` | No game is running in the lobby |
| `NOT_IN_LOBBY` | Requesting user is not a member of the lobby |
| `LOBBY_NOT_FOUND` | The specified `GAME_ID` does not exist |
### Example Request
```
FOLD GAME_ID=1
```
### Example Response (success)
```
+OK
END
```
### Example Response (error)
```
-ERR
CODE=NOT_YOUR_TURN
MSG=It is not your turn
END
```
## FOLD command
The `FOLD` command lets the currently logged-in player leave the current hand (fold) in the ongoing game for their lobby.
### Required pre-execution checks
- [`UserLoggedInCheck`](#userloggedincheck)
### Request Parameters
| Parameter Name | Type | Optional | Description |
| :------------- | :--- | :------: | :---------- |
| `GAME_ID` | `int` | yes | Numeric id of the lobby/game to target. If omitted the server resolves the lobby by the requesting session's user. |
### Implementation notes
- Parser: `PlayerFoldParser` — accepts optional `GAME_ID`.
- Handler: `PlayerFoldHandler` — validates the session, resolves the lobby by id when provided or by session otherwise and forwards to `GameController`.
### Success Response
No additional response fields. Server replies with `+OK` on success.
### Error Response
| Code | Description |
| :--- | :---------- |
| `NOT_YOUR_TURN` | The player attempted to fold when not their turn |
| `GAME_NOT_STARTED` | No game is running in the lobby |
| `NOT_IN_LOBBY` | Requesting user is not a member of the lobby |
| `LOBBY_NOT_FOUND` | The specified `GAME_ID` does not exist |
### Example Request
```
FOLD GAME_ID=1
```
### Example Response (success)
```
+OK
END
```
### Example Response (error)
```
-ERR
CODE=NOT_YOUR_TURN
MSG=It is not your turn
END
```
## FOLD command
The `FOLD` command lets the currently logged-in player leave the current hand (fold) in the ongoing game for their lobby.
### Required pre-execution checks
- [`UserLoggedInCheck`](#userloggedincheck)
### Request Parameters
| Parameter Name | Type | Optional | Description |
| :------------- | :--- | :------: | :---------- |
| `GAME_ID` | `int` | yes | Numeric id of the lobby/game to target. If omitted the server resolves the lobby by the requesting session's user. |
### Implementation notes
- Parser: `PlayerFoldParser` — accepts optional `GAME_ID`.
- Handler: `PlayerFoldHandler` — validates the session, resolves the lobby by id when provided or by session otherwise and forwards to `GameController`.
### Success Response
No additional response fields. Server replies with `+OK` on success.
### Error Response
| Code | Description |
| :--- | :---------- |
| `NOT_YOUR_TURN` | The player attempted to fold when not their turn |
| `GAME_NOT_STARTED` | No game is running in the lobby |
| `NOT_IN_LOBBY` | Requesting user is not a member of the lobby |
| `LOBBY_NOT_FOUND` | The specified `GAME_ID` does not exist |
### Example Request
```
FOLD GAME_ID=1
```
### Example Response (success)
```
+OK
END
```
### Example Response (error)
```
-ERR
CODE=NOT_YOUR_TURN
MSG=It is not your turn
END
```
## FOLD command
The `FOLD` command lets the currently logged-in player leave the current hand (fold) in the ongoing game for their lobby.
### Required pre-execution checks
- [`UserLoggedInCheck`](#userloggedincheck)
### Request Parameters
| Parameter Name | Type | Optional | Description |
| :------------- | :--- | :------: | :---------- |
| `GAME_ID` | `int` | yes | Numeric id of the lobby/game to target. If omitted the server resolves the lobby by the requesting session's user. |
### Implementation notes
- Parser: `PlayerFoldParser` — accepts optional `GAME_ID`.
- Handler: `PlayerFoldHandler` — validates the session, resolves the lobby by id when provided or by session otherwise and forwards to `GameController`.
### Success Response
No additional response fields. Server replies with `+OK` on success.
### Error Response
| Code | Description |
| :--- | :---------- |
| `NOT_YOUR_TURN` | The player attempted to fold when not their turn |
| `GAME_NOT_STARTED` | No game is running in the lobby |
| `NOT_IN_LOBBY` | Requesting user is not a member of the lobby |
| `LOBBY_NOT_FOUND` | The specified `GAME_ID` does not exist |
### Example Request
```
FOLD GAME_ID=1
```
### Example Response (success)
```
+OK
END
```
### Example Response (error)
```
-ERR
CODE=NOT_YOUR_TURN
MSG=It is not your turn
END
```
## GET_LOBBY_STATUS command ## GET_LOBBY_STATUS command
The `GET_LOBBY_STATUS` command requests the server to return the current state of a lobby, including the list of players and their ready state. The `GET_LOBBY_STATUS` command requests the server to return the current state of a lobby, including the list of players and their ready state.
@@ -210,6 +210,20 @@ public class ServerApp {
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.call new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.call
.PlayerCallHandler(responseDispatcher, userRegistry, lobbyManager)); .PlayerCallHandler(responseDispatcher, userRegistry, lobbyManager));
// FOLD registration
parserDispatcher.register(
"FOLD",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.fold
.PlayerFoldParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.fold.PlayerFoldRequest
.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.fold
.PlayerFoldRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.fold
.PlayerFoldHandler(responseDispatcher, userRegistry, lobbyManager));
// GET_LOBBY_STATUS registration // GET_LOBBY_STATUS registration
parserDispatcher.register( parserDispatcher.register(
"GET_LOBBY_STATUS", "GET_LOBBY_STATUS",
@@ -0,0 +1,96 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.fold;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.GameController;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.LobbyId;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.LobbyManager;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.user.UserRegistry;
import ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.ErrorResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.OkResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.dispatcher.ResponseDispatcher;
import java.util.Optional;
/**
* Handler for the `FOLD` command.
*
* <p>This handler validates the session, resolves the lobby (by `GAME_ID` when provided or by
* session username otherwise), checks for a running game and forwards the fold action to the {@code
* GameController}.
*/
public class PlayerFoldHandler extends CommandHandler<PlayerFoldRequest> {
private final UserRegistry userRegistry;
private final LobbyManager lobbyManager;
/**
* Creates a new {@code PlayerFoldHandler}.
*
* @param responseDispatcher dispatcher used to send responses back to the client
* @param userRegistry registry to resolve users from session ids
* @param lobbyManager manager used to lookup lobbies and their game controllers
*/
public PlayerFoldHandler(
ResponseDispatcher responseDispatcher,
UserRegistry userRegistry,
LobbyManager lobbyManager) {
super(responseDispatcher);
this.userRegistry = userRegistry;
this.lobbyManager = lobbyManager;
}
/**
* Execute the fold request: resolve lobby by `GAME_ID` if present, otherwise by session user,
* verify game is running, and forward the fold to the game controller.
*
* @param request the parsed {@link PlayerFoldRequest}
*/
@Override
public void execute(PlayerFoldRequest request) {
Optional<ch.unibas.dmi.dbis.cs108.casono.server.domain.user.User> opt =
userRegistry.getBySessionId(request.getSessionId());
if (opt.isEmpty()) {
responseDispatcher.dispatch(
new ErrorResponse(request.getContext(), "NOT_LOGGED_IN", "User not logged in"));
return;
}
String username = opt.get().getName();
Integer gameId = request.getGameId();
var lobby =
(gameId != null)
? lobbyManager.getLobby(LobbyId.of(gameId))
: lobbyManager.getLobbyByUsername(username);
if (lobby == null) {
if (gameId != null) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "LOBBY_NOT_FOUND", "Lobby not found"));
} else {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "NOT_IN_LOBBY", "User not in a lobby"));
}
return;
}
GameController game = lobby.getGameController();
if (game == null) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "GAME_NOT_STARTED", "Game not started"));
return;
}
try {
game.playerFold(PlayerId.of(username));
} catch (RuntimeException e) {
responseDispatcher.dispatch(
new ErrorResponse(request.getContext(), "GAME_ACTION_FAILED", e.getMessage()));
return;
}
responseDispatcher.dispatch(new OkResponse(request.getContext()));
}
}
@@ -0,0 +1,28 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.fold;
import ch.unibas.dmi.dbis.cs108.casono.server.network.command.parsing.CommandParser;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.PrimitiveRequest;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.accessor.RequestParameterAccessor;
/**
* Parser for the `FOLD` command.
*
* <p>Accepts an optional `GAME_ID` parameter. If provided, the handler will target the specified
* lobby; otherwise the server resolves the lobby by the requesting session's user.
*/
public class PlayerFoldParser implements CommandParser<PlayerFoldRequest> {
@Override
public PlayerFoldRequest parse(PrimitiveRequest primitiveRequest) {
RequestParameterAccessor accessor =
new RequestParameterAccessor(primitiveRequest.parameters());
Integer gameId = null;
try {
gameId = accessor.optional("GAME_ID", null, Integer::parseInt);
} catch (Exception e) {
// parse handled by framework
}
return new PlayerFoldRequest(primitiveRequest.context(), gameId);
}
}
@@ -0,0 +1,34 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.fold;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.Request;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
/**
* Request for the `FOLD` command.
*
* <p>Contains an optional `gameId` when the client targets a specific lobby, otherwise the server
* will resolve the lobby from the requesting session's user.
*/
public class PlayerFoldRequest extends Request {
private final Integer gameId;
/**
* Creates a new {@code PlayerFoldRequest}.
*
* @param context the request context
* @param gameId optional game id of the targeted lobby (may be {@code null})
*/
public PlayerFoldRequest(RequestContext context, Integer gameId) {
super(context);
this.gameId = gameId;
}
/**
* Returns the optional target game id.
*
* @return the game id or {@code null} if not provided
*/
public Integer getGameId() {
return gameId;
}
}