Fix: delay lobby cleanup to ensure winner is displayed on all Clients
Refs #125
This commit is contained in:
+19
-7
@@ -10,9 +10,16 @@ import ch.unibas.dmi.dbis.cs108.casono.server.domain.user.UserRegistry;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.ErrorResponse;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.dispatcher.ResponseDispatcher;
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import java.util.concurrent.CompletableFuture;
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import java.util.concurrent.TimeUnit;
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import java.util.logging.Logger;
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import java.util.logging.Level;
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/** Handler for GET_GAME_STATE: returns pot, phase, community cards and per-player info. */
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public class GetGameStateHandler extends CommandHandler<GetGameStateRequest> {
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private static final Logger LOGGER = Logger.getLogger(GetGameStateHandler.class.getName());
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private static final int FINISHED_CLEANUP_DELAY_SECONDS = 2;
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private final LobbyManager lobbyManager;
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private final UserRegistry userRegistry;
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@@ -73,11 +80,13 @@ public class GetGameStateHandler extends CommandHandler<GetGameStateRequest> {
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return;
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}
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if (game.getState().getPhase() == GamePhase.FINISHED) {
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cleanupLobby(lobby, lobbyId);
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}
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responseDispatcher.dispatch(new GetGameStateResponse(request.getContext(), game, username));
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if (game.getState().getPhase() == GamePhase.FINISHED) {
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CompletableFuture.delayedExecutor(
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FINISHED_CLEANUP_DELAY_SECONDS, TimeUnit.SECONDS)
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.execute(() -> cleanupLobby(lobby, lobbyId));
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}
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}
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/**
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@@ -85,15 +94,18 @@ public class GetGameStateHandler extends CommandHandler<GetGameStateRequest> {
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* when the game reaches FINISHED phase.
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*/
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private void cleanupLobby(Lobby lobby, LobbyId lobbyId) {
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if (lobby == null || lobbyId == null) {
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return;
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}
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try {
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// Remove all players from the lobby
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for (String playerName : lobby.getPlayerNames()) {
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lobbyManager.removePlayer(playerName);
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}
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// Reset the game controller so the lobby returns to CREATED state
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lobby.initGame(null);
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} catch (RuntimeException e) {
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// Log silently to avoid disrupting game state response
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LOGGER.log(Level.WARNING,
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"Failed to cleanup lobby " + lobbyId + " during FINISHED state", e);
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}
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}
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+4
@@ -69,6 +69,10 @@ public class GetGameStateResponse extends SuccessResponse {
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return;
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}
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if (!state.tryMarkWinnerPersistedForHand()) {
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return;
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}
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Player winner = findPlayerByIndex(state, winnerIndex);
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if (winner == null || winner.getId() == null || winner.getId().value() == null) {
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return;
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