Merge branch 'feat/103-add-raise-command-on-server-side' into 'main'

Feat/103 add raise command on server side

Closes #103

See merge request cs108-fs26/Gruppe-13!111
This commit was merged in pull request #267.
This commit is contained in:
Jona Walpert
2026-04-11 22:57:11 +00:00
5 changed files with 262 additions and 0 deletions
@@ -62,6 +62,7 @@ This document describes the protocol for client-server communication in our appl
- [Success Response](#success-response) - [Success Response](#success-response)
- [Example Request](#example-request) - [Example Request](#example-request)
- [Example Response](#example-response) - [Example Response](#example-response)
- [RAISE command](#raise-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)
@@ -721,6 +722,63 @@ END
END END
``` ```
## RAISE command
The `RAISE` command lets the currently logged-in player increase the current bet 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. |
| `AMOUNT` | `int` | no | Amount the player wants to raise |
### Implementation notes
- Parser: `PlayerRaiseParser` — reads `AMOUNT` and optionally `GAME_ID`.
- Handler: `PlayerRaiseHandler` — validates the session, lobby (by id when provided or else by session), player's turn and balance 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 raise when not their turn |
| `INSUFFICIENT_FUNDS` | Player does not have enough chips |
| `INVALID_AMOUNT` | Amount parameter is invalid |
| `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
```
RAISE GAME_ID=1 AMOUNT=100
```
### Example Response (success)
```
+OK
END
```
### Example Response (error)
```
-ERR
CODE=INSUFFICIENT_FUNDS
MSG=Not enough chips
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.
@@ -181,6 +181,21 @@ public class ServerApp {
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet
.PlayerBetHandler(responseDispatcher, userRegistry, lobbyManager)); .PlayerBetHandler(responseDispatcher, userRegistry, lobbyManager));
// RAISE registration
parserDispatcher.register(
"RAISE",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise
.PlayerRaiseParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise.PlayerRaiseRequest
.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise
.PlayerRaiseRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise
.PlayerRaiseHandler(
responseDispatcher, userRegistry, lobbyManager));
// GET_LOBBY_STATUS registration // GET_LOBBY_STATUS registration
parserDispatcher.register( parserDispatcher.register(
"GET_LOBBY_STATUS", "GET_LOBBY_STATUS",
@@ -0,0 +1,110 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise;
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 `RAISE` command.
*
* <p>This handler validates the request (amount >= 0), resolves the user and target lobby (by
* `GAME_ID` when provided or by session username otherwise), checks that a game is running and then
* forwards the action to the {@code GameController}.
*
* <p>On failure the handler dispatches an {@link ErrorResponse} with an appropriate error code
* (e.g. {@code INVALID_AMOUNT}, {@code NOT_IN_LOBBY}, {@code LOBBY_NOT_FOUND}, {@code
* GAME_NOT_STARTED}, {@code GAME_ACTION_FAILED}). On success it dispatches an {@link OkResponse}.
*/
public class PlayerRaiseHandler extends CommandHandler<PlayerRaiseRequest> {
private final UserRegistry userRegistry;
private final LobbyManager lobbyManager;
/**
* Creates a new {@code PlayerRaiseHandler}.
*
* @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 PlayerRaiseHandler(
ResponseDispatcher responseDispatcher,
UserRegistry userRegistry,
LobbyManager lobbyManager) {
super(responseDispatcher);
this.userRegistry = userRegistry;
this.lobbyManager = lobbyManager;
}
/**
* Execute the raise request: validate parameters, resolve lobby and game, and forward the raise
* action to the game controller. Sends an {@link ErrorResponse} on failure or an {@link
* OkResponse} on success.
*
* @param request the parsed {@link PlayerRaiseRequest}
*/
@Override
public void execute(PlayerRaiseRequest request) {
int amount = request.getAmount();
if (amount < 0) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "INVALID_AMOUNT", "Amount must be non-negative"));
return;
}
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.playerRaise(PlayerId.of(username), amount);
} catch (RuntimeException e) {
responseDispatcher.dispatch(
new ErrorResponse(request.getContext(), "GAME_ACTION_FAILED", e.getMessage()));
return;
}
responseDispatcher.dispatch(new OkResponse(request.getContext()));
}
}
@@ -0,0 +1,34 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise;
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 `RAISE` command.
*
* <p>Parses the request parameters and builds a {@link PlayerRaiseRequest}. Expected parameters:
*
* <ul>
* <li>`GAME_ID` (optional) - numeric id of the lobby/game to target
* <li>`AMOUNT` (required) - amount to raise
* </ul>
*/
public class PlayerRaiseParser implements CommandParser<PlayerRaiseRequest> {
@Override
public PlayerRaiseRequest 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
}
int amount = accessor.require("AMOUNT", Integer::parseInt);
return new PlayerRaiseRequest(primitiveRequest.context(), gameId, amount);
}
}
@@ -0,0 +1,45 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise;
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 `RAISE` command.
*
* <p>Contains the optional target `gameId` and the `amount` the player wants to raise.
*/
public class PlayerRaiseRequest extends Request {
private final Integer gameId;
private final int amount;
/**
* Creates a new {@code PlayerRaiseRequest}.
*
* @param context the request context
* @param gameId optional game id of the targeted lobby (may be {@code null})
* @param amount the raise amount (non-negative)
*/
public PlayerRaiseRequest(RequestContext context, Integer gameId, int amount) {
super(context);
this.gameId = gameId;
this.amount = amount;
}
/**
* Returns the optional target game id.
*
* @return the game id or {@code null} if not provided
*/
public Integer getGameId() {
return gameId;
}
/**
* Returns the requested raise amount.
*
* @return the raise amount
*/
public int getAmount() {
return amount;
}
}