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173 Commits

Author SHA1 Message Date
Jona Walpert 6f345cc51e Merge branch 'feat/ms-4-integration' into 'main'
Feat/ms 4 integration

Closes #59, #45, #52, #72, #73, #68, #71, and #36

See merge request cs108-fs26/Gruppe-13!126
2026-04-13 01:07:52 +00:00
Jona Walpert 585d675a8f fix: javadoc for MR 2026-04-13 03:04:54 +02:00
Jona Walpert b25f111f48 Merge branch 'feat/ms-4-integration' of https://git.scicore.unibas.ch/cs108-fs26/Gruppe-13 into feat/ms-4-integration 2026-04-13 02:58:20 +02:00
Jona Walpert d82297ac46 Fix: lobyb chat race condition 2026-04-13 02:57:07 +02:00
Julian Kropff 8c2130d0d6 Fix: checkstyle 2026-04-13 02:40:20 +02:00
Jona Walpert 52b5d5b8c2 fix: checkstyle methode length 2026-04-13 02:24:29 +02:00
Julian Kropff 1f8cf35e55 Docs: add JavaDocs 2026-04-13 02:16:26 +02:00
Julian Kropff 0bf24b9e0f Fix: Chat implementation completed 2026-04-13 01:44:18 +02:00
Julian Kropff 44785ee77f Fix: Issues with the chat UI display have been resolved 2026-04-13 01:15:21 +02:00
Julian Kropff 3053d531ee Fix: A bug with the Raise Button in the Game UI 2026-04-13 00:45:57 +02:00
Julian Kropff acb082ce5d Fic: Chat Implementation in the Lobby UI and Game UI 2026-04-13 00:35:08 +02:00
Julian Kropff 6aedb57473 Fix: Casono Rules Easy Description has been revised 2026-04-13 00:14:55 +02:00
Jona Walpert 66f0d734cf fix: fix broken UnitTest after game integration 2026-04-12 23:45:40 +02:00
Julian Kropff 6ec743f126 Fix: revision of chatContainer in the Casinomainui and Casinogameui styles 2026-04-12 22:56:40 +02:00
Julian Kropff 696f9f4fa4 Merge branch 'main' into feat/ms-4-integration 2026-04-12 22:16:58 +02:00
Julian Kropff 4557dc2f5a Fix: comment out unused input box and button 2026-04-12 21:52:40 +02:00
Julian Kropff b208f1fffd Fix: Dealer button display issue 2026-04-12 21:47:13 +02:00
Julian Kropff 6216268658 Fix: Resolve blocking issues to enable full game loop 2026-04-12 21:39:24 +02:00
Lars Simon Winzer 133a79433d Merge branch 'feat/documents-ms4' into 'main'
Add: first part of the powerpoint presentation for MS4

Closes #62, #75, and #69

See merge request cs108-fs26/Gruppe-13!125
2026-04-12 20:57:24 +02:00
Lars Simon Winzer 8fe96c5413 Merge branch 'chore/95-write-document-for-software-quality' into 'main'
Write QA concept document covering software quality

Closes #79, #80, and #95

See merge request cs108-fs26/Gruppe-13!124
2026-04-12 20:44:17 +02:00
Lars Simon Winzer 885a002f6d Docs: Updated qa concept document based on external input 2026-04-12 20:41:12 +02:00
Julian Kropff fb593d48a6 Fix: loop Animation in Game-UI 2026-04-12 20:11:10 +02:00
Lars Simon Winzer 9746f52965 Docs: Finalize QA concept document with data from JaCoCo
Note: The data covered the state of the repository at 1952f720de
2026-04-12 19:44:46 +02:00
Julian Kropff 06c059ce5e Fix: fast Game UI communication fix: display the opponent 2026-04-12 19:31:30 +02:00
Lars Simon Winzer 1952f720de Merge branch 'main' into 'chore/95-write-document-for-software-quality' 2026-04-12 19:27:42 +02:00
Mathis Ginkel d7eb9701c9 Merge branch 'feat/84-whisper-chat' into 'main'
Add whisper chat option

Closes #84

See merge request cs108-fs26/Gruppe-13!123
2026-04-12 16:47:09 +00:00
Jona Walpert 0f8f1bb918 fix: checkstyle and spotless 2026-04-12 18:36:47 +02:00
Jona Walpert 9cf6b468ad fix: correctly disaply lobbei and update them in Lobyb Screen 2026-04-12 16:02:50 +02:00
Mathis Ginkel e08b75dc7a Style: Apply Spotless 2026-04-12 15:31:59 +02:00
Lars Simon Winzer 761d4b1cae Docs: Add QA concept document for software quality assurance (lacking values) 2026-04-12 15:21:00 +02:00
Jona Walpert e4f0c7efb8 fix: Treat SocketException as client disconnect in SessionReader 2026-04-12 15:16:35 +02:00
Jona Walpert f91642bade Fix: fetch lobbies on client startup 2026-04-12 15:13:33 +02:00
Jona Walpert 93b6338041 Merge branch 'feat/lobby-expiry-broadcast' into 'main'
Feat: Expiry broadcast + client event handling and robustness

See merge request cs108-fs26/Gruppe-13!122
2026-04-12 12:57:42 +00:00
Jona Walpert a66c91c67f Merge branch 'main' into feat/lobby-expiry-broadcast 2026-04-12 14:54:09 +02:00
Jona Walpert 3e1d787b69 Feat: Add findEmptyLobbiesOlderThan to find and remove stale empty lobbies 2026-04-12 14:52:30 +02:00
Jona Walpert bc36892699 Feat: Expiry broadcast + client event handling and robustness 2026-04-12 14:40:17 +02:00
Julian Kropff 120a477a55 Merge branch 'feat/game-ui-communication' into 'main'
Fix: Game UI to support server commands

See merge request cs108-fs26/Gruppe-13!121
2026-04-12 12:07:37 +00:00
Jona Walpert 5d4fe4bcfb Merge branch 'feat/lobby-status' into 'main'
Feat: Add STATUS param to GET_LOBBY_STATUS and client parsing

See merge request cs108-fs26/Gruppe-13!120
2026-04-12 11:55:57 +00:00
Jona Walpert 346a728fb9 Feat): Add STATUS param to GET_LOBBY_STATUS and client parsing 2026-04-12 13:53:23 +02:00
Jona Walpert 63fb6e4b47 Merge branch 'feat/lobby-join-logging' into 'main'
Feat/lobby join logging

See merge request cs108-fs26/Gruppe-13!119
2026-04-12 11:33:41 +00:00
Jona Walpert 9044ce3660 Fix: Allow primitive values to contain hyphens (UUIDs) in addition to digits/words/colons 2026-04-12 13:31:00 +02:00
Jona Walpert 4fa60ad9e0 Fix: Apply checkstyle fixes 2026-04-12 13:30:11 +02:00
Jona Walpert 3abc03e6e1 Fix: fix error when switching back to mainLobby when exiting gameUI 2026-04-12 13:25:59 +02:00
Jona Walpert e43732c520 Feat: Log JOIN_LOBBY requests and joins 2026-04-12 13:12:55 +02:00
Jona Walpert 1dcf628d2c Feat: Log player joins in LobbyManager 2026-04-12 13:08:57 +02:00
Julian Kropff 4e65e2dec0 Merge branch 'feat/lobby-button-styling' into 'main'
Style: update Lobby Button styles in Casino Main UI

See merge request cs108-fs26/Gruppe-13!118
2026-04-12 10:59:53 +00:00
Jona Walpert 492901a837 Merge branch 'feat/100-add-start-game-command-on-server-side' into 'main'
Feat/100 add start game command on server side

Closes #100

See merge request cs108-fs26/Gruppe-13!109
2026-04-12 10:53:44 +00:00
Julian Kropff 659ea8a744 Fix: update Lobby Button styles in Casino Main UI 2026-04-12 12:53:44 +02:00
Jona Walpert 5e653a516c Merge branch 'main' into feat/100-add-start-game-command-on-server-side 2026-04-12 12:45:24 +02:00
Jona Walpert f5ee57454d Merge branch 'feat/93-add-serverside-create-lobby-command' into 'main'
Feat: Add createLobby command on server side

Closes #93

See merge request cs108-fs26/Gruppe-13!117
2026-04-12 10:10:41 +00:00
Jona Walpert fa8bb25b03 Add: Register create_lobby command 2026-04-12 12:03:41 +02:00
Jona Walpert e6c222388b Fix: add correct parsing on client side for create_lobyb command 2026-04-12 12:03:07 +02:00
Julian Kropff 7316ec80bf Fix: cleanup CasinoGameController and fix lifecycle issues
Refs #52
2026-04-12 11:42:20 +02:00
Jona Walpert b86352a298 Merge branch 'main' into feat/93-add-serverside-create-lobby-command 2026-04-12 11:27:11 +02:00
Jona Walpert a7de101be2 Merge branch 'feat/session-dispatcher' into 'main'
Feat: Add SessionDispatcher to send responses by username

See merge request cs108-fs26/Gruppe-13!116
2026-04-12 09:23:07 +00:00
Jona Walpert a2cd59e6b9 Feat: Add SessionDispatcher to send responses by username 2026-04-12 11:20:18 +02:00
Jona Walpert 564ace38e4 Merge branch 'feat/change-username-at-start-or-in-game' into 'main'
Feat: accept optional client username and forward to ClientApp

See merge request cs108-fs26/Gruppe-13!115
2026-04-12 09:17:38 +00:00
Jona Walpert d16c348444 Fix: fix javadoc for MR 2026-04-12 11:14:30 +02:00
Julian Kropff 8f3d0ab8a9 Fix: update GameService to support server commands
Refs #52
2026-04-12 10:58:54 +02:00
Jona Walpert 77ec50e008 Merge branch 'main' into feat/change-username-at-start-or-in-game 2026-04-12 10:58:19 +02:00
Julian Kropff 869f061d86 Fix: update GameClient to support server commands
Refs #52
2026-04-12 10:58:16 +02:00
Jona Walpert 9635ee8ef9 Fix: robust response parsing and clearer errors in ClientService Detect +OK / -ERR / -ERROR, strip leading tabs, collect response lines reliably and improve exception unwrapping. 2026-04-12 10:56:22 +02:00
Jona Walpert 65a93a8c82 Feat: Reuse shared ClientService in CasinomainuiController
Make the controller use ClientApp.getSharedClientService() if available; otherwise fall back to creating a new ClientService. Add/cleanup Javadoc.
2026-04-12 10:52:55 +02:00
Jona Walpert c3e0e740ed Feat: Keep startup LOGIN connection and expose shared ClientService
Introduce ClientApp.sharedClientService, create it on startup when a username is provided, run the startup LOGIN asynchronously on that connection and keep the socket open so the UI reuses it; add Javadoc and adjust logging.
2026-04-12 10:52:22 +02:00
Jona Walpert 0ae88c9149 Fix: Parse LOGIN response id as string in LobbyClient
Parse the server ID parameter as a string and return it in LoginResult (no integer parsing).
2026-04-12 10:45:03 +02:00
Jona Walpert 0aafe13e34 Fix: Treat login id as string (UUID) in LoginResult
Change LoginResult.id from int to String and add Javadoc explaining the server returns a UUID.
BREAKING CHANGE: LoginResult.getId() now returns String (UUID).
2026-04-12 10:43:43 +02:00
Jona Walpert 4798de7499 Feat: Log assigned username and id on registration
Add INFO log in UserFactory.create to record assigned username, user UUID and session id when a new user is registered.
2026-04-12 10:42:56 +02:00
Lars Simon Winzer 3359c9bc7e Docs: Add missing diary entries to diary README 2026-04-12 10:37:00 +02:00
Jona Walpert 346a308176 Merge branch 'feat/change-username-at-start-or-in-game' of https://git.scicore.unibas.ch/cs108-fs26/Gruppe-13 into feat/change-username-at-start-or-in-game 2026-04-12 09:36:48 +02:00
Julian Kropff 8998152e8d Fix: checkstyle 2026-04-12 09:31:25 +02:00
Julian Kropff ef7a83c707 Merge branch 'feat/lobby-ui-input-field-style' into 'main'
Style: Lobby UI input field

See merge request cs108-fs26/Gruppe-13!114
2026-04-12 07:18:43 +00:00
Jona Walpert d9e7c0c56d Merge branch 'main' into feat/change-username-at-start-or-in-game 2026-04-12 09:12:46 +02:00
Julian Kropff 0227145cab Fix: translations in Casino Main UI 2026-04-12 09:11:34 +02:00
Julian Kropff 755ea54381 Style: add gray-input-field class to Casino Main UI
Refs #106
2026-04-12 09:05:10 +02:00
jk c0b149cc5f Fix: add lobby ui input field style and fix translations
Refs #106
2026-04-12 09:00:41 +02:00
Jona Walpert 1669e07d3a 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
2026-04-11 23:21:05 +00:00
Jona Walpert d0e908774b Docs: Add documentation for fold command 2026-04-12 01:18:24 +02:00
Jona Walpert 08e02a6135 Feat: add Fold command on server side 2026-04-12 01:17:14 +02:00
Jona Walpert 6ee9c6c399 Merge branch 'feat/104-add-call-command-on-server-side' into 'main'
Feat/104 add call command on server side

Closes #104

See merge request cs108-fs26/Gruppe-13!112
2026-04-11 23:12:51 +00:00
Jona Walpert fb5399fc18 Docs: add documentation for call command 2026-04-12 01:06:41 +02:00
Jona Walpert 6d8f1787a9 Feat: add Call command to server side 2026-04-12 01:06:17 +02:00
Jona Walpert 9b4c6d8906 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
2026-04-11 22:57:11 +00:00
Jona Walpert ca818d9892 Fix: Checkstyle Line length for MR Pipeline 2026-04-12 00:54:10 +02:00
Jona Walpert dac4dcfdbe Docs: Add documentation for Raise command 2026-04-12 00:47:41 +02:00
Jona Walpert 0556767d40 Feat: Add Raise command on backend side 2026-04-12 00:47:24 +02:00
Jona Walpert 5997e736cf Merge branch 'feat/102-add-bet-command-on-server-side' into 'main'
Feat/102 add bet command on server side

Closes #102

See merge request cs108-fs26/Gruppe-13!110
2026-04-11 22:37:32 +00:00
Jona Walpert a4e267cb00 Fix: add missing file for MR pipeline 2026-04-12 00:34:32 +02:00
Jona Walpert 9146d92c04 Fix: fix MR Pipeline 2026-04-12 00:27:45 +02:00
Mathis Ginkel b2adeb7a56 Feat: Add whisper chat functionality
Introduce recording of users connected to server, to show usernames as options for whisper chat.
2026-04-12 00:19:34 +02:00
Jona Walpert d77ce42795 Docs: add documentation of bet command 2026-04-12 00:11:30 +02:00
Jona Walpert f5a62c6e93 Feat: add bet command on server side 2026-04-12 00:11:11 +02:00
Jona Walpert 371e6afe5c Docs: add documentation of new start_game command 2026-04-11 23:18:22 +02:00
Jona Walpert 23debb18bc Feat: Add start_Game command to server 2026-04-11 23:17:39 +02:00
Lars Simon Winzer 3ff4491fcf Merge branch 'chore/101-remove-unused-blog-folder' into 'main'
Remove blog in documents

Closes #101

See merge request cs108-fs26/Gruppe-13!108
2026-04-11 23:09:07 +02:00
Lars Simon Winzer 31361ffb83 Docs: Remove blog folder from main readme in repository structure 2026-04-11 23:06:34 +02:00
Lars Simon Winzer 0f93bb8b85 Docs: Removed README of blog 2026-04-11 23:03:21 +02:00
Julian Kropff 4dd6732945 Docs: add Casono Manual pdf -> MS-4
Refs #75
2026-04-11 22:37:33 +02:00
Julian Kropff 3354bf7be1 Docs: add Casono Rules Easy Description pdf -> MS-4
Refs #75
2026-04-11 22:34:41 +02:00
Jona Walpert 3b8f7d42dd Merge branch 'feat/99-add-get-gamestate-command-on-server-side' into 'main'
Feat/99 add get gamestate command on server side

Closes #99

See merge request cs108-fs26/Gruppe-13!107
2026-04-11 20:08:19 +00:00
Julian Kropff a38b2562d1 Docs: add Casono Manual
Refs #75
2026-04-11 22:05:33 +02:00
Jona Walpert 54a7be074f Feat: Add get_game_state_command on server side 2026-04-11 22:04:47 +02:00
Jona Walpert 1b6e8ce6d6 Docs: add documentation for get_gamestate command 2026-04-11 22:02:09 +02:00
Julian Kropff 6e4e8f5150 Docs: revise Casono Rules Easy Description 2026-04-11 21:44:58 +02:00
Jona Walpert c7b7adaa07 Merge branch 'docs/fix-broken-javadoc-for-get-lobby-status-command' into 'main'
Docs: add get-lobby-status javadoc

Closes #96

See merge request cs108-fs26/Gruppe-13!106
2026-04-11 19:40:09 +00:00
Julian Kropff 84b889a343 Add: new images for Casono Rules Easy Description 2026-04-11 21:40:04 +02:00
Jona Walpert 25c92da522 Docs: add get-lobby-status javadoc 2026-04-11 21:36:44 +02:00
Jona Walpert 7f6a3ada29 Merge branch 'feat/94-add-get-lobby-list-command-on-server-side' into 'main'
Feat/94 add get lobby list command on server side

Closes #94

See merge request cs108-fs26/Gruppe-13!105
2026-04-11 19:29:06 +00:00
Jona Walpert 098092707c Merge branch 'main' into feat/94-add-get-lobby-list-command-on-server-side 2026-04-11 21:20:04 +02:00
Jona Walpert f467d9ebe2 Docs: Add new get_lobby_list command 2026-04-11 21:12:30 +02:00
Jona Walpert 13d03637da Add: register get_lobby_list command 2026-04-11 21:12:03 +02:00
Jona Walpert 50052b72ff Feat: Add get_lobby_listcommand to server 2026-04-11 21:11:40 +02:00
Jona Walpert ab4ba0f70b Merge branch 'feat/96-add-getlobbystatus-command-on-server-side' into 'main'
Feat/96 add getlobbystatus command on server side

See merge request cs108-fs26/Gruppe-13!104
2026-04-11 19:09:04 +00:00
Jona Walpert 46ccae40ad Style: apply spotless 2026-04-11 20:51:49 +02:00
Jona Walpert 050beb9d98 Docs: update command documentation 2026-04-11 20:50:19 +02:00
Jona Walpert 517df2369d Add: register get_lobby_statsu command 2026-04-11 20:49:23 +02:00
Jona Walpert 6219c2d660 Feat: Add get_Lobby_Status command on server side 2026-04-11 20:48:58 +02:00
Jona Walpert 57b8bca1a8 Merge branch 'feat/96-add-getlobbystatus-command-on-server-side' into 'main'
Feat/96 add getlobbystatus command on server side

Closes #96

See merge request cs108-fs26/Gruppe-13!103
2026-04-11 18:35:56 +00:00
Jona Walpert 050d87ce57 Docs: Add command documentation for get_lobby_status 2026-04-11 20:32:38 +02:00
Jona Walpert a930bd94b5 Feat: Add getlobbbystatus command 2026-04-11 20:31:25 +02:00
Jona Walpert 66ee791342 Merge branch 'feat/97-add-joinlobby-command-on-server-side' into 'main'
Feat: Add addPlayer command on sever side

Closes #97

See merge request cs108-fs26/Gruppe-13!102
2026-04-11 17:49:56 +00:00
Jona Walpert 240bba9bf5 Style: apply Spotless for Serverapp 2026-04-11 19:46:48 +02:00
Jona Walpert 15d1ea4edd Add: Register JoinLobby command 2026-04-11 19:45:55 +02:00
Jona Walpert 3badca0a01 Merge branch 'feat/97-add-joinlobby-command-on-server-side' of https://git.scicore.unibas.ch/cs108-fs26/Gruppe-13 into feat/97-add-joinlobby-command-on-server-side 2026-04-11 19:42:09 +02:00
Jona Walpert 203004fc42 Add: register JoinLobby command 2026-04-11 19:31:33 +02:00
Jona Walpert de0d0f93f8 Docs: Applied Spotless to JoinLobby command 2026-04-11 19:30:54 +02:00
Jona Walpert 7788bbc5d3 Style: Spotless apllied to JoinLobby command 2026-04-11 19:28:17 +02:00
Jona Walpert 2c6ecdc0f9 Docs: Add javadoc for JoinLobby command 2026-04-11 19:20:04 +02:00
Lars Simon Winzer 15ab6faf2e Merge branch 'feat/98-checkstyle-methodlength-in-serverapp' into 'main'
Allow longer method length in ServerApp

Closes #98

See merge request cs108-fs26/Gruppe-13!101
2026-04-11 18:49:31 +02:00
Lars Simon Winzer 25c20a2ea3 Fix: Allow longer method length in ServerApp 2026-04-11 18:46:50 +02:00
Jona Walpert 73dd00f37d Feat: Add JoinLobby Command to server side
This command adds the possibility to join a created lobby
2026-04-11 18:29:21 +02:00
Jona Walpert f512e6c422 Merge branch 'feat/73-support-for-multiple-lobbies' into feat/97-add-joinlobby-command-on-server-side 2026-04-11 18:15:32 +02:00
Jona Walpert eb3ffee6fc Merge branch 'feat/92-add-serverside-add-player-command' into 'feat/97-add-joinlobby-command-on-server-side'
Feat: Add addPlayer command on sever side

See merge request cs108-fs26/Gruppe-13!100
2026-04-11 16:08:48 +00:00
Jona Walpert af9daecf46 Docs: Add documentation for Join_lobby command 2026-04-11 18:03:18 +02:00
Julian Kropff 48e6b51ad1 Merge branch 'feat/game-ui' into 'main'
Add Game UI logic

See merge request cs108-fs26/Gruppe-13!99
2026-04-11 14:59:56 +00:00
Jona Walpert e655530760 Feat: Add addPlayer command on sever side
Rafs #92
2026-04-11 16:48:58 +02:00
Jona Walpert 62f01d1e5d Docs: add documentation of create_lobby commad 2026-04-11 16:44:19 +02:00
Jona Walpert ca4283bbe7 Feat: Add createLobby command on server side
Refs #93
2026-04-11 16:38:57 +02:00
Julian Kropff 3c7773e7fb Fix: checkstyle violations 2026-04-11 16:34:24 +02:00
Julian Kropff 406567d375 Fix: Integration of chatbox.fxml into Casinogameui 2026-04-11 16:29:07 +02:00
Lars Simon Winzer ff0f9f70d4 Merge branch 'chore/91-add-jacoco-as-gradle-dependency' into 'main'
Build: Add JaCoCo as gradle plugin

Closes #91

See merge request cs108-fs26/Gruppe-13!98
2026-04-11 15:56:28 +02:00
Lars Simon Winzer 53cafd3dd2 Build: Add JaCoCo as gradle plugin 2026-04-11 15:53:23 +02:00
Julian Kropff 30dcd8f4ab Merge branch 'main' into feat/game-ui
# Conflicts:
#	src/main/java/ch/unibas/dmi/dbis/cs108/casono/client/network/GameClient.java
#	src/main/java/ch/unibas/dmi/dbis/cs108/casono/client/ui/gameui/CasinoGameUI.java
#	src/main/resources/ui-structure/Casinogameui.fxml
2026-04-11 15:16:46 +02:00
Julian Kropff 2e705185f4 Fix: checkstyle 2026-04-11 08:33:02 +02:00
Julian Kropff f6dda36c8d Merge branch 'main' into feat/game-ui 2026-04-10 21:05:53 +02:00
Julian Kropff 4de90e6962 Add: PlayerStatusController class -> player status (name, chips, dealer, fold state)
Refs #52
2026-04-10 20:59:07 +02:00
Julian Kropff 284ff2d043 Refactor: improve TaskbarController class -> Action system (fold/call/raise) implemented
Refs #52
2026-04-10 20:52:21 +02:00
Julian Kropff c02680143f Refactor: improve CasinoGameController class -> create UI layout for poker table
Refs #52
2026-04-10 20:46:50 +02:00
Julian Kropff cb7c284314 Fix: small style fixes 2026-04-10 20:41:12 +02:00
Julian Kropff a2d176f13c Refactor: improve CasinoGameUI structure
Refs #52
2026-04-10 20:34:49 +02:00
Julian Kropff 644c3e93fc Refactor: improve Card class
Refs #52
2026-04-10 20:31:15 +02:00
Julian Kropff d0ab49ec57 Add: GameService class
Refs #52
2026-04-10 20:29:26 +02:00
Julian Kropff 8deb647e94 Refactor: improve GameState class
Refs #52
2026-04-10 20:25:54 +02:00
Julian Kropff 3ea2971ab5 Refactor: improve Player class
Refs #52
2026-04-10 20:23:42 +02:00
Julian Kropff d10e9a72fd Add: PlayerId class
Refs #52
2026-04-10 20:20:45 +02:00
Julian Kropff ea41a3c75a Add: PlayerState class
Refs #52
2026-04-10 20:18:20 +02:00
Julian Kropff ce583062ba Refactor: improve GameClient structure
Refs #52
2026-04-10 20:16:08 +02:00
Julian Kropff 040ff7cf52 Fix: correct CasinoGame UI
Refs #52
2026-04-10 20:12:14 +02:00
Julian Kropff 616f609fae Fix: update Casinogame UI styles
Refs #52
2026-04-10 20:09:04 +02:00
Julian Kropff 4895af9030 Fix: correct Taskbar UI
Refs #52
2026-04-10 20:05:49 +02:00
Julian Kropff db3f34fddf Fix: correct Player status UI layout
Refs #52
2026-04-10 20:02:33 +02:00
Jona Walpert 999dd9beb9 Style: Apply Spotless 2026-04-10 14:59:27 +02:00
Jona Walpert 3be2d3d9f4 Fix: Chekstyle naming convention 2026-04-10 14:58:00 +02:00
Jona Walpert c094b224c3 Feat: Auto-assign playerN and add server-side rename support
Make username mutable, assign playerN for anonymous logins, and add atomic changeUsername in UserRegistry.

Refs #68
2026-04-10 14:20:21 +02:00
Jona Walpert 3807059229 Feat: accept optional client username and forward to ClientApp
Pass host/port and optional username via system properties for the UI.

Refs #68
2026-04-10 14:12:24 +02:00
Jona Walpert 59cd5bca88 Docs: Add teammeating document with new division of tasks for milestone 4 2026-04-10 10:07:29 +02:00
jk a43361d606 Fix: Brightened the images 2026-04-09 19:21:07 +02:00
jk a5427a232f Merge branch 'main' into feat/game-ui
# Conflicts:
#	src/main/java/ch/unibas/dmi/dbis/cs108/casono/client/ui/gameui/CasinoGameUI.java
2026-04-09 14:37:59 +02:00
Jona Walpert ad81479bcd Add: first part of the powerpoint presentation for MS4
Refs #62
2026-04-09 14:24:23 +02:00
Julian Kropff e374be4e31 Add: dealer chip images 2026-04-09 14:07:33 +02:00
Julian Kropff d939b0da67 Add: background card image 2026-04-09 13:57:24 +02:00
Julian Kropff ea987243b0 Merge branch 'feat/client-communication' into feat/game-ui 2026-04-09 13:35:55 +02:00
Jona Walpert 8a6c573bde Docs: 9.4 Small Teammeating 2026-04-09 12:15:19 +02:00
Jona Walpert 139626520b Docs: game rules description added for MS-4 2026-04-09 12:08:51 +02:00
199 changed files with 8045 additions and 1077 deletions
-1
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@@ -36,7 +36,6 @@ This protocol handles game state synchronization, player actions, lobby and glob
├── documents/ # Project resources and documentation
│ ├── images/ # Images for README and documentation
│ ├── diary # Diary files for each organizational meetup
│ ├── blog # Blog files covering project-related topics
│ ├── docs # Documentation
│ ├── milestones/ # Milestone deliverables (6 milestones)
│ └── (Other resources) # Additional project materials
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@@ -4,6 +4,7 @@ plugins {
id 'org.openjfx.javafxplugin' version '0.1.0'
id 'checkstyle'
id 'com.diffplug.spotless' version '7.0.2'
id 'jacoco'
}
group = 'ch.unibas.dmi.dbis'
@@ -41,8 +42,17 @@ dependencies {
implementation 'org.json:json:20240303'
}
jacoco {
toolVersion = "0.8.14"
}
jacocoTestReport {
dependsOn test
}
test {
useJUnitPlatform()
finalizedBy jacocoTestReport
}
checkstyle {
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@@ -21,4 +21,7 @@
<!-- Allow for compacter line seperators -->
<suppress checks="EmptyLineSeparator" files=".*Test\.java"/>
<!-- Allow longer method length in composition root -->
<suppress checks="MethodLength" files="ServerApp.java"/>
</suppressions>
-28
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@@ -1,28 +0,0 @@
# Blog
## Purpose
This folder contains a collection of blog posts documenting the development process of our application. These blogs serve two key purposes:
1. **For External Audiences**
The blogs provide insights into the internal program flow and the interaction between components without requiring readers to dive into the source code. They offer a mixed-level overview of how different parts of the system work together.
2. **For Our Team**
The blogs serve as a record of our decision-making process. By documenting what decisions were made and why, we can track the evolution of our design choices and understand the reasoning behind them. This is invaluable for maintaining consistency across the team.
But keep in mind that these blogs **do not replace** the detailed source code documentation.
## Format
All blog posts follow the naming convention: `<YYYY-MM-DD>_<Title>.md`
## Blog Posts
### General
*(No posts yet)*
### Client
*(No posts yet)*
### Server
*(No posts yet)*
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@@ -0,0 +1,9 @@
# Besprechung über Veränderung der Aufgabenteilung
## Verschieben von Aufgaben
Da die Implementation der client server Kommunikation länger dauerte als geplant, wurden achivements erfüllt, die erst bei späteren Meilensteinen relevant sein werden.
## Aufgabeverteilung
Um zu vermeiden, dass sich Personen erst lange Zeit in den Code anderer einarbeiten müssen um zu helfen, wurden Dokumentation und das Erstellen von Materialien für MS4 auf ein Teammitgleid (Jona) ausgelagert um das Projekt nicht zu verlangsamen
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@@ -0,0 +1,38 @@
# Neue Aufgabenteilung für MS4 (10.04)
## Kurzfassung
Offene Meilensteine wurden überprüft und Personen zugewiesen. Ziel ist, verbleibende Funktionen (Game List, Username-Integration, Lobby/Chat-Funktionen) bis zum nächsten Sprint stabil zu machen.
## Offene Aufgaben
- Broadcast: Offen (Priorität niedrig)
- Username-Integration: In Backend integrieren und frontend Anpasungen (wichtig)
- Demo: Kernfunktion vorhanden, muss getestet werden
- Game List: Backend fehlt vollständig
- Chat: Globaler Chat und Lobby-Chat müssen eingebunden werden
- Lounging: Support für mehrere Lobbys und Spielerlisten
- QA: Präsentation und Dokumentation
- Rules to Code: Vorstellung und Integration
- "Shall we play a game": Flag zum Umschalten zwischen Demo- und Normalmodus
- Whisper: Funktion (siehe Zuordnung)
- Zeitplan: Verschiebung von nicht-kritischen Punkten
## Aufgaben & Zustänextrdigkeiten
- Jona
- Command Line: Parsing, Option für Username-Eingabe (Start vs. Lobby)
- Game List: Implementierung (Datenstruktur, Commands, Backend-Anbindung)
- Lounging: Mehrere Lobbys, Liste aller Spieler
- Lars
- QA: Präsentation und ausgeschriebenes Dokument
- Mathis
- Whisper-Chat: Fertigstellung
- Lobby-Chat: Integration
- Julian
- Game Engine: Fertigstellung
- Flag: Umschalten zwischen Demo- und echter Game Engine
- Rules to Code: Vorstellung
+17 -8
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@@ -1,7 +1,7 @@
# Meeting Diary
This folder holds the notes and documentation of all team meetings throughout the project.
The notes are organised by **milestones (16)** so that everyone can easily see what was discussed and decided at each stage. Each sub-header below links to the actual Markdown file containing the details.
The notes are organized by **milestones (16)** so that everyone can easily see what was discussed and decided at each stage. Each sub-header below links to the actual Markdown file containing the details.
## Milestone 1
### [24. February 2026](24-02.md)
@@ -14,19 +14,28 @@ The notes are organised by **milestones (16)** so that everyone can easily se
- Finalizing structure of network protocol
## Milestone 2
*(Meeting notes to be added here when available)*
## Milestone 2
### [14. March 2025](14-03.md)
- Discussion of LobbyScreen, GameScreen, and Chatbox structure
- Endscreen postponed to MS3
## Milestone 3
*(Meeting notes to be added here when available)*
## Milestone 3
None, as milestone 3 covered the assessment of individual technical understanding through evaluation.
## Milestone 4
*(Meeting notes to be added here when available)*
## Milestone 4
### [09. April 2026](09-04.md)
- Task redistribution due to delays in client-server communication
- Documentation and MS4 materials assigned to Jona
### [10. April 2026](10-04.md)
- Review and assignment of open milestones
- Focus on stabilizing Game List, Username-Integration, Lobby/Chat functions
- Task list for remaining features and QA
## Milestone 5
## Milestone 5
*(Meeting notes to be added here when available)*
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@@ -4,3 +4,4 @@
- [Game Engine Architecture](game-engine-architecture.md)
- [Casono Rules Easy Description](casono-rules-easy-description.md)
- [Game engine implementation](game-engine-implementation.md)
- [Casonso Manual](casono-manual.md)
+162
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@@ -0,0 +1,162 @@
# Casono Manual
> Hinweis: Eine vereinfachte Einführung finden Sie in der Datei [Casono Rules Easy Description](casono-rules-easy-description.md).
> Dieses Dokument beschreibt den Ablauf eines Pokerspiels anhand eines Beispiels.
<!-- vim-markdown-toc GFM -->
* [1. Spielübersicht](#1-spielübersicht)
* [Grundregeln](#grundregeln)
* [2. Sitzposition & Dealer-Button](#2-sitzposition--dealer-button)
* [3. Blinds (Pflichteinsätze)](#3-blinds-pflichteinsätze)
* [4. Spielablauf im Detail](#4-spielablauf-im-detail)
* [4.1 Preflop (erste Setzrunde)](#41-preflop-erste-setzrunde)
* [4.2 Flop (3 Gemeinschaftskarten)](#42-flop-3-gemeinschaftskarten)
* [4.3 Turn (4. Gemeinschaftskarte)](#43-turn-4-gemeinschaftskarte)
* [4.4 River (5. Gemeinschaftskarte)](#44-river-5-gemeinschaftskarte)
* [5. Showdown (Kartenvergleich)](#5-showdown-kartenvergleich)
* [6. Poker-Handrangfolge](#6-poker-handrangfolge)
* [7. Wichtige Grundprinzipien](#7-wichtige-grundprinzipien)
* [Reihenfolge beachten](#reihenfolge-beachten)
* [Klare Aktionen](#klare-aktionen)
* [Ein Spieler eine Hand](#ein-spieler--eine-hand)
* [Fehlerhafte Einsätze](#fehlerhafte-einsätze)
* [8. Strategische Einordnung](#8-strategische-einordnung)
<!-- vim-markdown-toc -->
## 1. Spielübersicht
Texas Holdem ist ein strategisches Kartenspiel für mehrere Spieler.
Ziel ist es, den Pot (alle gesetzten Chips) zu gewinnen, entweder durch:
- die beste Kartenkombination am Ende der Runde
- oder indem alle anderen Spieler vorher aussteigen (Fold)
### Grundregeln
- Jeder Spieler erhält 2 verdeckte Karten (Hole Cards)
- Es werden 5 Gemeinschaftskarten offen in der Mitte ausgelegt
- Jeder Spieler bildet die beste 5-Karten-Kombination aus:
- eigenen Karten
- und Gemeinschaftskarten
- Zu Spielbeginn erhält jeder Spieler ein Startgeld von 20000 Chips ($)
## 2. Sitzposition & Dealer-Button
Der sogenannte Dealer-Button bestimmt die Positionen am Tisch:
- Er zeigt an, wer als „Geber“ (Dealer) fungiert
- Die Positionen rotieren im Uhrzeigersinn nach jeder Runde
Die Position ist entscheidend, da sie bestimmt:
- die Reihenfolge der Aktionen
- wer die Blinds setzen muss
## 3. Blinds (Pflichteinsätze)
Vor jeder Runde werden zwei verpflichtende Einsätze geleistet:
- **Small Blind** (kleiner Blind): 100 Chips gesetzt vom Spieler links neben dem Dealer
- **Big Blind** (großer Blind): 200 Chips - gesetzt vom Spieler zwei Plätze links vom Dealer
Diese Einsätze sorgen dafür, dass:
- ein Startpot entsteht
- jede Runde aktiv gespielt wird
## 4. Spielablauf im Detail
### 4.1 Preflop (erste Setzrunde)
Nach dem Austeilen der Karten beginnt die erste Setzrunde.
Der Spieler links vom Big Blind eröffnet die Runde.
Jeder Spieler hat folgende Optionen:
- **Fold** Karten ablegen und aussteigen
- **Call** Einsatz mitgehen
- **Raise** Einsatz erhöhen
### 4.2 Flop (3 Gemeinschaftskarten)
- Drei Karten werden offen auf den Tisch gelegt
- Eine neue Setzrunde beginnt
- Die Setzrunde beginnt jetzt immer beim ersten aktiven Spieler links vom Dealer (im Uhrzeigersinn).
Ab diesem Zeitpunkt können alle Spieler ihre Strategie anhand zusätzlicher Informationen anpassen.
### 4.3 Turn (4. Gemeinschaftskarte)
- Die vierte Karte wird aufgedeckt
- Eine weitere Setzrunde folgt
Die Einsätze werden oft höher, da sich stärkere Hände entwickeln.
### 4.4 River (5. Gemeinschaftskarte)
- Die letzte Karte wird aufgedeckt
- Letzte Setzrunde
Dies ist die finale Entscheidungsphase:
- Maximierung des Gewinns
- oder Minimierung von Verlusten
## 5. Showdown (Kartenvergleich)
Wenn nach der letzten Setzrunde mindestens zwei Spieler verbleiben:
- Alle verbleibenden Spieler decken ihre Karten auf
- Die **beste 5-Karten-Kombination gewinnt**
Wichtig:
- Die Karten „sprechen für sich“ die beste Hand zählt unabhängig von Ansagen
## 6. Poker-Handrangfolge
Die Stärke der Hände ist eindeutig festgelegt (von schwach nach stark):
1. High Card (höchste Einzelkarte)
2. One Pair (ein Paar)
3. Two Pair (zwei Paare)
4. Three of a Kind (Drilling)
5. Straight (Straße)
6. Flush (Farbe)
7. Full House
8. Four of a Kind (Vierling)
9. Straight Flush
10. Royal Flush
Je höher die Kombination, desto stärker die Hand.
## 7. Wichtige Grundprinzipien
### Reihenfolge beachten
Spieler müssen immer der Reihe nach handeln.
### Klare Aktionen
Alle Aktionen müssen eindeutig sein:
- Einsätze klar ansagen oder eindeutig setzen
### Ein Spieler eine Hand
- Spieler dürfen ihre Karten nicht teilen oder gemeinsam spielen
### Fehlerhafte Einsätze
- Unklare oder falsche Einsätze können korrigiert werden, abhängig von der Spielsituation (nur wenn der Einsatz außerhalb der gültigen Grenzen liegt; zu hohe oder unzulässige Beträge werden blockiert und nicht automatisch korrigiert)
## 8. Strategische Einordnung
Texas Holdem ist kein reines Glücksspiel. Der Erfolg basiert auf:
- Wahrscheinlichkeiten (Mathematik)
- Einschätzung von Gegnern (Psychologie)
- Positionsspiel und Timing
@@ -1,56 +1,42 @@
# Casono Rules Easy Description
> Source: https://www.youtube.com/watch?v=h-1WyU5Wqsw&pp=ygUZbGVybmVuIHBva2VyIHRleGFzIGhvbGRlbQ%3D%3D
> Quelle: https://www.youtube.com/watch?v=h-1WyU5Wqsw&pp=ygUZbGVybmVuIHBva2VyIHRleGFzIGhvbGRlbQ%3D%3D
<!-- vim-markdown-toc GFM -->
* [Deustch](#deustch)
* [Blinds (Small Blind & Big Blind)](#blinds-small-blind--big-blind)
* [Erste Setzrunde (Preflop)](#erste-setzrunde-preflop)
* [Beispiel Preflop](#beispiel-preflop)
* [Flop (3 Gemeinschaftskarten)](#flop-3-gemeinschaftskarten)
* [Beispiel Flop](#beispiel-flop)
* [Turn (4. Karte)](#turn-4-karte)
* [River (5. Karte)](#river-5-karte)
* [Showdown (Gewinnentscheidung)](#showdown-gewinnentscheidung)
* [Poker Hand Rankings (Gewichtung)](#poker-hand-rankings-gewichtung)
* [Fazit](#fazit)
* [English](#english)
* [Blinds (Small Blind & Big Blind)](#blinds-small-blind--big-blind-1)
* [First Betting Round (Preflop)](#first-betting-round-preflop)
* [Preflop Example](#preflop-example)
* [Flop (3 Community Cards)](#flop-3-community-cards)
* [Flop Example](#flop-example)
* [Turn (4th Card)](#turn-4th-card)
* [River (5th Card)](#river-5th-card)
* [Showdown (Winning Decision)](#showdown-winning-decision)
* [Poker Hand Rankings (Hierarchy)](#poker-hand-rankings-hierarchy)
* [Conclusion](#conclusion)
* [Blinds (Small Blind & Big Blind)](#blinds-small-blind--big-blind)
* [Erste Setzrunde (Preflop)](#erste-setzrunde-preflop)
* [Beispiel Preflop](#beispiel-preflop)
* [Flop (3 Gemeinschaftskarten)](#flop-3-gemeinschaftskarten)
* [Beispiel Flop](#beispiel-flop)
* [Turn (4. Karte)](#turn-4-karte)
* [River (5. Karte)](#river-5-karte)
* [Showdown (Gewinnentscheidung)](#showdown-gewinnentscheidung)
* [Poker Hand Rankings (Gewichtung)](#poker-hand-rankings-gewichtung)
* [Fazit](#fazit)
<!-- vim-markdown-toc -->
## Deutsch
Der Pokertisch ist ein unglaublich faszinierender Erlebnisraum, in dem man sehr viel lernen kann: über sich selbst, über andere Menschen und über Fragen wie: wie treffe ich eigentlich Entscheidungen, wie gehe ich mit Stress und Unsicherheit um und wie gut ich darin bin, mich in andere hineinzuversetzen und Situationen richtig einzuschätzen.
Der Pokertisch ist ein unglaublich faszinierender Erlebnisraum, in dem man sehr viel lernen kann: über sich selbst, über andere Menschen und über Fragen wie: Wie treffe ich eigentlich Entscheidungen, wie gehe ich mit Stress und Unsicherheit um und wie gut ich darin bin, mich in andere hineinzuversetzen und Situationen richtig einzuschätzen.
Damit Du in diesem Erlebnisraum starten kannst, ist es wie bei jedem Spiel notwendig, zuerst die Grundregeln und den Spielablauf zu verstehen.
Also los geht es:
Wir haben am Tisch **4 Spieler**: Julian, Mathis, Jona und Lars. Jeder Spieler startet mit **20.000 Chips**. Jeder bekommt **2 Karten auf die Hand** und es gibt zusätzlich **5 Gemeinschaftskarten**, die später in der Mitte aufgedeckt werden.
Wir haben am Tisch **4 Spieler**: Julian, Mathis, Jona und Lars. Jeder Spieler startet mit **20000 Chips ($)**. Jeder bekommt **2 Karten auf die Hand** und es gibt zusätzlich **5 Gemeinschaftskarten**, die später in der Mitte aufgedeckt werden.
![1. image](./images/1.png)
![1. image](./images/1-1.svg)
Die Spieler sitzen in folgender Reihenfolge: Julian, Mathis, Jona und Lars. Einer davon hat den Dealer-Button, der bestimmt, wer die Karten austeilt und von wo die Runde beginnt. Dieser Button wandert nach jeder Runde im Uhrzeigersinn weiter und verändert damit die Position ständig.
Regel: *34 Button Placement and Movement 🟢*
### Blinds (Small Blind & Big Blind)
## Blinds (Small Blind & Big Blind)
Bevor die Karten verteilt werden, gibt es zwei Pflicht-Einsätze:
Der Small Blind und der Big Blind. Der Big Blind ist immer doppelt so hoch wie der Small Blind.
![2. image](./images/2.png)
![2. image](./images/2-1.svg)
Regel: *32 Dead Button 🟡*
@@ -58,7 +44,7 @@ Diese Einsätze sorgen dafür, dass sofort ein Pot entsteht und das Spiel überh
Danach werden die Karten verteilt: zuerst Small Blind, dann Big Blind und dann im Uhrzeigersinn alle anderen Spieler.
### Erste Setzrunde (Preflop)
## Erste Setzrunde (Preflop)
Die erste Setzrunde beginnt immer bei dem Spieler links vom Big Blind.
@@ -73,251 +59,108 @@ Regel: *41 Methods of Calling 🟢*
Regel: *42 Methods of Raising 🟢*
Regel: *50 Acting in Turn 🟢*
### Beispiel Preflop
## Beispiel Preflop
Julian schaut seine Karten an und entscheidet sich direkt für einen Call von **600 Chips**.
Julian schaut seine Karten an und entscheidet sich direkt für einen Raise von **600 Chips**.
![3. image](./images/3.png)
![3. image](./images/3-1.svg)
Mathis sieht seine Karten an und merkt, dass sie nicht gut sind, also foldet er und steigt aus.
![4. image](./images/4.png)
![4. image](./images/4-1.svg)
Jona ist nun dran und entscheidet sich ebenfalls für einen Call, weil seine Hand spielbar ist.
![5. image](./images/5.png)
![5. image](./images/5-1.svg)
Lars schaut seine Karten an, erkennt eine starke Hand und erhöht auf **1200 Chips**.
![6. image](./images/6.png)
![6. image](./images/6-1.svg)
Damit verändert sich sofort die Situation: Julian und Jona müssen entscheiden, ob sie diesen Raise bezahlen, selbst erhöhen oder aussteigen.
### Flop (3 Gemeinschaftskarten)
## Flop (3 Gemeinschaftskarten)
Jetzt werden **3 Gemeinschaftskarten** in die Mitte gelegt. Ab hier verändert sich das Spiel komplett, weil alle Spieler zusätzliche Informationen bekommen.
![7. image](./images/7.png)
Die Setzrunde beginnt jetzt immer beim ersten aktiven Spieler links vom Dealer (im Uhrzeigersinn).
![7. image](./images/7-1.svg)
Es beginnt eine neue Setzrunde.
Regel: *49 Accepted Action 🟢*
### Beispiel Flop
## Beispiel Flop
Lars setzt **1000 Chips** als Erstes. Julian entscheidet sich mitzugehen (Call), weil seine Karten durch die Gemeinschaftskarten stärker geworden sind.
Jona setzt **1000 Chips** als Erstes. Lars entscheidet sich mitzugehen (Call), weil seine Karten durch die Gemeinschaftskarten stärker geworden sind.
![8. image](./images/8.png)
Julian steigt aus, weil er keine gute Verbindung mehr sieht. Mathis ist bereits raus.
Jona steigt aus, weil er keine gute Verbindung mehr sieht. Mathis ist bereits raus.
![8. image](./images/8-1.svg)
### Turn (4. Karte)
## Turn (4. Karte)
Jetzt kommt die **4. Gemeinschaftskarte**.
Wieder beginnt eine neue Setzrunde.
Lars setzt diesmal **3000 Chips**. Julian bezahlt erneut (Call), weil seine Hand weiterhin gut spielbar ist.
Jona setzt diesmal **3000 Chips**. Lars bezahlt erneut (Call), weil seine Hand weiterhin gut spielbar ist.
![9. image](./images/9.png)
![9. image](./images/9-1.png)
Regel: *53 Action Out of Turn 🟡*
### River (5. Karte)
## River (5. Karte)
Jetzt wird die letzte Gemeinschaftskarte aufgedeckt.
Dies ist die letzte Entscheidung im Spiel.
Lars setzt **5000 Chips**.
Jona setzt **5000 Chips**.
![10. image](./images/10.png)
![10. image](./images/10-1.png)
Julian muss jetzt entscheiden: Fold, Call oder Raise auf **10000 Chips**.
Lars muss jetzt entscheiden: Fold, Call oder Raise auf 10000 Chips.
Regel: *54 Pot Size Bets 🟡*
### Showdown (Gewinnentscheidung)
## Showdown (Gewinnentscheidung)
Wenn nach der letzten Setzrunde noch zwei Spieler übrig sind, kommt es zum Showdown.
Beide Spieler zeigen ihre Karten offen. Gewonnen hat die **beste 5-Karten-Kombination aus Handkarten und Gemeinschaftskarten**.
![11. image](./images/11.png)
![11. image](./images/11-1.png)
Regel: *12 Cards Speak at Showdown 🟢*
Regel: *16 Face Up for All-Ins 🟢*
Regel: *17 Non All-In Showdowns 🟢*
Wenn Julian den letzten Einsatz bezahlt, werden die Hände verglichen. Wenn er foldet, gewinnt Lars automatisch den gesamten Pot.
Wenn Lars den letzten Einsatz bezahlt, werden die Hände verglichen. Wenn er foldet, gewinnt Jona automatisch den gesamten Pot.
### Poker Hand Rankings (Gewichtung)
## Poker Hand Rankings (Gewichtung)
Die Kartenkombinationen sind klar geordnet von schwach bis extrem stark:
![12. image](./images/12.png)
<img src="./images/12.png" height="600">
Je höher die Kombination, desto stärker die Hand und desto wahrscheinlicher der Gewinn.
Julian: 2. Paar:
Jona: 2. Paar:
![13. image](./images/13.png)
![13. image](./images/13-1.png)
Lars: 1. Paar:
![14. image](./images/14.png)
![14. image](./images/14-1.png)
Da zwei Paare in der Rangfolge über einem einzelnen Paar stehen, gewinnt Julian diese Runde.
Da zwei Paare in der Rangfolge über einem einzelnen Paar stehen, gewinnt Jona diese Runde.
### Fazit
## Fazit
Poker ist kein Glücksspiel im klassischen Sinn, sondern ein Spiel aus Strategie, Psychologie und Mathematik. Jede Entscheidung von Julian, Mathis, Jona oder Lars verändert die komplette Dynamik am Tisch. Wer die Regeln versteht, versteht nicht nur Karten, sondern auch Menschen und Entscheidungen unter Druck.
Regel: *67 One Player One Hand 🟢*
Regel: *52 Incorrect Bets 🟡*
Regel: *57 Non-Standard Betting 🟡*
## English
The poker table is an incredibly fascinating experiential space where you can learn a great deal: about yourself, about other people, and about questions such as: How do I actually make decisions? How do I handle stress and uncertainty? And how good am I at empathizing with others and correctly assessing situations?
To enter this experiential space, its necessary—like with any game—to first understand the basic rules and game flow.
So lets begin:
We have **4 players** at the table: Julian, Mathis, Jona, and Lars. Each player starts with **20,000 chips**. Each receives **2 hole cards**, and there are **5 community cards** that will later be revealed in the center.
![1. image](./images/1.png)
The players are seated as follows: Julian, Mathis, Jona, and Lars. One of them holds the dealer button, which determines who deals the cards and where the round begins. This button moves clockwise after each hand, constantly changing the positions.
Rule: *34 Button Placement and Movement 🟢*
### Blinds (Small Blind & Big Blind)
Before cards are dealt, there are two mandatory bets:
The Small Blind and the Big Blind. The Big Blind is always double the amount of the Small Blind.
![2. image](./images/2.png)
Rule: *32 Dead Button 🟡*
These forced bets ensure that a pot exists from the start, making the game begin with everyone already involved.
After this, the cards are dealt: first to the Small Blind, then the Big Blind, and then clockwise to all other players.
### First Betting Round (Preflop)
The first betting round always begins with the player to the left of the Big Blind.
Now each player must decide:
* Fold (exit the hand)
* Call (match the current bet)
* Raise (increase the bet)
Rule: *40 Methods of Betting 🟢*
Rule: *41 Methods of Calling 🟢*
Rule: *42 Methods of Raising 🟢*
Rule: *50 Acting in Turn 🟢*
### Preflop Example
Julian looks at his cards and decides to Call for **600 chips**.
![3. image](./images/3.png)
Mathis sees his cards and realizes they arent strong, so he Folds and exits the hand.
![4. image](./images/4.png)
Jona is next and decides to Call as well, because his hand is playable.
![5. image](./images/5.png)
Lars looks at his cards, recognizes a strong hand, and Raises to **1200 chips**.
![6. image](./images/6.png)
This immediately changes the situation: Julian and Jona must now decide whether to call this raise, re-raise, or fold.
### Flop (3 Community Cards)
Now **3 community cards** are placed face-up in the center. From this point, the game changes completely, as all players gain additional information.
![7. image](./images/7.png)
A new betting round begins.
Rule: *49 Accepted Action 🟢*
### Flop Example
Lars bets **1,000 chips** first. Julian decides to Call because his hand has improved with the community cards.
![8. image](./images/8.png)
Jona folds, as he no longer sees a strong connection. Mathis is already out.
### Turn (4th Card)
Now the **4th community card** is revealed.
Another betting round begins.
Lars bets **3,000 chips** this time. Julian calls again, as his hand remains strong.
![9. image](./images/9.png)
Rule: *53 Action Out of Turn 🟡*
### River (5th Card)
Now the final community card is revealed.
This is the last decision point in the hand.
Lars bets **5,000 chips**.
![10. image](./images/10.png)
Julian must now decide: Fold, Call, or even Raise to **10,000 chips**.
Rule: *54 Pot Size Bets 🟡*
### Showdown (Winning Decision)
If two or more players remain after the final betting round, a showdown occurs.
All active players reveal their cards. The winner is the one with the **best 5-card combination using any combination of their hole cards and the community cards**.
![11. image](./images/11.png)
Rule: *12 Cards Speak at Showdown 🟢*
Rule: *16 Face Up for All-Ins 🟢*
Rule: *17 Non All-In Showdowns 🟢*
If Julian calls the final bet, the hands are compared. If he folds, Lars wins the entire pot automatically.
### Poker Hand Rankings (Hierarchy)
The card combinations are clearly ranked—from weakest to strongest:
![12. image](./images/12.png)
The higher the combination, the stronger the hand, and the greater the chance of winning.
Julian: Two Pair:
![13. image](./images/13.png)
Lars: One Pair:
![14. image](./images/14.png)
Since two pair ranks higher than one pair, Julian wins this round.
### Conclusion
Poker is not gambling in the traditional sense, but rather a game of strategy, psychology, and mathematics. Every decision made by Julian, Mathis, Jona, or Lars changes the entire dynamic at the table. Understanding the rules means not only understanding cards, but also people and decision-making under pressure.
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@@ -50,6 +50,43 @@ This document describes the protocol for client-server communication in our appl
- [Error Response](#error-response-6)
- [Example Request](#example-request-4)
- [Example Response](#example-response-4)
- [GET_LOBBY_LIST command](#get_lobby_list-command)
- [Required pre-execution checks](#required-pre-execution-checks)
- [Request Parameters](#request-parameters)
- [Success Response](#success-response)
- [Example Request](#example-request)
- [Example Response](#example-response)
- [GET_GAME_STATE command](#get_game_state-command)
- [Required pre-execution checks](#required-pre-execution-checks)
- [Request Parameters](#request-parameters)
- [Success Response](#success-response)
- [Example Request](#example-request)
- [Example Response](#example-response)
- [RAISE command](#raise-command)
- [CALL command](#call-command)
- [FOLD command](#fold-command)
- [BET command](#bet-command)
- [SEND_MESSAGE command](#send_message-command)
- [Required pre-execution checks](#required-pre-execution-checks)
- [Request Parameters](#request-parameters)
- [Success Response](#success-response)
- [GET_MESSAGE_COUNT command](#get_message_count-command)
- [Required pre-execution checks](#required-pre-execution-checks)
- [Request Parameters](#request-parameters)
- [Success Response](#success-response)
- [GET_NEXT_MESSAGE command](#get_next_message-command)
- [Required pre-execution checks](#required-pre-execution-checks)
- [Request Parameters](#request-parameters)
- [Success Response](#success-response)
- [JOIN_LOBBY command](#join_lobby-command)
- [Required pre-execution checks](#required-pre-execution-checks)
- [Request Parameters](#request-parameters)
- [Success Response](#success-response)
- [START_GAME command](#start_game-command)
- [GET_LOBBY_STATUS command](#get_lobby_status-command)
- [Required pre-execution checks](#required-pre-execution-checks)
- [Request Parameters](#request-parameters)
- [Success Response](#success-response)
<!-- Please see the comments for copy n' paste ready examples -->
@@ -453,4 +490,736 @@ GET_NEXT_MESSAGE
+OK
TYPE=GLOBAL GAME=-1 USER=player1 TARGET=null TIME=9:30 TEXT="Guten Tag"
END
```
### Example Response (success)
```
+OK
END
```
## JOIN_LOBBY command
The `JOIN_LOBBY` command requests the server to add the currently logged-in user to the lobby with the given identifier. The server resolves the username from the session; clients must only provide the `ID` parameter.
### Required pre-execution checks
- [`UserLoggedInCheck`](#userloggedincheck)
### Request Parameters
| Parameter Name | Type | Optional | Description |
| :------------- | :--- | :------: | :---------- |
| `ID` | `int` | no | Numeric id of the target lobby |
### Implementation notes
- Parser: `JoinLobbyParser` — reads the `ID` parameter and builds `JoinLobbyRequest`.
- Handler: `JoinLobbyHandler` — resolves the username from `UserRegistry` using the session id, attempts to add the user to the lobby via `LobbyManager.addPlayerToLobby(...)` and returns appropriate responses.
### Success Response
No additional response fields. The server replies with a simple `+OK` on success.
### Error Response
| Code | Description |
| :--- | :---------- |
| `USER_NOT_LOGGED_IN` | No user associated with the session (pre-execution check failed) |
| `LOBBY_NOT_FOUND` | The specified lobby id does not exist |
| `LOBBY_FULL_OR_ALREADY_IN` | Lobby is full or the user is already in the lobby |
### Example Request
```
JOIN_LOBBY ID=1
```
### Example Response (success)
```
+OK
END
```
### Example Response (error)
```
-ERR
CODE=LOBBY_NOT_FOUND
MSG=Lobby not found
END
## START_GAME command
The `START_GAME` command requests the server to start a new game in the specified lobby. The
server requires an explicit numeric `ID` parameter identifying the target lobby.
### Required pre-execution checks
- [`UserLoggedInCheck`](#userloggedincheck)
### Request Parameters
| Parameter Name | Type | Optional | Description |
| :------------- | :--- | :------: | :---------- |
| `ID` | `int` | no | Numeric id of the target lobby |
### Implementation notes
- Parser: `StartGameParser` — reads the required `ID` parameter and builds `StartGameRequest`.
- Handler: `StartGameHandler` — resolves the lobby by id, checks the requester is a member of the
lobby, verifies a game is not already running and that enough players are present, initializes
`GameController` and attaches it to the lobby. On success a structured `START_GAME` success
response containing `GAME` and `MESSAGE` fields is returned.
### Success Response
| Field | Type | Description |
| :------- | :------ | :-------------------------------- |
| `GAME` | `int` | Numeric id of the started game (uses lobby id) |
| `MESSAGE`| `String`| Human-readable status message |
### Error Response
| Code | Description |
| :--------------- | :---------------------------------------- |
| `MISSING_PARAMETER` | Required parameter `ID` missing (parser) |
| `LOBBY_NOT_FOUND` | The specified lobby id does not exist |
| `NOT_IN_LOBBY` | Requesting user is not a member of the lobby |
| `NOT_ENOUGH_PLAYERS` | Not enough players to start the game |
| `ALREADY_STARTED` | A game is already running in the lobby |
| `USER_NOT_LOGGED_IN` | No user associated with the session |
### Example Request
```
START_GAME ID=1
```
### Example Response (success)
```
+OK
GAME=1
MESSAGE=Game started successfully
END
```
```
## GET_LOBBY_LIST command
The `GET_LOBBY_LIST` command requests the server to return a list of currently available lobbies with basic metadata.
### Required pre-execution checks
None.
### Request Parameters
No parameters.
### Implementation notes
- Parser: `GetLobbyListParser` — creates `GetLobbyListRequest` (no parameters).
- Handler: `GetLobbyListHandler` — queries `LobbyManager#getAllLobbies()` and returns `GetLobbyListResponse`.
- Response: `GetLobbyListResponse` — builds a `LOBBIES` collection with repeated `LOBBY` blocks containing `ID`, `NAME`, `PLAYER_COUNT`.
### Success Response
The response contains a `LOBBIES` collection with nested `LOBBY` entries.
Example response structure:
```
+OK
LOBBIES
LOBBY
ID=1
NAME=Room 1
PLAYER_COUNT=2
END
LOBBY
ID=2
NAME=Room 2
PLAYER_COUNT=3
END
END
END
```
### Example Request
```
GET_LOBBY_LIST
```
### Example Response (error)
```
-ERR
CODE=NO_LOBBIES_AVAILABLE
MESSAGE=No lobbies available
END
```
## GET_GAME_STATE command
The `GET_GAME_STATE` command returns a snapshot of the current game for a lobby. It includes global fields (`PHASE`, `POT`, `CURRENT_BET`, `DEALER`, `ACTIVE_PLAYER`), repeated `CARD` blocks for community cards and repeated `PLAYER` blocks for per-player information. If the requester is a player in the game, their hole cards are included inside their `PLAYER` block as nested `CARD` blocks.
### Required pre-execution checks
- [`UserLoggedInCheck`](#userloggedincheck)
### Request Parameters
| Parameter Name | Type | Optional | Description |
| :------------- | :----- | :------: | :---------- |
| `GAME_ID` | `int` | yes | Numeric id of the lobby/game to query. If omitted the server will resolve the lobby by the requesting session's associated user.
| `USERNAME` | `String` | yes | Optional username to query the game state for (server will also accept session resolution).
### Implementation notes
- Parser: `GetGameStateParser` — accepts optional `GAME_ID` and `USERNAME` and builds `GetGameStateRequest`.
- Handler: `GetGameStateHandler` — resolves the target lobby by `GAME_ID` when provided, otherwise by `USERNAME` or session user; if a game is running a `GetGameStateResponse` is returned.
- Response: `GetGameStateResponse` — uses repeated `CARD` and `PLAYER` blocks to match the client parser expectations.
### Success Response
Top-level fields and collections (example):
```
+OK
PHASE=PRE_FLOP
POT=150
CURRENT_BET=50
DEALER=2
ACTIVE_PLAYER=1
CARD
VALUE=K
SUIT=H
END
PLAYER
NAME=player1
CHIPS=1000
BET=50
STATE=ACTIVE
CARD
VALUE=A
SUIT=S
END
END
END
```
### Example Request
```
GET_GAME_STATE GAME_ID=1
```
### Example Response (error)
```
-ERR
CODE=GAME_NOT_STARTED
MESSAGE=Game not started
END
```
## BET command
The `BET` command lets the currently logged-in player place a 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 bet |
### Implementation notes
- Parser: `PlayerBetParser` — reads `AMOUNT` and optionally `GAME_ID`.
- Handler: `PlayerBetHandler` — 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 bet 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
```
BET GAME_ID=1 AMOUNT=50
```
### Example Response (success)
```
+OK
END
```
### Example Response (error)
```
-ERR
CODE=INSUFFICIENT_FUNDS
MSG=Not enough chips
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
```
## CALL command
The `CALL` command lets the currently logged-in player match the current bet (call) 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: `PlayerCallParser` — accepts optional `GAME_ID`.
- Handler: `PlayerCallHandler` — 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 call when not their turn |
| `INSUFFICIENT_FUNDS` | Player does not have enough chips |
| `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
```
CALL 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
```
## 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
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.
### Required pre-execution checks
None.
### Request Parameters
| Parameter Name | Type | Optional | Description |
| :------------- | :--- | :------: | :---------- |
| `ID` | `int` | no | Numeric id of the target lobby |
### Implementation notes
- Parser: `GetLobbyStatusParser` — reads the `ID` parameter and builds `GetLobbyStatusRequest`.
- Handler: `GetLobbyStatusHandler` — queries `LobbyManager` for the lobby and builds a `GetLobbyStatusResponse` containing player entries.
### Success Response
The response contains a `LOBBY` collection with nested `PLAYERS` and one or more `PLAYER` entries. Each `PLAYER` entry contains `USERNAME` and `READY` fields.
Example response structure:
```
+OK
LOBBY
ID=1
PLAYERS
PLAYER
USERNAME=Lars_001
READY=false
END
PLAYER
USERNAME=Anna
READY=true
END
END
END
END
```
### Error Response
| Code | Description |
| :--- | :---------- |
| `LOBBY_NOT_FOUND` | The specified lobby id does not exist |
### Example Request
```
GET_LOBBY_STATUS ID=1
```
### Example Response (error)
```
-ERR
CODE=LOBBY_NOT_FOUND
MESSAGE=Lobby not found
END
```
## CREATE_LOBBY command
The `CREATE_LOBBY` command requests the server to create a new lobby and return its identifier.
### Required pre-execution checks
None.
### Request Parameters
No parameters.
### Implementation notes
- Parser: CreateLobbyParser — constructs a CreateLobbyRequest from the incoming PrimitiveRequest context (no parameters are read).
- Handler: CreateLobbyHandler — calls LobbyManager.createNewLobby(null).
- If the returned LobbyId is null, the handler dispatches an ErrorResponse with code `LOBBIES_FULL` and message "Maximum number of 8 lobbies reached".
- On success, the handler dispatches a CreateLobbyResponse containing the new lobby id.
### Success Response
| Field | Type | Description |
| :-------- | :--- | :---------- |
| `LOBBY_ID`| `int`| Numeric id of the newly created lobby |
### Error Response
| Code | Description |
| :---------- | :--------------------------------------------------------------------- |
| `LOBBIES_FULL` | The server cannot create a new lobby because the maximum number of lobbies has been reached |
### Example Request
```
CREATE_LOBBY
```
### Example Success Response
```
+OK
LOBBY_ID=1
END
```
### Example Error Response
```
-ERR
CODE=LOBBIES_FULL
MESSAGE=Maximum number of 8 lobbies reached
END
```
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@@ -0,0 +1,144 @@
\documentclass{article}
\setlength{\parindent}{0pt}
\usepackage[a4paper,margin=2.5cm]{geometry}
\usepackage{listings}
% External links
\usepackage{hyperref}
% Colored text
\usepackage{xcolor}
% Customized table
\usepackage{float}
\usepackage{array}
\newcolumntype{L}[1]{>{\raggedright\arraybackslash}p{#1}}
\usepackage{booktabs}
\title{QS-Konzept für MS4}
\author{Syntax Syndicate - Casono}
\begin{document}
\maketitle
\section{Einleitung}
Dieses Dokument beschreibt die Software-Qualitätssicherung für unser Mehrspieler-Spiel \textit{Casono}. Es wird als Teil der Programmierprojekt-Vorlesung (ehemals bekannt als cs108) an der Universität Basel von uns entwickelt.\\
Dieses Konzept basiert auf der \textit{DIN ISO 9126} und ist demzufolge in folgende Themenbereiche unterteilt:
\begin{itemize}
\item \textbf{Konstruktives Qualitätsmanagement} - Maßnahmen, die \emph{während} der Entwicklung ergriffen werden, um die Qualität von Anfang an sicherzustellen.
Einschließlich technischer Standards, Werkzeuge und internen Organisation.
\item \textbf{Analytisches Qualitätsmanagement} - Maßnahmen zur \emph{Kontrolle und Untersuchung} des bestehenden Produkts, durch Anwendung automatisierte Analysen, Metrik-Schwellenwerte und Unit-Tests.
\end{itemize}
\section{Konstruktives Qualitätsmanagement}
Ein konstruktives Qualitätsmanagement umfasst alle Maßnahmen, die proaktiv Mängel verhindern, indem gemeinsame Standards, Prozesse und Werkzeuge festgelegt werden, die jedes Teammitglied während der Entwicklung einhält.
\subsection{Technische Maßnahmen}
\subsubsection{JavaDoc}
Alle öffentlichen Klassen, Interfaces, Records und Methoden müssen durch JavaDoc dokumentiert werden.\\
Als Teil der GitLab-Build-Pipeline wird JavaDoc auf Richtigkeit überprüft. Werden strukturelle Fehler wie ungültige Referenzen erkannt, wird der Merge verhindert.\\
Unsere aktuelle Grundlage sind daher 0 Fehler. Für den kommenden Meilenstein ist aber unser Ziel, die Regelungen weiter zu verschärfen, sodass auch Warnungen einen Merge verhindern.\\
Unsere implizite Form für JavaDoc-Kommentare ist wie folgt:
\begin{itemize}
\item Eine prägnante Zusammenfassung in einem Satz in der ersten Zeile
\item Zusätzliche Informationen oder Beispiele in weiteren Absätzen.
\item Dokumentation aller Parameter (\texttt{@param}), Rückgabewerte (\texttt{@return}) und Fehler (\texttt{@throws}).
\end{itemize}
Beginnend mit dem fünften Meilenstein soll diese Form ebenfalls durch einen Job in der CI-Pipeline überprüft werden.
\newpage
\subsubsection{Logging}
Das Projekt verwendet Log4J~2 (\texttt{log4j-api} und \texttt{log4j-core} zur Laufzeit) zusammen mit Jansi für eine farbige Konsolenausgabe.
Das Format der Ausgabe ist durch eine Konfigurationsdatei vereinheitlicht.\\
Die Protokollstufen werden wie folgt einheitlich verwendet:
\begin{itemize}
\item \texttt{DEBUG} für interne Zustandsänderungen
\item \texttt{INFO} für Lebenszyklusereignisse wie Serverstart, Verbindungsaufbau/-trennung des Clients
\item \texttt{WARN} für behebbare Anomalien
\item \texttt{ERROR} für nicht behebbare Fehler
\end{itemize}
\subsection{Organisatorische Maßnahmen}
\subsubsection{Teamkultur und die \texttt{CONTRIBUTORS}-Datei}
Das Stammverzeichnis des GitLab-Repositories enthält eine Datei namens \texttt{CONTRIBUTORS.md}, die die Teamkonventionen dokumentiert:
\begin{itemize}
\item Die Verwendung von Branches - Feature-Branches werden in \texttt{main} zusammengeführt
\item Merge-Richtlinie - CI muss bestanden werden. Keine ausdrückliche Genehmigung durch Kollegen erforderlich \footnote{Diese Regelung wird sich voraussichtlich ändern. Siehe dazu den Abschnitt zur \texttt{CODEOWNERS}-Datei.}
\item Namenskonventionen für Branches und Commits
\item Code-Stil - Google-Java-Format, AOSP-Variante, Einrückung mit vier Leerzeichen
\item Jede Änderung beginnt mit einem Issue oder Task in GitLab, bevor mit der Umsetzung begonnen wird
\item Branch-Namen folgen dem Muster \texttt{<typ>/<kurzbeschreibung>} gemäß \href{https://conventional-branch.github.io/}{Conventional Branch} Standard
\item Commit-Messages folgen dem \href{https://www.conventionalcommits.org/en/v1.0.0/}{Conventional Commits} Standard
\item Code-Style wird durch Linter (Checkstyle) und Formatter (Spotless, Google/AOSP Java Style) automatisiert überprüft
\item Merge Anfragen müssen eine Beschreibung enthalten und auf das zugehörige Issue oder den Task verweisen
\item Zusammenarbeit und Kommunikation erfolgen bevorzugt über Issue-Kommentare, nicht über private Nachrichten
\end{itemize}
\subsubsection{GitLab-Task- und Issue-Vorlagen für Fortschrittsverfolgung}
GitLab-Vorlagen für Tasks und Issues werden für alle geplanten Arbeitselemente verwendet. Die Aufgabenvorlage sorgt für eine einheitliche Struktur, die die Fortschrittsverfolgung erleichtert und das Risiko vager oder unvollständiger Arbeitselemente reduziert.
Durch die Vergabe von Labels kann Tasks und Issues weiterer Kontext gegeben werden.
\newpage
\section{Analytisches Qualitätsmanagement}
\subsection{Analytische Verfahren}
\subsubsection{Eigentumsrechte an Programmcode über GitLab \texttt{CODEOWNERS}}
Beginnend mit dem fünften Meilenstein soll eine \texttt{CODEOWNERS}-Datei erstellt werden, welche Teammitgliedern die Eigentumsrechte an bestimmten Teilen des Programmcodes zuspricht.
Wollen andere Teammitglieder Änderungen an diesen Teilen vornehmen, muss der Eigentümer sie freigeben.\\
Aktuell ist jedoch noch unklar, ob diese Funktion genutzt werden kann, da die Instanz mindestens die \textit{Premium}-Stufe haben muss.
\subsubsection{Automatisiertes CI-Linting und Build-Verifizierung}
Jeder Push und jede Merge-Anfrage löst die CI-Pipeline aus.
Für Pushes und Merge-Anfrage setzt sich die Pipeline aus folgenden Phasen zusammen:
\begin{enumerate}
\item \textbf{Linting-Phase} \textcolor{blue}{[Push, MR]} - Checkstyle und Spotless überprüfen, ob der Programmcode dem vereinbarten Stil entspricht.
\item \textbf{Build-Phase} \textcolor{blue}{[Push, MR]} - \texttt{./gradlew assemble} prüft, ob das gesamte Projekt fehlerfrei kompiliert werden kann.
\item \textbf{Checkstyle-Report} \textcolor{blue}{[MR]} - Ein zusätzlicher Checkstyle-Report wird für Merge-Anfragen erzeugt und als Code-Quality-Report bereitgestellt.
\item \textbf{Javadoc-Prüfung} \textcolor{blue}{[MR]} - JavaDoc wird auf Korrektheit geprüft.
\item \textbf{Test-Phase} \textcolor{blue}{[Push, MR]} - Automatisierte Tests werden ausgeführt und ein Testreport erzeugt.
\end{enumerate}
Fehlschlagende Jobs verhindern einen Push nicht, jedoch wird ein Merge so lange verhindert, bis alle Jobs fehlerfrei abgeschlossen werden können.
\subsection{Testverfahren}
Unit-Tests werden mit \textit{JUnit 5} geschrieben und in der Testphase der CI-Pipeline ausgeführt. Ein fehlgeschlagener Test blockiert die Merge-Anfrage.
Als weiteres Werkzeug verwenden wir \textit{JaCoCo} für die Ermittlung der Testabdeckung. \\
Die aktuelle Testabdeckung ist wie folgt:
\begin{table}[H]
\centering
\renewcommand{\arraystretch}{1.4}
\begin{tabular}{L{7.5cm} r r}
\toprule
\textbf{Paketname (gekürzt)} & \textbf{Instr.\ Cov.} & \textbf{Branch Cov.} \\
\midrule
\texttt{client.chat} & 0\,\% & 0\,\% \\
\texttt{client.game} & 0\,\% & 0\,\% \\
\texttt{client.network} & 3\,\% & 1\,\% \\
\texttt{client.ui} (von Abdeckung ausgeschlossen) & 0\,\% & 0\,\% \\
\texttt{server.app.checks} & 0\,\% & 0\,\% \\
\texttt{server.app.commands} & 0\,\% & 0\,\% \\
\texttt{server.domain.game} & 94\,\% & 91\,\% \\
\texttt{server.domain.*} & 45\,\% & 37\,\% \\
\texttt{server.network.transport} & 0\,\% & 0\,\% \\
\texttt{server.network.protocol} & 0\,\% & 0\,\% \\
\texttt{server.network.*} & 2\,\% & 1\,\% \\
\midrule
\textbf{Summe} & \textbf{12\,\%} & \textbf{9\,\%} \\
\bottomrule
\end{tabular}
\end{table}
Unser Ziel ist es, realistische Anforderungen an unsere Testabdeckung zu stellen.
Bis zum fünften Meilenstein wollen wir daher für wichtige Bereiche, wie die Game-Engine und interne Komponenten des Netzwerks, eine möglichst hohe Abdeckung von mindestens 50\% erzielen.
\end{document}
@@ -7,6 +7,12 @@ import org.apache.logging.log4j.Logger;
/** Main entry point for Casono application. Handles client and server startup. */
public final class Main {
private static final int MIN_ARGS_FOR_USERNAME = 3;
private static final int ARGS_COUNT_SERVER = 2;
private static final int ARGS_COUNT_CLIENT_MIN = 2;
private static final int ARGS_COUNT_CLIENT_WITH_USER = 3;
/**
* Main entry point for Casono.
*
@@ -17,10 +23,13 @@ public final class Main {
printUsage();
System.exit(1);
}
switch (args[0]) {
case "server" -> ServerApp.start(args[1]);
case "client" -> ClientApp.start(args[1]);
case "client" -> {
String address = args[1];
String username = args.length >= MIN_ARGS_FOR_USERNAME ? args[2] : null;
ClientApp.start(address, username);
}
default -> {
printUsage();
System.exit(1);
@@ -29,12 +38,15 @@ public final class Main {
}
private static boolean isValid(String[] args) {
if (args.length != 2) {
if (args.length < ARGS_COUNT_SERVER) {
return false;
}
return switch (args[0]) {
case "server", "client" -> true;
case "server" -> args.length == ARGS_COUNT_SERVER;
case "client" ->
args.length == ARGS_COUNT_CLIENT_MIN
|| args.length == ARGS_COUNT_CLIENT_WITH_USER;
default -> false;
};
}
@@ -45,7 +57,7 @@ public final class Main {
"""
Usage:
java -jar xyz.jar server <listenPort>
java -jar xyz.jar client <serverIp>:<serverPort>
java -jar xyz.jar client <serverIp>:<serverPort> [<username>]
""");
}
}
@@ -1,51 +1,137 @@
package ch.unibas.dmi.dbis.cs108.casono.client;
/**
* Entry point for the Casono client application. Handles client startup and connection parameters.
*/
import ch.unibas.dmi.dbis.cs108.casono.client.network.ClientService;
import ch.unibas.dmi.dbis.cs108.casono.client.network.LobbyClient;
import ch.unibas.dmi.dbis.cs108.casono.client.network.LoginResult;
import ch.unibas.dmi.dbis.cs108.casono.client.ui.Launcher;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
/**
* Entry point for the Casono client application. Handles client startup and connection parameters.
* Entry point and bootstrap helper for the Casono client application.
*
* <p>Default constructor for the application.
* <p>Responsibilities: - Parse CLI args (host:port, optional username) - Store username centrally
* so UI can reuse it - Create a shared ClientService and do startup LOGIN (optional)
*/
public class ClientApp {
private static final Logger LOGGER = LogManager.getLogger(ClientApp.class);
/** Shared client connection used when a username is provided at startup. */
private static volatile ClientService sharedClientService;
private static volatile String sharedUsername;
/** Default constructor. */
public ClientApp() {
// Default constructor
}
/**
* Starts the client application with the given address.
*
* @param arg Address in the format "ip:port".
* @throws IllegalArgumentException if the address format is invalid.
*/
public static void start(String arg) {
public static ClientService getSharedClientService() {
return sharedClientService;
}
private static void setSharedClientService(ClientService cs) {
sharedClientService = cs;
}
public static String getSharedUsername() {
return sharedUsername;
}
private static void setSharedUsername(String username) {
sharedUsername = username;
LOGGER.info("sharedUsername set to '{}'", getSharedUsername());
}
public static void start(String arg, String username) {
String[] hostPort = parseHostAndPort(arg);
String host = hostPort[0];
int port = Integer.parseInt(hostPort[1]);
configureServerProperties(host, port);
setSharedUsername(username != null && !username.isBlank() ? username.trim() : null);
if (getSharedUsername() != null) {
performStartupLogin(host, port, username);
}
launchUI(arg, username);
}
private static String[] parseHostAndPort(String arg) {
String[] parts = arg.split(":", 2);
if (parts.length != 2) {
throw new IllegalArgumentException("Address must be in format <ip>:<port>.");
throw new IllegalArgumentException("The address must be in the format <ip>:<port>.");
}
String host = parts[0];
int port = Integer.parseInt(parts[1]);
return parts;
}
private static void configureServerProperties(String host, int port) {
LOGGER.info("You've selected the client. It will connect port {} at host {}", port, host);
// Expose the chosen host/port to the UI via system properties so controllers
// (which read System.getProperty("casono.server.host"/"casono.server.port"))
// can obtain the correct connection information.
System.setProperty("casono.server.host", host);
System.setProperty("casono.server.port", Integer.toString(port));
// Forward the original address argument to the launcher as well.
Launcher.main(new String[] {arg});
System.setProperty("casono.server.port", String.valueOf(port));
}
private static void performStartupLogin(String host, int port, String username) {
try {
ClientService clientService = new ClientService(host, port);
setSharedClientService(clientService);
java.util.concurrent.ExecutorService bg =
java.util.concurrent.Executors.newSingleThreadExecutor(
r -> {
Thread t = new Thread(r);
t.setDaemon(true);
t.setName("casono-startup-login");
return t;
});
bg.submit(
() -> {
try {
LobbyClient lobbyClient = new LobbyClient(clientService);
LoginResult res = lobbyClient.login(username);
if (res != null
&& res.getUsername() != null
&& !res.getUsername().isBlank()) {
setSharedUsername(res.getUsername().trim());
}
LOGGER.info(
"Assigned username='{}' id={}",
res != null ? res.getUsername() : null,
res != null ? res.getId() : null);
} catch (RuntimeException e) {
LOGGER.warn("Startup login failed: {}", e.getMessage());
} catch (Exception e) {
LOGGER.warn("Unexpected error during startup login", e);
} finally {
bg.shutdown();
}
});
} catch (RuntimeException e) {
LOGGER.warn(
"Could not establish initial connection for startup login: {}", e.getMessage());
}
}
private static void launchUI(String arg, String username) {
if (username != null && !username.isBlank()) {
Launcher.main(new String[] {arg, username});
} else {
Launcher.main(new String[] {arg});
}
}
public static void main(String[] args) {
start(args[0]);
if (args == null || args.length == 0) {
throw new IllegalArgumentException("Address argument required: <host:port>");
}
String username = args.length > 1 && args[1] != null && !args[1].isBlank() ? args[1] : null;
start(args[0], username);
}
}
@@ -3,11 +3,15 @@ package ch.unibas.dmi.dbis.cs108.casono.client.chat;
import ch.unibas.dmi.dbis.cs108.casono.client.network.ChatClient;
import ch.unibas.dmi.dbis.cs108.casono.client.network.ClientService;
import ch.unibas.dmi.dbis.cs108.casono.client.ui.chatui.ChatBoxController;
import java.util.ArrayList;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.Timer;
import java.util.TimerTask;
import java.util.WeakHashMap;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.jspecify.annotations.Nullable;
/**
@@ -16,8 +20,14 @@ import org.jspecify.annotations.Nullable;
*/
public class ChatController {
/** Ensures one active message poller per physical ClientService connection. */
private static final Map<ClientService, ChatController> ACTIVE_CONTROLLERS =
new WeakHashMap<>();
private final String username;
private final ClientService clientService;
private final ChatClient chatClient;
public ChatBoxController getChatBoxController() {
@@ -38,10 +48,15 @@ public class ChatController {
return chatModelMap;
}
private Map<ChatKey, ChatModel> chatModelMap;
private final Map<ChatKey, ChatModel> chatModelMap;
private static final long REFRESH_TIME = 1000;
/** List of all users connected to the server, to safe them locally on the client */
private final List<String> localUserList;
private final Logger logger;
/**
* Constructor, adds TimerTask to be sent to the server regularly
*
@@ -50,35 +65,71 @@ public class ChatController {
*/
public ChatController(String username, ClientService clientService) {
this.username = username;
this.clientService = clientService;
chatClient = new ChatClient(clientService);
chatModelMap = new LinkedHashMap<>();
localUserList = new ArrayList<>();
this.chatBoxController = new ChatBoxController(username, this);
this.timer = new Timer();
this.logger = LogManager.getLogger(ChatController.class);
registerAsActiveController(clientService);
this.timer = new Timer(true);
timer.schedule(
new TimerTask() {
@Override
public void run() {
receiveMessage();
try {
receiveMessage();
checkWhisperUsers();
} catch (RuntimeException e) {
logger.warn("Chat refresh failed: {}", e.getMessage());
}
}
},
0,
REFRESH_TIME);
}
private void registerAsActiveController(ClientService clientService) {
synchronized (ACTIVE_CONTROLLERS) {
ChatController oldController = ACTIVE_CONTROLLERS.get(clientService);
if (oldController != null && oldController != this) {
oldController.shutdown();
logger.info("Replaced previous ChatController poller for shared ClientService");
}
ACTIVE_CONTROLLERS.put(clientService, this);
}
}
/**
* Method to be activated, if a lobby has be chosen. It will update the UI and add a new
* Method to be activated, if a lobby has been chosen. It will update the UI and add a new
* ChatModel to hold the Data for the Lobby Chat
*
* @param lobbyId
*/
public void setLobbyChat(int lobbyId) {
this.lobbyId = lobbyId;
ChatKey key = new ChatKey(ChatType.LOBBY);
ChatModel existingModel = chatModelMap.get(key);
if (existingModel != null) {
existingModel.lobbyId = lobbyId;
return;
}
ChatModel lobbyChatModel = new ChatModel(ChatType.LOBBY, username, lobbyId, null);
chatModelMap.put(new ChatKey(ChatType.LOBBY), lobbyChatModel);
chatModelMap.put(key, lobbyChatModel);
this.chatBoxController.addChatTab("Lobby", lobbyChatModel);
}
/** method to get all messages from the server */
/**
* Method to process the Messages that got polled by the {@link ChatClient}.
*
* <p>Case distinction for every message: - Messages identified with ChatType.LOBBY -> check if
* they belong to the users lobby. - Messages identified with ChatType.GLOBAL -> check if the
* target user of that Message is the user, or the message got sent by the user.
*
* <p>All Messages get added to a particular {@link ChatModel}, if the checks passed.
*/
public void receiveMessage() {
List<Message> newMessages = chatClient.getMessages();
if (!newMessages.isEmpty()) {
@@ -88,7 +139,7 @@ public class ChatController {
chatModelMap.get(new ChatKey(ChatType.GLOBAL)).addMessage(msg);
break;
case ChatType.LOBBY:
if (msg.lobbyId == lobbyId) {
if (msg.lobbyId == getActiveLobbyChatId()) {
chatModelMap
.computeIfAbsent(
new ChatKey(ChatType.LOBBY),
@@ -102,14 +153,24 @@ public class ChatController {
}
break;
case ChatType.WHISPER:
if (msg.target.equals(username)) {
if (chatModelMap.containsKey(
new ChatKey(ChatType.WHISPER, msg.sender))) {
chatModelMap
.get(new ChatKey(ChatType.WHISPER, msg.sender))
.addMessage(msg);
if (msg.target.equals(username) || msg.sender.equals(username)) {
ChatKey key;
if (msg.target.equals(username)) {
key = new ChatKey(ChatType.WHISPER, msg.sender);
} else {
chatBoxController.addWhisperChat(msg.sender);
key = new ChatKey(ChatType.WHISPER, msg.target);
}
if (chatModelMap.containsKey(key)) {
chatModelMap.get(key).addMessage(msg);
} else {
ChatModel chatModel =
new ChatModel(
ChatType.WHISPER,
username,
lobbyId,
key.targetUser());
chatBoxController.addWhisperChat(key.targetUser(), chatModel);
chatModel.addMessage(msg);
}
}
break;
@@ -118,6 +179,66 @@ public class ChatController {
}
}
/**
* Method to get the lobbyId of the currently active lobby chat, to check if incoming lobby
* messages belong to the same lobby.
*
* @return the lobbyId of the currently active lobby chat.
*/
private int getActiveLobbyChatId() {
ChatModel lobbyModel = chatModelMap.get(new ChatKey(ChatType.LOBBY));
if (lobbyModel != null) {
return lobbyModel.lobbyId;
}
return lobbyId;
}
/**
* Method to process the usernames of other users connected to the server, after they got polled
* by the {@link ChatClient}.
*
* <p>Checks for every one of the usernames, if it is already in the list localUserList and if
* not adds them. For every new User added in the List, they get added as an option to start a
* Whisper Chat with.
*/
public synchronized void checkWhisperUsers() {
List<String> users = chatClient.getUsers();
logger.info(users);
if (!users.isEmpty()) {
for (String user : users) {
String value = user.split("\\=")[1];
logger.info(value);
addWhisperUser(value);
}
}
}
/**
* Registers a whisper target locally and updates the UI if it is a new user.
*
* @param user target username
*/
public synchronized void addWhisperUser(String user) {
if (user == null || user.isBlank()) {
return;
}
if (!(localUserList.contains(user) || user.equals(username))) {
localUserList.add(user);
logger.info("adding new whisper user");
chatBoxController.addWhisperUser(user);
}
}
/** Stops polling background tasks for this chat controller instance. */
public void shutdown() {
timer.cancel();
synchronized (ACTIVE_CONTROLLERS) {
if (ACTIVE_CONTROLLERS.get(clientService) == this) {
ACTIVE_CONTROLLERS.remove(clientService);
}
}
}
/**
* method to send a message to the server
*
@@ -2,6 +2,53 @@ package ch.unibas.dmi.dbis.cs108.casono.client.game;
/** Represents a playing card with a value and suit. */
public class Card {
public String value;
public String suit;
private String value;
private String suit;
/**
* Constructs a Card with the specified value and suit.
*
* @param value The value of the card (e.g., 2, 3, ..., 10, J, Q, K, A).
* @param suit The suit of the card (e.g., Hearts, Diamonds, Clubs, Spades).
*/
public Card(String value, String suit) {
this.value = value;
this.suit = suit;
}
/**
* Retrieves the value of the card.
*
* @return The value of the card.
*/
public String getValue() {
return value;
}
/**
* Retrieves the suit of the card.
*
* @return The suit of the card.
*/
public String getSuit() {
return suit;
}
/**
* Sets the value of the card.
*
* @param value The value to set for the card.
*/
public void setValue(String value) {
this.value = value;
}
/**
* Sets the suit of the card.
*
* @param suit The suit to set for the card.
*/
public void setSuit(String suit) {
this.suit = suit;
}
}
@@ -0,0 +1,156 @@
package ch.unibas.dmi.dbis.cs108.casono.client.game;
import ch.unibas.dmi.dbis.cs108.casono.client.network.GameClient;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;
public class GameService {
private static final Logger LOG = Logger.getLogger(GameService.class.getName());
private final GameClient client;
private GameState state;
/**
* Constructs a GameService with the specified GameClient.
*
* @param client The GameClient used to communicate with the server. Must not be null.
*/
public GameService(GameClient client) {
if (client == null) {
throw new IllegalArgumentException("GameClient must not be null");
}
this.client = client;
LOG.info("GameService created");
}
/**
* Refreshes the game state by fetching the latest state from the server using the GameClient.
*
* @return The updated GameState after refreshing.
*/
public GameState refresh() {
LOG.fine("Refreshing game state...");
GameState newState;
try {
newState = client.fetchGameState();
} catch (Exception e) {
// Shouldn't happen with the new GameClient, but keep service stable.
LOG.log(Level.WARNING, "refresh() failed: " + e.getMessage(), e);
return state;
}
if (newState == null) {
LOG.fine("No new state (null) -> keeping previous state");
return state;
}
this.state = newState;
LOG.info(
() ->
"State updated: phase="
+ state.phase
+ " pot="
+ state.pot
+ " players="
+ (state.players != null ? state.players.size() : 0)
+ " community="
+ (state.communityCards != null ? state.communityCards.size() : 0));
return state;
}
/**
* Retrieves the current phase of the game.
*
* @return The current game phase as a string (e.g., "Pre-Flop", "Flop", "Turn", "River").
*/
public int getPot() {
ensureState();
return state.pot;
}
/**
* Retrieves the current phase of the game.
*
* @return The current game phase as a string (e.g., "Pre-Flop", "Flop", "Turn", "River").
*/
public List<Card> getCommunityCards() {
ensureState();
return state.communityCards != null ? state.communityCards : List.of();
}
/**
* Retrieves the list of players currently in the game.
*
* @return A list of Player objects representing the players in the game. A list of Player
* objects representing the players in the game.
*/
public List<Player> getPlayers() {
ensureState();
return state.players != null ? state.players : List.of();
}
/**
* Retrieves the index of the current player whose turn it is.
*
* @return The index of the current player in the players list, or -1 if not available.
*/
public Player getWinner() {
ensureState();
if (state.winnerIndex < 0
|| state.players == null
|| state.winnerIndex >= state.players.size()) {
return null;
}
return state.players.get(state.winnerIndex);
}
/** Retrieves the current phase of the game. */
public void call() {
client.sendCall();
}
/** Retrieves the current phase of the game. */
public void fold() {
client.sendFold();
}
/**
* Retrieves the current phase of the game.
*
* @param amount The amount to bet. Must be a positive integer.
*/
public void bet(int amount) {
client.sendBet(amount);
}
/**
* Retrieves the current phase of the game.
*
* @param amount The amount to raise. Must be a positive integer.
*/
public void raise(int amount) {
client.sendRaise(amount);
}
/** Ensures that the game state has been initialized before accessing it. */
private void ensureState() {
if (state == null) {
throw new IllegalStateException("GameService used before any successful refresh()");
}
}
/**
* Returns the current GameState without refreshing from the server.
*
* @return The current GameState, or null if it has not been initialized yet.
*/
public GameState peekStateOrNull() {
return state;
}
}
@@ -8,12 +8,13 @@ import java.util.List;
* dealer position, active player, community cards, and player information.
*/
public class GameState {
public List<Player> players = new ArrayList<>();
public List<Card> communityCards = new ArrayList<>();
public String phase;
public int pot;
public int currentBet;
public int dealer;
public int activePlayer;
public List<Card> communityCards = new ArrayList<>();
public List<Player> players = new ArrayList<>();
public int winnerIndex = -1;
}
@@ -8,10 +8,186 @@ import java.util.List;
* (e.g., "active", "folded"), and their hole cards.
*/
public class Player {
public String name;
public int chips;
public int bet;
public String state;
public List<Card> cards = new ArrayList<>();
private PlayerId id;
private int chips;
private int bet;
private PlayerState state;
private List<Card> cards = new ArrayList<>();
/**
* Constructs a new Player with default values. The player's state is set to ACTIVE by default.
*/
public Player() {
this.state = PlayerState.ACTIVE;
}
/**
* Constructs a new Player with the specified ID and initial chip count. The player's state is
* set to ACTIVE by default.
*
* @param id The unique identifier for the player.
* @param chips The initial number of chips the player has.
*/
public Player(PlayerId id, int chips) {
this.id = id;
this.chips = chips;
this.bet = 0;
this.state = PlayerState.ACTIVE;
}
/**
* Retrieves the unique identifier of the player.
*
* @return The player's ID.
*/
public PlayerId getId() {
return id;
}
/**
* Sets the unique identifier of the player.
*
* @param id The player's ID to set.
*/
public void setId(PlayerId id) {
this.id = id;
}
/**
* Returns the display name of the player. If the player's ID is not set, it returns an empty
* string.
*
* @return The player's name.
*/
public String getName() {
return id != null ? id.value() : "";
}
/**
* Retrieves the current chip count of the player.
*
* @return The number of chips the player has.
*/
public int getChips() {
return chips;
}
/**
* Sets the current chip count of the player.
*
* @param chips The number of chips to set for the player.
*/
public void setChips(int chips) {
this.chips = chips;
}
/**
* Retrieves the current bet amount of the player.
*
* @return The amount the player has currently bet in the ongoing hand.
*/
public int getBet() {
return bet;
}
/**
* Sets the current bet amount of the player.
*
* @param bet The amount the player has currently bet in the ongoing hand to set.
*/
public void setBet(int bet) {
this.bet = bet;
}
/**
* Retrieves the current state of the player (e.g., ACTIVE, FOLDED, ALL_IN).
*
* @return The player's current state in the game.
*/
public PlayerState getState() {
return state;
}
/**
* Sets the current state of the player (e.g., ACTIVE, FOLDED, ALL_IN).
*
* @param state The player's current state in the game to set.
*/
public void setState(PlayerState state) {
this.state = state;
}
/**
* Checks if the player is currently the dealer.
*
* @return True if the player's state is DEALER, false otherwise.
*/
public boolean isDealer() {
return state == PlayerState.DEALER;
}
/**
* Retrieves the list of hole cards currently held by the player.
*
* @return A list of Card objects representing the player's hole cards.
*/
public List<Card> getCards() {
return cards;
}
/**
* Sets the list of hole cards currently held by the player.
*
* @param cards A list of Card objects representing the player's hole cards to set.
*/
public void setCards(List<Card> cards) {
this.cards = cards;
}
/**
* Adds a card to the player's list of hole cards.
*
* @param card The Card object to be added to the player's hole cards.
*/
public void addCard(Card card) {
this.cards.add(card);
}
/**
* Adds the specified amount of chips to the player's current chip count.
*
* @param amount The number of chips to add to the player's current chip count.
*/
public void addChips(int amount) {
if (amount < 0) {
throw new IllegalArgumentException("Amount cannot be negative");
}
this.chips += amount;
}
/**
* Removes the specified amount of chips from the player's current chip count.
*
* @param amount The number of chips to remove from the player's current chip count.
*/
public void removeChips(int amount) {
if (amount < 0) {
throw new IllegalArgumentException("Amount cannot be negative");
}
if (amount > this.chips) {
throw new IllegalArgumentException(
"Not enough chips. Available: " + this.chips + ", Requested: " + amount);
}
this.chips -= amount;
}
/** Sets the player's state to FOLDED, indicating that they have folded in the current hand. */
public void fall() {
this.state = PlayerState.FOLDED;
if (this.id != null) {
this.id = PlayerId.of(this.id.value() + " (Fall)");
}
}
}
@@ -0,0 +1,66 @@
package ch.unibas.dmi.dbis.cs108.casono.client.game;
import java.util.Objects;
/** Represents a unique identifier for a player in the client domain. */
public record PlayerId(String value) {
/**
* Constructs a PlayerId with the given string value, ensuring it is not null or empty.
*
* @param value the string value representing the player's unique identifier.
*/
public PlayerId {
Objects.requireNonNull(value, "PlayerId cannot be null");
value = value.trim();
if (value.isEmpty()) {
throw new IllegalArgumentException("PlayerId cannot be empty");
}
}
/** Factory method to create a PlayerId. */
public static PlayerId of(String value) {
return new PlayerId(value);
}
/**
* Returns the string representation of the PlayerId, which is the encapsulated value.
*
* @return the string value of the PlayerId.
*/
@Override
public String toString() {
return value;
}
/**
* Compares this PlayerId with another object for equality.
*
* @param o the object to compare to.
* @return true if this PlayerId is equal to the given object, false otherwise.
*/
@Override
public boolean equals(Object o) {
if (this == o) {
return true;
}
if (o == null || getClass() != o.getClass()) {
return false;
}
PlayerId playerId = (PlayerId) o;
return Objects.equals(value, playerId.value);
}
/**
* Returns the hash code for this PlayerId.
*
* @return the hash code of the PlayerId.
*/
@Override
public int hashCode() {
return Objects.hash(value);
}
}
@@ -0,0 +1,8 @@
package ch.unibas.dmi.dbis.cs108.casono.client.game;
/** Enumeration representing the possible states of a player in the poker game. */
public enum PlayerState {
ACTIVE,
FOLDED,
DEALER
}
@@ -69,4 +69,23 @@ public class ChatClient {
}
return messages;
}
/**
* Method to poll the usernames of all users currently connected to the server, by sending the
* "LIST_USERS" command.
*
* @return List of all usernames retrieved from the server.
*/
public List<String> getUsers() {
logger.info("Asking server for list of users");
List<String> users = clientService.processCommand("LIST_USERS");
List<String> parameters = new ArrayList<>();
for (String line : users) {
String trimmed = line == null ? "" : line.trim();
if (trimmed.startsWith("USERNAME=")) {
parameters.add(trimmed);
}
}
return parameters;
}
}
@@ -5,13 +5,21 @@ import ch.unibas.dmi.dbis.cs108.casono.server.network.transport.RawPacket;
import ch.unibas.dmi.dbis.cs108.casono.server.network.transport.TcpTransport;
import java.io.IOException;
import java.net.Socket;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Deque;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ArrayBlockingQueue;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.CopyOnWriteArrayList;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.function.Consumer;
import java.util.regex.Matcher;
import java.util.regex.Pattern;
import org.apache.logging.log4j.LogManager;
@@ -30,10 +38,17 @@ public class ClientService {
private final ExecutorService executor;
private final boolean offlineMode;
public static ArrayList<String> response;
private final AtomicInteger idGenerator;
private Logger logger;
private final Map<Integer, ArrayBlockingQueue<ParsedResponse>> pendingResponses =
new ConcurrentHashMap<>();
private final CopyOnWriteArrayList<Consumer<List<String>>> eventListeners =
new CopyOnWriteArrayList<>();
private Thread readerThread = null;
private final AtomicBoolean running = new AtomicBoolean(false);
private static final int READER_JOIN_TIMEOUT_MS = 500;
/**
* Constructs a ClientService with the given server IP and port. It establishes a socket
* connection to the server and initializes the TcpTransport and ExecutorService for
@@ -43,7 +58,6 @@ public class ClientService {
* @param port The port number of the server to connect to.
*/
public ClientService(String ip, int port) {
this.idGenerator = new AtomicInteger(0);
this.logger = LogManager.getLogger(ClientService.class);
@@ -59,6 +73,156 @@ public class ClientService {
}
executor = Executors.newSingleThreadExecutor();
startReaderThread();
}
private void startReaderThread() {
running.set(true);
readerThread =
new Thread(
() -> {
while (running.get()) {
try {
RawPacket rp = clienttcptransport.read();
processRawPacket(rp);
} catch (IOException e) {
if (running.get()) {
logger.warn("IO error on transport reader", e);
}
break;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
break;
}
}
},
"casono-client-reader");
readerThread.setDaemon(true);
readerThread.start();
}
private void processRawPacket(RawPacket rp) throws InterruptedException, IOException {
int rid = rp.requestId();
String responseText = rp.payload();
logger.info("Raw message '{}'", responseText);
ParsedPacket parsed = parsePacketContent(responseText);
logger.debug(
"Parsed response lines (rid={}, success={}, openBlocks={}): {}",
rid,
parsed.success,
parsed.blockStack.size(),
parsed.lines);
handleParsedResponse(rid, parsed.success, parsed.lines);
}
private ParsedPacket parsePacketContent(String responseText) {
boolean hasStatus = false;
boolean success = false;
List<String> lines = new ArrayList<>();
Deque<String> blockStack = new ArrayDeque<>();
for (String rawLine : responseText.split("\\n")) {
String line = rawLine;
String trimmed = line.trim();
if (!hasStatus) {
StatusCheckResult status = checkStatus(trimmed);
if (status != null) {
success = status.success;
hasStatus = true;
}
continue;
}
if (trimmed.isEmpty()) {
continue;
}
line = line.replaceFirst("^\\s+", "");
trimmed = line.trim();
if (isContainerStart(trimmed)) {
blockStack.push(trimmed);
lines.add(trimmed);
continue;
}
if ("END".equals(trimmed)) {
if (!blockStack.isEmpty()) {
blockStack.pop();
lines.add("END");
continue;
}
break;
}
lines.add(line);
}
if (!hasStatus) {
success = inferStatus(responseText);
}
return new ParsedPacket(success, lines, blockStack);
}
private StatusCheckResult checkStatus(String trimmed) {
if ("+OK".equals(trimmed)) {
return new StatusCheckResult(true);
}
if (trimmed.startsWith("-ERR") || trimmed.startsWith("-ERROR")) {
return new StatusCheckResult(false);
}
return null;
}
private boolean inferStatus(String responseText) {
if (responseText.contains("+OK")) {
return true;
}
if (responseText.contains("-ERR") || responseText.contains("-ERROR")) {
return false;
}
return true;
}
private void handleParsedResponse(int rid, boolean success, List<String> lines)
throws InterruptedException {
if (rid == 0) {
for (Consumer<List<String>> l : eventListeners) {
try {
l.accept(List.copyOf(lines));
} catch (Exception e) {
logger.warn("Event listener threw", e);
}
}
} else {
ArrayBlockingQueue<ParsedResponse> q = pendingResponses.get(rid);
if (q != null) {
q.put(new ParsedResponse(success, lines));
} else {
logger.warn("No pending response queue for id {}", rid);
}
}
}
private record ParsedPacket(boolean success, List<String> lines, Deque<String> blockStack) {}
private record StatusCheckResult(boolean success) {}
private boolean isContainerStart(String token) {
return token.equals("LOBBIES")
|| token.equals("LOBBY")
|| token.equals("PLAYERS")
|| token.equals("PLAYER")
|| token.equals("USERS")
|| token.equals("USER")
|| token.equals("CARDS")
|| token.equals("CARD");
}
/**
@@ -80,9 +244,11 @@ public class ClientService {
return offlineMode;
}
// Allow primitive values to contain hyphens (UUIDs) in addition to
// digits/words/colons
static Pattern responseRex =
Pattern.compile(
"(?<key>\\w+)=(('(?<string>([^']|\\')+)')|(?<primVal>[+-]?[\\d\\w:]+))");
"(?<key>\\w+)=(('(?<string>([^']|\\')+)')|(?<primVal>[+-]?[-\\d\\w:]+))");
/**
* Removes escape characters from a string, specifically converting escaped single quotes (\')
@@ -122,6 +288,19 @@ public class ClientService {
.toList();
}
private static record ParsedResponse(boolean success, List<String> lines) {}
/**
* Register an event listener that receives unsolicited event payload lines (no status prefix).
*/
public void addEventListener(Consumer<List<String>> listener) {
eventListeners.add(listener);
}
public void removeEventListener(Consumer<List<String>> listener) {
eventListeners.remove(listener);
}
/**
* Sends a command to the server and processes the multi-line response. It handles the protocol
* handshake (expecting +OK), strips leading tabs from response lines, and collects them until
@@ -133,43 +312,51 @@ public class ClientService {
* occurs.
*/
protected List<String> processCommand(String message) {
List<String> response = new ArrayList<>();
sendRequest(
() -> {
try {
writeToTransport(message);
String responseText = null;
if (offlineMode) {
throw new RuntimeException("ClientService is offline");
}
responseText = clienttcptransport.read().payload();
logger.info("Raw message '" + responseText + "'");
Boolean success = null;
int count = 0;
for (String line : responseText.split("\n")) {
if (success == null) {
if ("+OK".equals(line)) {
success = true;
continue;
int reqId = idGenerator.incrementAndGet();
ArrayBlockingQueue<ParsedResponse> q = new ArrayBlockingQueue<>(1);
pendingResponses.put(reqId, q);
} else if (("-ERROR").equals(responseText)) {
success = false;
}
continue;
} else if ("END".equals(line)) {
break;
Future<?> writeFuture =
executor.submit(
() -> {
try {
clienttcptransport.write(new RawPacket(reqId, message));
} catch (IOException e) {
throw new RuntimeException(e);
}
line = line.replaceFirst("^\t", "");
response.add(line);
}
if (success != null && success) {
return;
} else {
throw new RuntimeException("Error in " + message + ": " + response);
}
} catch (Exception e) {
throw getRuntimeException(e);
}
});
return response;
});
try {
writeFuture.get();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
pendingResponses.remove(reqId);
throw new RuntimeException(e);
} catch (ExecutionException e) {
pendingResponses.remove(reqId);
throw getRuntimeException(e);
}
ParsedResponse pr;
try {
pr = q.take();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
pendingResponses.remove(reqId);
throw new RuntimeException(e);
} finally {
pendingResponses.remove(reqId);
}
if (pr.success) {
return pr.lines;
}
throw new RuntimeException("Error in " + message + ": " + pr.lines);
}
/**
@@ -200,15 +387,14 @@ public class ClientService {
* @return A RuntimeException representing the cause of the original exception.
*/
private static RuntimeException getRuntimeException(Exception e) {
Throwable reason = e.getCause();
RuntimeException re;
if (reason == null) {
reason = e;
} else if (reason instanceof RuntimeException rte) {
re = rte;
Throwable cause = e.getCause();
if (cause == null) {
return e instanceof RuntimeException ? (RuntimeException) e : new RuntimeException(e);
}
re = new RuntimeException(reason);
return re;
if (cause instanceof RuntimeException) {
return (RuntimeException) cause;
}
return new RuntimeException(cause);
}
/**
@@ -218,7 +404,17 @@ public class ClientService {
*/
public void closeSocket() {
try {
executor.shutdown();
running.set(false);
if (readerThread != null) {
readerThread.interrupt();
try {
readerThread.join(READER_JOIN_TIMEOUT_MS);
} catch (InterruptedException ignored) {
Thread.currentThread().interrupt();
}
}
executor.shutdownNow();
clienttcptransport.close();
socket.close();
logger.info("Socket closed");
@@ -227,16 +423,9 @@ public class ClientService {
}
}
/**
* Method to write with the tcp transport to the server
*
* @param s - Message to be sent
* @throws IOException
*/
private void writeToTransport(String s) throws IOException {
int id = this.idGenerator.incrementAndGet();
this.clienttcptransport.write(new RawPacket(id, s));
}
// removed unused helper writeToTransport; write is done via processCommand()
// which
// manages request ids and response matching
public void ping() {
processCommand("PING");
@@ -3,97 +3,279 @@ package ch.unibas.dmi.dbis.cs108.casono.client.network;
import ch.unibas.dmi.dbis.cs108.casono.client.game.Card;
import ch.unibas.dmi.dbis.cs108.casono.client.game.GameState;
import ch.unibas.dmi.dbis.cs108.casono.client.game.Player;
import ch.unibas.dmi.dbis.cs108.casono.client.game.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.client.game.PlayerState;
import java.util.ArrayList;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* The GameClient class is responsible for communicating with the server to retrieve the current
* game state. It sends a command to the server and parses the response into a structured GameState
* object.
* Fetches and parses game state from server.
*
* <p>Protocol notes (based on your current server implementation): - Success replies contain:
* PHASE, POT, CURRENT_BET, DEALER, ACTIVE_PLAYER, then blocks: - CARD ... END (community cards on
* root level) - PLAYER ... (NAME/CHIPS/BET/STATE + optional CARD blocks for requesting player) ...
* END - Error replies contain: -ERR then CODE=..., MSG=..., END
*
* <p>Important: - The server does NOT wrap cards in a "CARDS" container. - CARD blocks appear
* either: - at root level -> community cards - inside PLAYER -> hole cards for that player (usually
* only for the requesting user)
*/
public class GameClient {
private static final Logger LOG = Logger.getLogger(GameClient.class.getName());
private final ClientService client;
private final int gameId;
public GameClient(ClientService client, int gameId) {
if (client == null) {
throw new IllegalArgumentException("ClientService must not be null");
}
/**
* Constructs a GameClient with the given ClientService for communication.
*
* @param client The ClientService instance used to send commands and receive responses from the
* server.
*/
public GameClient(ClientService client) {
this.client = client;
this.gameId = gameId;
LOG.info(() -> "GameClient initialized for gameId=" + gameId);
}
/**
* Retrieves the current game state from the server by sending a command and parsing the
* response.
*
* @return A GameState object representing the current state of the game.
*/
public GameState getGameState() {
List<String> response = client.processCommand("GET_GAME_STATE");
return parseGameState(response);
public GameState fetchGameState() {
final String cmd = "GET_GAME_STATE GAME_ID=" + gameId;
List<String> lines;
try {
lines = client.processCommand(cmd);
} catch (Exception e) {
LOG.log(Level.SEVERE, "processCommand failed for " + cmd + ": " + e.getMessage(), e);
return null;
}
if (lines == null || lines.isEmpty()) {
LOG.warning("Empty server response for " + cmd);
return null;
}
LOG.info(() -> "GET_GAME_STATE raw lines count=" + lines.size() + " lines=" + lines);
String joined = String.join("\n", lines);
if (joined.contains("-ERR") || joined.contains("-ERROR")) {
String code = extractValue(joined, "CODE");
String msg = extractValue(joined, "MSG");
LOG.info(() -> "GET_GAME_STATE returned -ERR code=" + code + " msg=" + msg);
if ("GAME_NOT_STARTED".equalsIgnoreCase(code)) {
return null;
}
return null;
}
try {
GameState state = parseGameState(joined);
LOG.info(
() ->
"Parsed state: phase="
+ state.phase
+ " pot="
+ state.pot
+ " players="
+ (state.players != null ? state.players.size() : 0)
+ " community="
+ (state.communityCards != null
? state.communityCards.size()
: 0));
return state;
} catch (Exception e) {
LOG.log(Level.SEVERE, "Failed parsing game state. Payload=\n" + joined, e);
return null;
}
}
/**
* Parses the raw response from the server into a structured GameState object.
*
* @param input The raw response string from the server.
* @return A GameState object representing the current state of the game.
*/
private GameState parseGameState(List<String> input) {
public void sendCall() {
client.processCommand("CALL GAME_ID=" + gameId);
}
GameState state = new GameState();
public void sendFold() {
client.processCommand("FOLD GAME_ID=" + gameId);
}
// String[] lines = input.split("\n");
public void sendBet(int amount) {
client.processCommand("BET GAME_ID=" + gameId + " AMOUNT=" + amount);
}
Player currentPlayer = null;
Card currentCard = null;
public void sendRaise(int amount) {
client.processCommand("RAISE GAME_ID=" + gameId + " AMOUNT=" + amount);
}
for (String rawLine : input) {
private GameState parseGameState(String input) {
GameState s = new GameState();
s.players = new ArrayList<>();
s.communityCards = new ArrayList<>();
String line = rawLine.trim();
if (line.startsWith("+OK") || line.equals("END")) {
ParseState state = new ParseState();
for (String raw : input.split("\n")) {
String line = raw.trim();
if (line.isEmpty() || line.startsWith("+OK")) {
continue;
}
if (line.startsWith("PHASE=")) {
state.phase = line.split("=")[1];
} else if (line.startsWith("POT=")) {
state.pot = Integer.parseInt(line.split("=")[1]);
} else if (line.startsWith("CURRENT_BET=")) {
state.currentBet = Integer.parseInt(line.split("=")[1]);
} else if (line.startsWith("DEALER=")) {
state.dealer = Integer.parseInt(line.split("=")[1]);
} else if (line.startsWith("ACTIVE_PLAYER=")) {
state.activePlayer = Integer.parseInt(line.split("=")[1]);
} else if (line.startsWith("PLAYER")) {
currentPlayer = new Player();
state.players.add(currentPlayer);
} else if (line.startsWith("NAME=") && currentPlayer != null) {
currentPlayer.name = line.split("=")[1];
} else if (line.startsWith("CHIPS=") && currentPlayer != null) {
currentPlayer.chips = Integer.parseInt(line.split("=")[1]);
} else if (line.startsWith("BET=") && currentPlayer != null) {
currentPlayer.bet = Integer.parseInt(line.split("=")[1]);
} else if (line.startsWith("STATE=") && currentPlayer != null) {
currentPlayer.state = line.split("=")[1];
} else if (line.startsWith("CARD")) {
currentCard = new Card();
if (currentPlayer != null) {
currentPlayer.cards.add(currentCard);
} else {
state.communityCards.add(currentCard);
}
} else if (line.startsWith("VALUE=") && currentCard != null) {
currentCard.value = line.split("=")[1];
} else if (line.startsWith("SUIT=") && currentCard != null) {
currentCard.suit = line.split("=")[1];
if (!parseGlobalField(s, line)
&& !parsePlayerStructure(s, state, line)
&& !parseCardData(state, line)
&& !parsePlayerData(state, line)) {
LOG.fine(() -> "Ignored line: '" + line + "'");
}
}
return s;
}
return state;
private boolean parseGlobalField(GameState s, String line) {
return switch (line) {
case String l when l.startsWith("PHASE=") -> {
s.phase = value(l);
yield true;
}
case String l when l.startsWith("POT=") -> {
s.pot = intVal(l);
yield true;
}
case String l when l.startsWith("CURRENT_BET=") -> {
s.currentBet = intVal(l);
yield true;
}
case String l when l.startsWith("DEALER=") -> {
s.dealer = intVal(l);
yield true;
}
case String l when l.startsWith("ACTIVE_PLAYER=") -> {
s.activePlayer = intVal(l);
yield true;
}
case String l when l.startsWith("WINNER=") -> {
s.winnerIndex = intVal(l);
yield true;
}
default -> false;
};
}
private boolean parsePlayerStructure(GameState s, ParseState state, String line) {
if (line.equals("PLAYER")) {
state.currentPlayer = new Player();
s.players.add(state.currentPlayer);
state.currentCard = null;
state.insidePlayer = true;
return true;
}
if (line.equals("CARDS")) {
return true;
}
if (line.equals("CARD")) {
state.currentCard = new Card("", "");
if (state.insidePlayer && state.currentPlayer != null) {
state.currentPlayer.addCard(state.currentCard);
} else {
s.communityCards.add(state.currentCard);
}
return true;
}
if (line.equals("END")) {
if (state.currentCard != null) {
state.currentCard = null;
} else if (state.insidePlayer) {
state.insidePlayer = false;
state.currentPlayer = null;
}
return true;
}
return false;
}
private boolean parseCardData(ParseState state, String line) {
if (state.currentCard == null) {
return false;
}
if (line.startsWith("VALUE=")) {
state.currentCard.setValue(value(line));
return true;
}
if (line.startsWith("SUIT=")) {
state.currentCard.setSuit(value(line));
return true;
}
return false;
}
private boolean parsePlayerData(ParseState state, String line) {
if (state.currentPlayer == null) {
return false;
}
if (line.startsWith("USERNAME=") || line.startsWith("NAME=")) {
state.currentPlayer.setId(PlayerId.of(value(line)));
return true;
}
if (line.startsWith("CHIPS=")) {
state.currentPlayer.setChips(intVal(line));
return true;
}
if (line.startsWith("BET=")) {
state.currentPlayer.setBet(intVal(line));
return true;
}
if (line.startsWith("STATE=")) {
state.currentPlayer.setState(parseState(value(line)));
return true;
}
return false;
}
private static class ParseState {
Player currentPlayer;
Card currentCard;
boolean insidePlayer;
}
private static String value(String line) {
return line.split("=", 2)[1];
}
private static int intVal(String line) {
return Integer.parseInt(value(line));
}
private static PlayerState parseState(String s) {
if (s == null) {
return PlayerState.ACTIVE;
}
return switch (s.trim().toUpperCase()) {
case "ACTIVE" -> PlayerState.ACTIVE;
case "FOLDED" -> PlayerState.FOLDED;
case "DEALER" -> PlayerState.DEALER;
default -> PlayerState.ACTIVE;
};
}
private static String extractValue(String joined, String key) {
if (joined == null) {
return null;
}
for (String raw : joined.split("\n")) {
String line = raw.trim();
if (line.startsWith(key + "=")) {
return line.substring((key + "=").length()).replace("'", "");
}
}
return null;
}
}
@@ -1,5 +1,9 @@
package ch.unibas.dmi.dbis.cs108.casono.client.network;
import ch.unibas.dmi.dbis.cs108.casono.server.network.command.parsing.RequestParameter;
import java.util.ArrayList;
import java.util.List;
/**
* The LobbyClient class is responsible for communicating with the server to manage game lobbies. It
* provides methods to create a lobby, join a lobby, and fetch the current status of a lobby by
@@ -29,7 +33,25 @@ public class LobbyClient {
* @return A string representing the current status of the lobby, as returned by the server.
*/
public String fetchLobbyStatusString(int lobbyId) {
return client.processCommand("GET_LOBBY_STATUS ID=" + lobbyId).getFirst();
List<String> lines = client.processCommand("GET_LOBBY_STATUS ID=" + lobbyId);
// Prefer explicit STATUS parameter when available
List<RequestParameter> params = ClientService.convertToRequestParameters(lines);
for (RequestParameter p : params) {
if ("STATUS".equalsIgnoreCase(p.key())) {
return p.value();
}
}
// Fallback: some servers may return a plain token as the first line
if (!lines.isEmpty()) {
String first = lines.get(0).trim();
if ("CREATED".equalsIgnoreCase(first) || "RUNNING".equalsIgnoreCase(first)) {
return first.toUpperCase();
}
}
return null;
}
/**
@@ -38,8 +60,25 @@ public class LobbyClient {
* @return The id of the newly created lobby, as returned by the server.
*/
public int createLobby() {
String response = client.processCommand("CREATE_LOBBY").getFirst();
return Integer.parseInt(response);
List<String> lines = client.processCommand("CREATE_LOBBY");
List<RequestParameter> params = ClientService.convertToRequestParameters(lines);
for (RequestParameter p : params) {
if ("LOBBY_ID".equalsIgnoreCase(p.key())) {
return Integer.parseInt(p.value());
}
}
// Fallback for simple legacy/test servers that return the id as a single plain
// line
if (!lines.isEmpty()) {
try {
return Integer.parseInt(lines.get(0));
} catch (NumberFormatException ignored) {
}
}
throw new RuntimeException("No LOBBY_ID in response: " + lines);
}
/**
@@ -48,8 +87,15 @@ public class LobbyClient {
* @return The id of the lobby that the client is currently in, as returned by the server.
*/
public int getLobbyId() {
String response = client.processCommand("GET_LOBBY_ID").getFirst();
return Integer.parseInt(response);
List<String> lines = client.processCommand("GET_LOBBY_ID");
if (lines.isEmpty()) {
throw new RuntimeException("GET_LOBBY_ID returned empty response");
}
try {
return Integer.parseInt(lines.get(0).trim());
} catch (NumberFormatException e) {
throw new RuntimeException("Invalid GET_LOBBY_ID response: " + lines, e);
}
}
/**
@@ -65,8 +111,99 @@ public class LobbyClient {
* Logs in to the server with the given username by sending a "LOGIN" command.
*
* @param user The username to log in with.
* @return a {@link LoginResult} containing the assigned username and id as returned by the
* server
*/
public void login(String user) {
client.processCommand("LOGIN USERNAME=" + user);
public LoginResult login(String user) {
List<String> lines = client.processCommand("LOGIN USERNAME=" + user);
List<RequestParameter> params = ClientService.convertToRequestParameters(lines);
String assigned = user;
String id = null;
for (RequestParameter p : params) {
if ("USERNAME".equalsIgnoreCase(p.key())) {
assigned = p.value();
} else if ("ID".equalsIgnoreCase(p.key())) {
id = p.value();
}
}
return new LoginResult(assigned, id);
}
/**
* Request the server for the list of available lobbies.
*
* @return list of LobbyInfo objects representing current lobbies
*/
public List<LobbyInfo> getLobbyList() {
List<String> lines = client.processCommand("GET_LOBBY_LIST");
List<RequestParameter> params = ClientService.convertToRequestParameters(lines);
List<LobbyInfo> result = new ArrayList<>();
Integer currentId = null;
String currentName = null;
Integer currentPlayerCount = null;
for (RequestParameter p : params) {
String key = p.key().toUpperCase();
String val = p.value();
switch (key) {
case "ID":
// If we were collecting a lobby, flush it
if (currentId != null) {
result.add(
new LobbyInfo(
currentId,
currentName,
currentPlayerCount == null ? 0 : currentPlayerCount));
currentName = null;
currentPlayerCount = null;
}
try {
currentId = Integer.parseInt(val);
} catch (NumberFormatException e) {
currentId = null;
}
break;
case "NAME":
currentName = val;
break;
case "PLAYER_COUNT":
try {
currentPlayerCount = Integer.parseInt(val);
} catch (NumberFormatException e) {
currentPlayerCount = 0;
}
break;
default:
break;
}
}
if (currentId != null) {
result.add(
new LobbyInfo(
currentId,
currentName,
currentPlayerCount == null ? 0 : currentPlayerCount));
}
return result;
}
/** Simple data holder for lobby metadata returned by the server. */
public static final class LobbyInfo {
public final int id;
public final String name;
public final int playerCount;
public LobbyInfo(int id, String name, int playerCount) {
this.id = id;
this.name = name;
this.playerCount = playerCount;
}
}
}
@@ -0,0 +1,38 @@
package ch.unibas.dmi.dbis.cs108.casono.client.network;
/**
* Result of a successful login request.
*
* <p>Holds the username assigned by the server and the server-side id as a string (UUID). The
* client previously attempted to parse the id as an integer which failed when the server returned a
* UUID; this class therefore stores the id as a {@link String}.
*/
public class LoginResult {
private final String username;
private final String id;
/**
* Create a login result.
*
* @param username the assigned username
* @param id the assigned id (UUID string) returned by the server
*/
public LoginResult(String username, String id) {
this.username = username;
this.id = id;
}
/**
* @return the assigned username
*/
public String getUsername() {
return username;
}
/**
* @return the assigned id as returned by the server (UUID string)
*/
public String getId() {
return id;
}
}
@@ -5,7 +5,13 @@ import ch.unibas.dmi.dbis.cs108.casono.client.chat.ChatModel;
import ch.unibas.dmi.dbis.cs108.casono.client.chat.ChatType;
import java.io.IOException;
import java.net.URL;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.concurrent.Callable;
import java.util.concurrent.CompletableFuture;
import javafx.application.Platform;
import javafx.fxml.FXML;
import javafx.fxml.FXMLLoader;
import javafx.scene.Node;
@@ -13,6 +19,7 @@ import javafx.scene.control.MenuButton;
import javafx.scene.control.MenuItem;
import javafx.scene.control.Tab;
import javafx.scene.control.TabPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Priority;
import javafx.scene.layout.VBox;
@@ -28,15 +35,29 @@ public class ChatBoxController {
@FXML private MenuButton addWhisperChatButton;
@FXML private HBox menuBox;
private FXMLLoader fxmlLoader;
@FXML private List<MenuItem> whisperUsers;
private final List<String> activeWhisperChats;
@FXML private final Map<String, Tab> usernameTabMap;
private String ressource = "/ui-structure/components/chatui/chattab.fxml";
/**
* Constructor for the ChatBoxController, initializes the necessary fields and data structures
* for managing chat tabs and whisper chats.
*
* @param username The username of the current user.
* @param chatController The ChatController instance responsible for handling chat logic and
* communication with the server.
*/
public ChatBoxController(String username, ChatController chatController) {
this.username = username;
this.chatController = chatController;
activeWhisperChats = new ArrayList<>();
usernameTabMap = new HashMap<>();
}
/**
@@ -51,7 +72,7 @@ public class ChatBoxController {
.getChatModelMap()
.put(new ChatController.ChatKey(ChatType.GLOBAL), globalChatModel);
addChatTab("GLOBAL", globalChatModel);
// TODO: Button to add new Whisper Chat
addWhisperChatButton.setOnAction(event -> addWhisperChatButton.show());
}
/**
@@ -61,10 +82,20 @@ public class ChatBoxController {
* @param targetUserName The username of the person to be added to the whisper list.
*/
public void addWhisperUser(String targetUserName) {
MenuItem menuItem = new MenuItem(targetUserName);
whisperUsers.add(menuItem);
addWhisperChatButton.getItems().add(menuItem);
menuItem.setOnAction(event -> addWhisperChat(targetUserName));
Platform.runLater(
() -> {
MenuItem menuItem = new MenuItem(targetUserName);
addWhisperChatButton.getItems().add(menuItem);
menuItem.setOnAction(
event ->
addWhisperChat(
targetUserName,
new ChatModel(
ChatType.WHISPER,
username,
-1,
targetUserName)));
});
}
/**
@@ -73,12 +104,16 @@ public class ChatBoxController {
*
* @param target The username of the recipient for the private messages.
*/
public void addWhisperChat(String target) {
ChatModel chatModel = new ChatModel(ChatType.WHISPER, username, -1, target);
chatController
.getChatModelMap()
.put(new ChatController.ChatKey(ChatType.WHISPER, target), chatModel);
addChatTab(target, chatModel);
public void addWhisperChat(String target, ChatModel chatModel) {
if (!activeWhisperChats.contains(target)) {
activeWhisperChats.add(target);
chatController
.getChatModelMap()
.put(new ChatController.ChatKey(ChatType.WHISPER, target), chatModel);
addChatTab(target, chatModel);
} else {
chatTabPane.getSelectionModel().select(usernameTabMap.get(target));
}
}
/**
@@ -93,20 +128,56 @@ public class ChatBoxController {
public void addChatTab(String title, ChatModel chatModel) {
URL resource = getClass().getResource(ressource);
FXMLLoader fxmlLoader = new FXMLLoader(resource);
try {
ChatViewController chatViewController =
new ChatViewController(this.chatController, chatModel, this.username);
fxmlLoader.setController(chatViewController);
Node load = fxmlLoader.load();
VBox.setVgrow(load, Priority.ALWAYS);
VBox vbox = new VBox();
VBox.setVgrow(vbox, Priority.ALWAYS);
vbox.getChildren().add(load);
chatModel.addListener((msg) -> chatViewController.showMessage(msg));
Tab newChat = new Tab(title, vbox);
this.chatTabPane.getTabs().add(newChat);
} catch (IOException e) {
throw new RuntimeException(e);
runOnPlatformSynchronized(
() -> {
try {
ChatViewController chatViewController =
new ChatViewController(
this.chatController, chatModel, this.username);
fxmlLoader.setController(chatViewController);
Node load = fxmlLoader.load();
VBox.setVgrow(load, Priority.ALWAYS);
VBox vbox = new VBox();
VBox.setVgrow(vbox, Priority.ALWAYS);
vbox.getChildren().add(load);
chatModel.addListener((msg) -> chatViewController.showMessage(msg));
Tab newChat = new Tab(title, vbox);
usernameTabMap.put(title, newChat);
this.chatTabPane.getTabs().add(newChat);
this.chatTabPane.getSelectionModel().select(newChat);
return newChat;
} catch (IOException e) {
throw new RuntimeException(e);
}
});
}
/**
* Helper Function to cope with a Threads problem occurring when the main JavaFX Thread performs
* the task to add a new whisper Chat tab, and the task is specified to runLater.
*/
public static <T> T runOnPlatformSynchronized(Callable<T> code) {
if (Platform.isFxApplicationThread()) {
try {
return code.call();
} catch (Exception e) {
throw new RuntimeException(e);
}
} else {
CompletableFuture<T> futureLock = new CompletableFuture<>();
Platform.runLater(
() -> {
try {
futureLock.complete(code.call());
} catch (Exception e) {
futureLock.completeExceptionally(e);
}
});
try {
return futureLock.get();
} catch (Throwable e) {
throw new RuntimeException(e);
}
}
}
}
@@ -1,57 +1,161 @@
package ch.unibas.dmi.dbis.cs108.casono.client.ui.gameui;
import ch.unibas.dmi.dbis.cs108.casono.client.game.GameService;
import ch.unibas.dmi.dbis.cs108.casono.client.game.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.client.network.ClientService;
import ch.unibas.dmi.dbis.cs108.casono.client.network.GameClient;
import java.io.IOException;
import java.util.UUID;
import java.util.logging.Logger;
import javafx.application.Application;
import javafx.fxml.FXMLLoader;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.stage.Stage;
/**
* Main class for the Casono Game UI.
*
* <p>Starts the JavaFX application, loads the graphical user interface from the FXML file, and
* initializes the main stage for the game.
*/
public class CasinoGameUI extends Application {
// Static field for ClientService (workaround for JavaFX Application launch)
private static ClientService staticClientService;
private static final Logger LOG = Logger.getLogger(CasinoGameUI.class.getName());
public static void setClientService(ClientService clientService) {
staticClientService = clientService;
}
private static ClientService clientService;
public static ClientService getClientService() {
return staticClientService;
}
private static String username;
private static int lobbyId = -1;
/** Default no-arg constructor. */
private static final int DEFAULT_WIDTH = 1200;
private static final int DEFAULT_HEIGHT = 800;
private static final int GUEST_ID_LENGTH = 8;
/** Default constructor for the CasinoGameUI application. */
public CasinoGameUI() {
// default no-arg constructor
}
private static final int DEFAULT_WIDTH = 1200;
private static final int DEFAULT_HEIGHT = 800;
/**
* Starts the main stage of the application.
* Sets the ClientService instance to be used by the application.
*
* @param stage The main stage provided by the system.
* @throws IOException If the FXML file or resources cannot be loaded.
* @param clientService the ClientService instance to set
*/
@Override
public void start(Stage stage) throws IOException {
FXMLLoader fxmlLoader =
new FXMLLoader(CasinoGameUI.class.getResource("/ui-structure/Casinogameui.fxml"));
Scene scene = new Scene(fxmlLoader.load(), DEFAULT_WIDTH, DEFAULT_HEIGHT);
stage.setTitle("Casono (GAME)");
String iconPath = getClass().getResource("/images/logoinverted.png").toExternalForm();
stage.getIcons().add(new javafx.scene.image.Image(iconPath));
stage.setScene(scene);
stage.setFullScreen(true);
stage.show();
public static void setClientService(ClientService clientService) {
CasinoGameUI.clientService = clientService;
}
/**
* Entry point of the application.
* Sets the username to be used by the application.
*
* @param args Command line arguments.
* @param username the username to set
*/
public static void setUsername(String username) {
CasinoGameUI.username = username;
}
/**
* Sets the lobby ID to be used by the application.
*
* @param lobbyId the lobby ID to set
*/
public static void setLobbyId(int lobbyId) {
CasinoGameUI.lobbyId = lobbyId;
}
/**
* The main entry point for the JavaFX application. This method is called after the application
* is
*
* @param stage the primary stage for this application, onto which the application scene can be
* set. Applications may create other stages, if needed, but they will not be primary
* stages.
* @throws IOException
*/
@Override
public void start(Stage stage) throws IOException {
if (clientService == null) {
clientService =
ch.unibas.dmi.dbis.cs108.casono.client.ClientApp.getSharedClientService();
}
if (clientService == null) {
throw new IllegalStateException(
"CasinoGameUI: clientService is null. "
+ "Call CasinoGameUI.setClientService(...)"
+ " or start via ClientApp with a shared connection.");
}
String effectiveUsername = normalize(username);
if (effectiveUsername == null) {
effectiveUsername =
normalize(ch.unibas.dmi.dbis.cs108.casono.client.ClientApp.getSharedUsername());
}
if (effectiveUsername == null) {
effectiveUsername =
"Guest-" + UUID.randomUUID().toString().substring(0, GUEST_ID_LENGTH);
}
LOG.info(
"CasinoGameUI starting: effectiveUsername='"
+ effectiveUsername
+ "', injectedUsername='"
+ username
+ "', sharedUsername='"
+ ch.unibas.dmi.dbis.cs108.casono.client.ClientApp.getSharedUsername()
+ "', hasClientService="
+ (clientService != null));
FXMLLoader fxmlLoader =
new FXMLLoader(CasinoGameUI.class.getResource("/ui-structure/Casinogameui.fxml"));
Parent root = fxmlLoader.load();
CasinoGameController controller = fxmlLoader.getController();
int gameId = 1; // TODO echte gameId einsetzen
GameClient gameClient = new GameClient(clientService, gameId);
GameService gameService = new GameService(gameClient);
controller.setGameService(gameService);
controller.setMyPlayerId(PlayerId.of(effectiveUsername));
controller.setChatContext(effectiveUsername, clientService, lobbyId);
Scene scene = new Scene(root, DEFAULT_WIDTH, DEFAULT_HEIGHT);
stage.setTitle("Casono");
String iconPath = getClass().getResource("/images/logoinverted.png").toExternalForm();
stage.getIcons().add(new javafx.scene.image.Image(iconPath));
stage.setScene(scene);
stage.setFullScreen(true);
stage.setOnHidden(e -> controller.stop());
stage.show();
controller.start();
}
/**
* Normalizes a string by trimming whitespace and converting blank strings to null.
*
* @param s the string to normalize
* @return the normalized string, or null if the input is null or blank
*/
private static String normalize(String s) {
if (s == null) {
return null;
}
String t = s.trim();
return t.isBlank() ? null : t;
}
/**
* The main method serves as the entry point for the application. It launches the JavaFX
* application.
*
* @param args command line arguments (not used)
*/
public static void main(String[] args) {
launch();
@@ -0,0 +1,110 @@
package ch.unibas.dmi.dbis.cs108.casono.client.ui.gameui.gameuicomponents;
import ch.unibas.dmi.dbis.cs108.casono.client.game.Player;
import ch.unibas.dmi.dbis.cs108.casono.client.game.PlayerState;
import java.util.logging.Logger;
import javafx.fxml.FXML;
import javafx.scene.control.Label;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.Pane;
/**
* Controller for displaying a player's status in the poker game, including their name, chip count
* and whether they are the dealer.
*/
public class PlayerStatusController {
private static final Logger LOGGER = Logger.getLogger(PlayerStatusController.class.getName());
@FXML private Label playerName;
@FXML private Label playerMoney;
@FXML private ImageView dealerIcon;
@FXML private Pane parent;
private Image dealerImage;
private Player player;
private static final String DEALER_IMAGE_PATH = "/images/chip-dealer-blue-3.png";
private static final double DEALER_ICON_X_FACTOR = 0.8;
/** Initialize the controller, load dealer image, and set up bindings. */
@FXML
public void initialize() {
try {
var url = getClass().getResource(DEALER_IMAGE_PATH);
if (url != null) {
dealerImage = new Image(url.toExternalForm(), true);
dealerIcon.setImage(dealerImage);
} else {
LOGGER.warning("Dealer image not found in resources!");
}
} catch (Exception e) {
LOGGER.severe("Error: loading dealer image:");
e.printStackTrace();
}
dealerIcon.layoutXProperty().bind(parent.widthProperty().multiply(DEALER_ICON_X_FACTOR));
dealerIcon.setVisible(false);
}
/**
* Bind player to UI
*
* @param player The player whose status is to be displayed.
*/
public void setPlayer(Player player) {
this.player = player;
refresh();
}
/** Refresh UI safely */
public void refresh() {
if (player == null) {
return;
}
// NAME (safe)
String name = player.getName();
playerName.setText(name != null ? name : "-");
// MONEY
playerMoney.setText(player.getChips() + " $");
// DEALER
boolean isDealer = player.getState() == PlayerState.DEALER;
dealerIcon.setVisible(isDealer);
if (isDealer && dealerImage != null) {
dealerIcon.setImage(dealerImage);
}
}
/**
* External quick update
*
* @param name The player's name to display.
* @param chips The player's chip count to display.
*/
public void updatePlayer(String name, int chips) {
playerName.setText(name != null ? name : "-");
playerMoney.setText(chips + " $");
}
/**
* Force dealer state
*
* @param isDealer Whether the player is the dealer or not.
*/
public void setDealer(boolean isDealer) {
dealerIcon.setVisible(isDealer);
if (isDealer && dealerImage != null) {
dealerIcon.setImage(dealerImage);
}
}
}
@@ -1,7 +1,14 @@
package ch.unibas.dmi.dbis.cs108.casono.client.ui.gameui.gameuicomponents;
import ch.unibas.dmi.dbis.cs108.casono.client.game.GameService;
import ch.unibas.dmi.dbis.cs108.casono.client.game.GameState;
import ch.unibas.dmi.dbis.cs108.casono.client.game.Player;
import ch.unibas.dmi.dbis.cs108.casono.client.game.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.client.game.PlayerState;
import ch.unibas.dmi.dbis.cs108.casono.client.ui.lobbyui.Casinomainui;
import javafx.fxml.FXML;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.TextField;
import javafx.scene.input.KeyCode;
import javafx.scene.input.KeyEvent;
@@ -18,22 +25,228 @@ import org.apache.logging.log4j.Logger;
*/
public class TaskbarController {
private static final Logger LOGGER = LogManager.getLogger(CasinoBrowserController.class);
@FXML private HBox taskbar;
@FXML private TextField taskbarInput;
@FXML private Button betButton;
@FXML private Button callButton;
@FXML private Button foldButton;
@FXML private Button raiseButton;
@FXML private Label moneyLabel;
private GameService gameService;
private PlayerId myPlayerId;
private GameState lastState;
private double xOffset = 0;
private double yOffset = 0;
private static final double TASKBAR_SCALE = 0.95;
private static final int MIN_CREDITS = 5;
private static final int MAX_CREDITS = 100000;
private static final int CREDIT_STEP = 5;
private static final String STYLE_YELLOW_BUTTON = "yellow-button";
private static final String STYLE_GRAY_BUTTON = "gray-button";
private static final String STYLE_RED_BUTTON = "red-button";
private static final String STYLE_YELLOW_INPUT = "yellow-input-field";
private static final String STYLE_GRAY_INPUT = "gray-input-field";
private static final String STYLE_RED_INPUT = "red-input-field";
private static final double SCALE_NORMAL = 1.0;
/** Standard constructor. Used by FXML. */
public TaskbarController() {
// default constructor for FXML
}
private static final Logger LOGGER = LogManager.getLogger(CasinoBrowserController.class);
/**
* Updates the state of the basic action buttons (Bet, Call, Fold, Raise) and the input field
*
* @param isMyTurn Indicates whether it is currently the player's turn.
* @param isOut Indicates whether the player is currently out of the game (folded or all-in).
*/
private void updateBasicButtons(boolean isMyTurn, boolean isOut) {
@FXML private HBox taskbar;
@FXML private TextField taskbarInput;
if (isOut) {
setRedButton(betButton);
setRedButton(callButton);
setRedButton(foldButton);
setRedButton(raiseButton);
setRedInputField(taskbarInput);
return;
}
private double xOffset = 0;
private double yOffset = 0;
private static final double TASKBAR_SCALE = 0.9;
private static final int MIN_CREDITS = 5;
private static final int MAX_CREDITS = 100000;
private static final int CREDIT_STEP = 5;
if (isMyTurn) {
activateButton(betButton);
activateButton(callButton);
activateButton(foldButton);
activateButton(raiseButton);
activateInputField(taskbarInput);
} else {
deactivateButton(betButton);
deactivateButton(callButton);
deactivateButton(foldButton);
deactivateButton(raiseButton);
deactivateInputField(taskbarInput);
}
}
/**
* Sets the given button to a disabled state with red styling, indicating that the player is out
*
* @param b The button to be styled as red and disabled
*/
private void setRedButton(Button b) {
b.setDisable(true);
b.getStyleClass().remove(STYLE_YELLOW_BUTTON);
b.getStyleClass().remove(STYLE_GRAY_BUTTON);
if (!b.getStyleClass().contains(STYLE_RED_BUTTON)) {
b.getStyleClass().add(STYLE_RED_BUTTON);
}
}
/**
* Sets the given input field to a disabled state with red styling, indicating that the player
* is out
*
* @param t The text field to be styled as red and disabled
*/
private void setRedInputField(TextField t) {
t.setDisable(true);
t.getStyleClass().remove(STYLE_YELLOW_INPUT);
t.getStyleClass().remove(STYLE_GRAY_INPUT);
if (!t.getStyleClass().contains(STYLE_RED_INPUT)) {
t.getStyleClass().add(STYLE_RED_INPUT);
}
}
/**
* Activates the given button by enabling it and applying yellow styling, indicating that it is
* the player's turn
*
* @param b The button to be activated and styled for the player's turn
*/
private void activateButton(Button b) {
b.setDisable(false);
b.getStyleClass().remove(STYLE_GRAY_BUTTON);
if (!b.getStyleClass().contains(STYLE_YELLOW_BUTTON)) {
b.getStyleClass().add(STYLE_YELLOW_BUTTON);
}
}
/**
* Activates the given input field by enabling it and applying yellow styling, indicating that
* it is the player's turn
*
* @param t The text field to be activated and styled for the player's turn
*/
private void activateInputField(TextField t) {
t.setDisable(false);
t.getStyleClass().remove(STYLE_GRAY_INPUT);
if (!t.getStyleClass().contains(STYLE_YELLOW_INPUT)) {
t.getStyleClass().add(STYLE_YELLOW_INPUT);
}
}
/**
* Deactivates the given button by disabling it and applying gray styling, indicating that it is
* not the player's turn
*
* @param b The button to be deactivated and styled for non-active state
*/
private void deactivateButton(Button b) {
b.setDisable(true);
b.getStyleClass().remove(STYLE_YELLOW_BUTTON);
b.getStyleClass().remove(STYLE_RED_BUTTON);
if (!b.getStyleClass().contains(STYLE_GRAY_BUTTON)) {
b.getStyleClass().add(STYLE_GRAY_BUTTON);
}
}
/**
* Deactivates the given input field by disabling it and applying gray styling, indicating that
* it is not the player's turn
*
* @param t The text field to be deactivated and styled for non-active state
*/
private void deactivateInputField(TextField t) {
t.setDisable(true);
t.getStyleClass().remove(STYLE_YELLOW_INPUT);
t.getStyleClass().remove(STYLE_RED_INPUT);
if (!t.getStyleClass().contains(STYLE_GRAY_INPUT)) {
t.getStyleClass().add(STYLE_GRAY_INPUT);
}
}
/**
* Updates the displayed amount of money the player has. The amount is shown in the format "X$".
*
* @param amount The amount of money to display for the player.
*/
public void setMoney(int amount) {
moneyLabel.setText(amount + "$");
}
public void setGameService(GameService gameService, PlayerId myPlayerId) {
this.gameService = gameService;
this.myPlayerId = myPlayerId;
}
/**
* Initializes the taskbar controller. This method is called automatically after the FXML
* components have been loaded.
*/
@FXML
public void initialize() {
updateBasicButtons(false, false);
}
/**
* Updates the taskbar based on the current game state and the player's status. It checks if
* it's the player's turn and whether they are out of the game (folded or all-in) to adjust the
* button states and displayed money accordingly.
*
* @param state
* @param myPlayerId
*/
public void update(GameState state, PlayerId myPlayerId) {
if (state == null || state.players == null || myPlayerId == null) {
LOGGER.warn("Cannot update taskbar: invalid input");
return;
}
this.lastState = state;
Player me =
state.players.stream()
.filter(p -> myPlayerId.equals(p.getId()))
.findFirst()
.orElse(null);
if (me == null) {
LOGGER.error("Player not found in GameState!");
return;
}
int myIndex = state.players.indexOf(me);
boolean isMyTurn = state.activePlayer == myIndex;
boolean isOut = me.getState() == PlayerState.FOLDED;
updateBasicButtons(isMyTurn, isOut);
setMoney(me.getChips());
}
/**
* Called when the taskbar is clicked with the mouse. Saves the relative position for later,
@@ -72,8 +285,8 @@ public class TaskbarController {
*/
@FXML
private void onTaskbarReleased(MouseEvent event) {
taskbar.setScaleX(1.0);
taskbar.setScaleY(1.0);
taskbar.setScaleX(SCALE_NORMAL);
taskbar.setScaleY(SCALE_NORMAL);
}
/**
@@ -97,6 +310,89 @@ public class TaskbarController {
processBet();
}
/** Called when the Call button is clicked. */
@FXML
private void onInputPlayerCall() {
if (gameService == null) {
LOGGER.error("GameService not initialized");
return;
}
gameService.call();
LOGGER.info("Player CALL");
refreshGame();
}
/** Called when the Fold button is clicked. */
@FXML
private void onInputPlayerFold() {
if (gameService == null) {
LOGGER.error("GameService not initialized");
return;
}
gameService.fold();
LOGGER.info("Player FOLD");
refreshGame();
}
/** Called when the Raise button is clicked. */
@FXML
private void onInputPlayerRaise() {
if (gameService == null) {
LOGGER.error("GameService not initialized");
return;
}
GameState state = lastState;
if (state == null) {
try {
state = gameService.refresh();
lastState = state;
} catch (Exception e) {
LOGGER.error("Failed to refresh game state for raise: {}", e.getMessage());
return;
}
}
if (state == null || state.currentBet <= 0) {
LOGGER.warn(
"Raise not possible: current bet is {}",
state != null ? state.currentBet : null);
return;
}
int raiseAmount = state.currentBet;
gameService.raise(raiseAmount);
LOGGER.info("Player RAISE by {} (target: double table bet)", raiseAmount);
taskbarInput.clear();
refreshGame();
}
/**
* Refreshes the game state by fetching the latest state from the GameService and updating the
* taskbar accordingly.
*/
private void refreshGame() {
try {
GameState newState = gameService.refresh();
update(newState, myPlayerId);
} catch (Exception e) {
LOGGER.error("Failed to refresh game state: {}", e.getMessage());
}
}
/**
* Called when the Exit button is clicked. Closes the current game stage and opens the lobby UI.
*/
@FXML
private void onExitButtonClick() {
javafx.application.Platform.runLater(
@@ -107,9 +403,26 @@ public class TaskbarController {
currentStage.close();
// Start lobby UI
try {
new Casinomainui().start(new javafx.stage.Stage());
javafx.stage.Stage newStage = new javafx.stage.Stage();
javafx.fxml.FXMLLoader fxmlLoader =
new javafx.fxml.FXMLLoader(
getClass().getResource("/ui-structure/Casinomainui.fxml"));
javafx.scene.Parent root = fxmlLoader.load();
javafx.scene.Scene scene =
new javafx.scene.Scene(
root, Casinomainui.SCENE_WIDTH, Casinomainui.SCENE_HEIGHT);
newStage.setTitle("Casono");
javafx.scene.image.Image icon =
new javafx.scene.image.Image(
getClass()
.getResource("/images/logoinverted.png")
.toExternalForm());
newStage.getIcons().add(icon);
newStage.setScene(scene);
newStage.setFullScreen(true);
newStage.show();
} catch (Exception e) {
LOGGER.error("Fehler beim Starten der Lobby-UI: {}", e.getMessage());
LOGGER.error("Error: starting the lobby UI: {}", e.getMessage(), e);
}
});
}
@@ -120,19 +433,34 @@ public class TaskbarController {
* displayed on the console.
*/
private void processBet() {
if (gameService == null) {
LOGGER.error("Error: GameService not initialized");
return;
}
String input = taskbarInput.getText();
try {
int credits = Integer.parseInt(input.trim());
if (credits >= MIN_CREDITS && credits <= MAX_CREDITS && credits % CREDIT_STEP == 0) {
// TODO: Credits must be sent to the GameEngine
LOGGER.info("Bet set: {} Casono Credits", credits);
gameService.bet(credits);
LOGGER.info("Bet placed: {}", credits);
taskbarInput.clear();
refreshGame();
} else {
LOGGER.error("Error: Only increments of 5 (5, 10, ... 100,000) are allowed!");
LOGGER.error("Error: Bet must be between 5 and 100000 and multiple of 5");
}
} catch (NumberFormatException e) {
LOGGER.error("Error: Please enter only one number!");
LOGGER.error("Error: Invalid number entered");
}
}
@@ -19,8 +19,8 @@ public class Casinomainui extends Application {
// Default constructor
}
private static final int SCENE_WIDTH = 1200;
private static final int SCENE_HEIGHT = 800;
public static final int SCENE_WIDTH = 1200;
public static final int SCENE_HEIGHT = 800;
@Override
/**
@@ -1,9 +1,15 @@
package ch.unibas.dmi.dbis.cs108.casono.client.ui.lobbyui;
import ch.unibas.dmi.dbis.cs108.casono.client.ClientApp;
import ch.unibas.dmi.dbis.cs108.casono.client.chat.ChatController;
import ch.unibas.dmi.dbis.cs108.casono.client.network.ClientService;
import ch.unibas.dmi.dbis.cs108.casono.client.network.LobbyClient;
import java.io.IOException;
import java.net.URL;
import javafx.application.Platform;
import javafx.fxml.FXML;
import javafx.fxml.FXMLLoader;
import javafx.scene.Node;
import javafx.scene.control.Alert;
import javafx.scene.control.Alert.AlertType;
import javafx.scene.control.Button;
@@ -30,18 +36,24 @@ public class CasinomainuiController {
@FXML private VBox casinoTable;
@FXML private TextField usernameField;
@FXML private Button loginButton;
@FXML private AnchorPane chatContainer;
private LobbyButtonTranslationManager translationManager;
private LobbyButtonGridManager gridManager;
private int nextButtonId = 1;
private LobbyClient lobbyClient;
private ChatController chatController;
/** Default constructor for dependency injection by FXMLLoader. */
/** Default constructor used by FXMLLoader. */
public CasinomainuiController() {
// Default constructor
}
/** Initializes the UI components and sets default values. */
/**
* Initializes the UI components and sets default values. If a shared {@link
* ch.unibas.dmi.dbis.cs108.casono.client.network.ClientService} exists (created at application
* start), the controller reuses it so the connection remains open and already-logged-in.
*/
@FXML
public void initialize() {
titleLabel.setText("Casono");
@@ -51,16 +63,18 @@ public class CasinomainuiController {
translationManager = LobbyButtonTranslationManager.getInstance();
String host = System.getProperty("casono.server.host");
int port = Integer.parseInt(System.getProperty("casono.server.port"));
ClientService clientService;
try {
clientService = new ClientService(host, port);
} catch (RuntimeException e) {
LOGGER.warn(
"Could not connect to server {}:{} — starting in offline mode: {}",
host,
port,
e.getMessage());
clientService = new ClientService(true); // offline mode
ClientService clientService = ClientApp.getSharedClientService();
if (clientService == null) {
try {
clientService = new ClientService(host, port);
} catch (RuntimeException e) {
LOGGER.warn(
"Could not connect to server {}:{} — starting in offline mode: {}",
host,
port,
e.getMessage());
clientService = new ClientService(true); // offline mode
}
}
gridManager =
new LobbyButtonGridManager(
@@ -68,9 +82,75 @@ public class CasinomainuiController {
// LobbyClient will use the provided ClientService; in offline mode calls will
// fail with RuntimeException
lobbyClient = new LobbyClient(clientService);
// Fetch existing lobbies from server on startup so newly-created lobbies
// by other clients are immediately visible.
try {
if (!lobbyClient.getClientService().isOffline()) {
var lobbies = lobbyClient.getLobbyList();
int bid = nextButtonId;
for (var li : lobbies) {
try {
translationManager.addLobbyButton(bid++, li.id);
} catch (Exception e) {
LOGGER.warn("Could not add lobby button: {}", e.getMessage());
}
}
nextButtonId = bid;
}
} catch (RuntimeException e) {
LOGGER.warn("Failed to fetch lobby list at startup: {}", e.getMessage());
}
casinoTable.getChildren().clear();
casinoTable.getChildren().add(gridManager.getGridPane());
gridManager.renderLobbyButtons();
initializeChat(clientService);
}
/**
* Initializes the chat UI if a valid ClientService is available. If the client is offline or
* the
*
* @param clientService
*/
private void initializeChat(ClientService clientService) {
if (clientService == null || clientService.isOffline() || chatContainer == null) {
return;
}
try {
String username = resolveChatUsername();
chatController = new ChatController(username, clientService);
URL resource = getClass().getResource("/ui-structure/components/chatui/chatbox.fxml");
FXMLLoader loader = new FXMLLoader(resource);
loader.setController(chatController.getChatBoxController());
Node chatNode = loader.load();
chatContainer.getChildren().setAll(chatNode);
AnchorPane.setTopAnchor(chatNode, 0.0);
AnchorPane.setBottomAnchor(chatNode, 0.0);
AnchorPane.setLeftAnchor(chatNode, 0.0);
AnchorPane.setRightAnchor(chatNode, 0.0);
} catch (IOException e) {
LOGGER.warn("Could not initialize lobby chat UI: {}", e.getMessage());
}
}
/**
* Resolves the username to be used in the chat. It first checks for a shared username set at
* the
*
* @return The resolved username, or "Guest" if no valid username is found.
*/
private String resolveChatUsername() {
String shared = ClientApp.getSharedUsername();
if (shared != null && !shared.isBlank()) {
return shared.trim();
}
if (usernameField != null
&& usernameField.getText() != null
&& !usernameField.getText().isBlank()) {
return usernameField.getText().trim();
}
return "Guest";
}
/** Handles the login button action. Validates input and calls LobbyClient.login(). */
@@ -114,10 +194,17 @@ public class CasinomainuiController {
/** Handles the exit button action to close the application. */
@FXML
public void handleexitbutton() {
if (chatController != null) {
chatController.shutdown();
}
Platform.exit();
}
/** Handles creation of a new lobby button. */
/**
* Handles creation of a new lobby button. Attempts to create a lobby on the server via the
* {@link LobbyButtonGridManager} and registers the new button in the local translation manager.
* Errors are logged and displayed as an informational alert.
*/
@FXML
public void handleCreateLobbyButton() {
if (translationManager.isFull()) {
@@ -2,6 +2,7 @@ package ch.unibas.dmi.dbis.cs108.casono.client.ui.lobbyui;
import ch.unibas.dmi.dbis.cs108.casono.client.network.ClientService;
import ch.unibas.dmi.dbis.cs108.casono.client.network.LobbyClient;
import ch.unibas.dmi.dbis.cs108.casono.server.network.command.parsing.RequestParameter;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
@@ -27,6 +28,8 @@ public class LobbyButtonGridManager {
private static final int REFRESH_INTERVAL_SECONDS = 5;
private static final int INITIAL_DELAY_SECONDS = 5;
private static final int COLS = 4;
private static final int MAX_BUTTONS = 8;
private static final int GUEST_ID_LENGTH = 8;
private static final Logger LOGGER = LogManager.getLogger(LobbyButtonGridManager.class);
@@ -53,7 +56,7 @@ public class LobbyButtonGridManager {
this.translationManager = LobbyButtonTranslationManager.getInstance();
this.lobbyClient = lobbyClient;
startPeriodicRefresh(REFRESH_INTERVAL_SECONDS, INITIAL_DELAY_SECONDS);
startPeriodicRefresh(INITIAL_DELAY_SECONDS, REFRESH_INTERVAL_SECONDS);
}
public LobbyButtonGridManager(
@@ -62,6 +65,109 @@ public class LobbyButtonGridManager {
ClientService clientService) {
this(gridPane, translationManager, new LobbyClient(clientService));
// Subscribe to server-initiated events so closed lobbies are removed
// immediately
clientService.addEventListener(this::handleClientServiceEvent);
}
private static record EventInfo(String event, String lobbyId) {}
private EventInfo extractEventInfo(List<RequestParameter> params) {
String evt = null;
String lidStr = null;
for (RequestParameter p : params) {
if ("EVENT".equalsIgnoreCase(p.key())) {
evt = p.value();
} else if ("LOBBY_ID".equalsIgnoreCase(p.key())) {
lidStr = p.value();
}
}
return new EventInfo(evt, lidStr);
}
private Integer tryParseInt(String s) {
try {
return Integer.parseInt(s);
} catch (NumberFormatException ex) {
return null;
}
}
private void handleLobbyClosed(int lid) {
LOGGER.info(
"LOBBY_CLOSED event for lobby {} — mapping before: {}",
lid,
translationManager.getButtonIdToLobbyId());
// find button id(s) for this lobby and remove mapping
Map<Integer, Integer> mapping = translationManager.getButtonIdToLobbyId();
Integer toRemove = null;
for (Map.Entry<Integer, Integer> e : mapping.entrySet()) {
if (e.getValue() != null && e.getValue().intValue() == lid) {
toRemove = e.getKey();
break;
}
}
if (toRemove != null) {
LOGGER.info(
"Removing mapping for button {} -> lobby {} (LOBBY_CLOSED event)",
toRemove,
lid);
translationManager.removeLobbyButton(toRemove);
LOGGER.debug("Mapping after removal: {}", translationManager.getButtonIdToLobbyId());
javafx.application.Platform.runLater(this::renderLobbyButtons);
}
}
private void handleLobbyCreated(int lid) {
LOGGER.info(
"LOBBY_CREATED event for lobby {} — mapping before: {}",
lid,
translationManager.getButtonIdToLobbyId());
Map<Integer, Integer> mapping = translationManager.getButtonIdToLobbyId();
// If this lobby is already known, nothing to do
if (mapping.containsValue(lid)) {
LOGGER.debug("Lobby {} already mapped, skipping", lid);
return;
}
// find next free button id (1..MAX_BUTTONS)
for (int candidate = 1; candidate <= MAX_BUTTONS; candidate++) {
if (!mapping.containsKey(candidate)) {
try {
translationManager.addLobbyButton(candidate, lid);
LOGGER.info("Mapped new lobby {} to button {}", lid, candidate);
LOGGER.debug(
"Mapping after add: {}", translationManager.getButtonIdToLobbyId());
javafx.application.Platform.runLater(this::renderLobbyButtons);
break;
} catch (Exception ex) {
// grid full? try next candidate
LOGGER.debug("Could not map created lobby {}: {}", lid, ex.getMessage());
}
}
}
}
private void handleClientServiceEvent(List<String> lines) {
EventInfo info = extractEventInfo(ClientService.convertToRequestParameters(lines));
if (info.event() == null || info.lobbyId() == null) {
return;
}
Integer lid = tryParseInt(info.lobbyId());
if (lid == null) {
return;
}
if ("LOBBY_CLOSED".equalsIgnoreCase(info.event())) {
handleLobbyClosed(lid);
} else if ("LOBBY_CREATED".equalsIgnoreCase(info.event())) {
handleLobbyCreated(lid);
}
}
private void startPeriodicRefresh(long initialDelay, long period) {
@@ -72,15 +178,40 @@ public class LobbyButtonGridManager {
private void refreshMappings() {
Map<Integer, Integer> mapping = translationManager.getButtonIdToLobbyId();
// Always attempt to sync with server-side lobby list so clients that start
// after a lobby was created will discover it. This keeps the local mapping
// in sync with the server without requiring a restart.
List<LobbyClient.LobbyInfo> serverLobbies = null;
java.util.Set<Integer> serverIds = new java.util.HashSet<>();
try {
serverLobbies = lobbyClient.getLobbyList();
if (serverLobbies != null) {
for (var li : serverLobbies) {
serverIds.add(li.id);
}
}
reconcileWithServerLobbies(serverLobbies);
} catch (Exception ex) {
LOGGER.debug("Could not fetch lobby list: {}", ex.getMessage());
}
if (mapping.isEmpty()) {
return;
// mapping may still be empty after reconciliation
if (translationManager.getButtonIdToLobbyId().isEmpty()) {
return;
}
mapping = translationManager.getButtonIdToLobbyId();
}
List<Map.Entry<Integer, Integer>> entries = new ArrayList<>(mapping.entrySet());
for (Map.Entry<Integer, Integer> e : entries) {
int buttonId = e.getKey();
int lobbyId = e.getValue();
Integer lobbyIdObj = e.getValue();
if (lobbyIdObj == null) {
continue;
}
int lobbyId = lobbyIdObj.intValue();
CompletableFuture.supplyAsync(
() -> {
@@ -94,16 +225,88 @@ public class LobbyButtonGridManager {
executor)
.thenAccept(
status -> {
// Do not remove a mapping just because the status fetch
// temporarily returned null. Only remove mappings when
// the server no longer lists the lobby (reconcileWithServerLobbies
// handles removals based on authoritative server list).
if (status == null) {
translationManager.removeLobbyButton(buttonId);
javafx.application.Platform.runLater(
this::updateLobbyButtonImages);
if (!serverIds.contains(lobbyId)) {
translationManager.removeLobbyButton(buttonId);
javafx.application.Platform.runLater(
this::renderLobbyButtons);
} else {
// treat as created/running later; keep mapping
LOGGER.debug(
"Missing status for lobby {} - keeping mapping",
lobbyId);
}
}
});
}
}
private void reconcileWithServerLobbies(List<LobbyClient.LobbyInfo> serverLobbies) {
if (serverLobbies == null) {
return;
}
Map<Integer, Integer> mapping = translationManager.getButtonIdToLobbyId();
// Build set of lobby ids returned by server
java.util.Set<Integer> serverIds = new java.util.HashSet<>();
for (var li : serverLobbies) {
serverIds.add(li.id);
}
LOGGER.debug("Reconciling mappings. serverIds={} mapping={}", serverIds, mapping);
// Remove mappings for lobbies that no longer exist
java.util.List<Integer> toRemove = new java.util.ArrayList<>();
for (var e : mapping.entrySet()) {
Integer lid = e.getValue();
if (lid == null) {
continue;
}
if (!serverIds.contains(lid)) {
toRemove.add(e.getKey());
}
}
for (Integer bid : toRemove) {
LOGGER.info(
"Reconciling: removing mapping for button {} (server no longer lists lobby)",
bid);
translationManager.removeLobbyButton(bid);
}
// Add server lobbies that are not yet mapped
for (var li : serverLobbies) {
if (mapping.containsValue(li.id)) {
continue;
}
// find next free button id (1..MAX_BUTTONS)
for (int candidate = 1; candidate <= MAX_BUTTONS; candidate++) {
if (!mapping.containsKey(candidate)) {
try {
translationManager.addLobbyButton(candidate, li.id);
LOGGER.info(
"Reconciling: added mapping button {} -> lobby {}",
candidate,
li.id);
break;
} catch (Exception ex) {
// grid full? try next candidate
LOGGER.debug(
"Could not add mapping for lobby {}: {}", li.id, ex.getMessage());
}
}
}
}
if (!toRemove.isEmpty() || !serverLobbies.isEmpty()) {
javafx.application.Platform.runLater(this::renderLobbyButtons);
}
}
public void renderLobbyButtons() {
gridPane.getChildren().clear();
@@ -118,7 +321,11 @@ public class LobbyButtonGridManager {
for (int index = 0; index < buttonIds.size(); index++) {
Integer buttonId = buttonIds.get(index);
int lobbyId = mapping.get(buttonId);
Integer lobbyIdObj = mapping.get(buttonId);
if (lobbyIdObj == null) {
continue;
}
int lobbyId = lobbyIdObj.intValue();
Button btn = createLobbyButton(buttonId, lobbyId);
@@ -171,9 +378,8 @@ public class LobbyButtonGridManager {
LobbyStatus status = parseLobbyStatus(statusStr);
String path =
getImagePathForButton(
buttonId,
status == null ? LobbyStatus.CREATED : status);
getImagePathForLobby(
lobbyId, status == null ? LobbyStatus.CREATED : status);
Image img = safeLoadImage(path);
@@ -208,11 +414,11 @@ public class LobbyButtonGridManager {
}
}
private String getImagePathForButton(int buttonId, LobbyStatus status) {
private String getImagePathForLobby(int lobbyId, LobbyStatus status) {
String statusStr = status == LobbyStatus.CREATED ? "created" : "running";
return String.format(BUTTON_IMAGE_TEMPLATE, buttonId, statusStr);
return String.format(BUTTON_IMAGE_TEMPLATE, lobbyId, statusStr);
}
private Image safeLoadImage(String path) {
@@ -253,7 +459,11 @@ public class LobbyButtonGridManager {
}
for (Integer buttonId : mapping.keySet()) {
int lobbyId = mapping.get(buttonId);
Integer lobbyIdObj = mapping.get(buttonId);
if (lobbyIdObj == null) {
continue;
}
int lobbyId = lobbyIdObj.intValue();
CompletableFuture.supplyAsync(
() -> {
@@ -266,7 +476,7 @@ public class LobbyButtonGridManager {
executor)
.thenAccept(
status -> {
String path = getImagePathForButton(buttonId, status);
String path = getImagePathForLobby(lobbyId, status);
javafx.application.Platform.runLater(
() -> {
@@ -341,8 +551,27 @@ public class LobbyButtonGridManager {
});
try {
var cs = lobbyClient.getClientService();
ch.unibas.dmi.dbis.cs108.casono.client.ui.gameui.CasinoGameUI
.setClientService(lobbyClient.getClientService());
.setClientService(cs);
ch.unibas.dmi.dbis.cs108.casono.client.ui.gameui.CasinoGameUI.setLobbyId(
lobbyId);
String username =
ch.unibas.dmi.dbis.cs108.casono.client.ClientApp
.getSharedUsername();
if (username == null || username.isBlank()) {
username =
"Guest-"
+ java.util
.UUID
.randomUUID()
.toString()
.substring(0, GUEST_ID_LENGTH);
}
ch.unibas.dmi.dbis.cs108.casono.client.ui.gameui.CasinoGameUI.setUsername(
username);
new ch.unibas.dmi.dbis.cs108.casono.client.ui.gameui.CasinoGameUI()
.start(gameStage);
@@ -361,8 +590,4 @@ public class LobbyButtonGridManager {
public LobbyClient getLobbyClient() {
return lobbyClient;
}
public void refreshNow() {
refreshMappings();
}
}
@@ -24,6 +24,7 @@ import ch.unibas.dmi.dbis.cs108.casono.server.app.commands.ping.PingRequest;
import ch.unibas.dmi.dbis.cs108.casono.server.app.commands.send_message.SendMessageHandler;
import ch.unibas.dmi.dbis.cs108.casono.server.app.commands.send_message.SendMessageParser;
import ch.unibas.dmi.dbis.cs108.casono.server.app.commands.send_message.SendMessageRequest;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.LobbyManager;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.user.UserCleanupJob;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.user.UserRegistry;
import ch.unibas.dmi.dbis.cs108.casono.server.network.NetworkManager;
@@ -32,7 +33,11 @@ import ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandR
import ch.unibas.dmi.dbis.cs108.casono.server.network.command.parsing.CommandParserDispatcher;
import ch.unibas.dmi.dbis.cs108.casono.server.network.events.DisconnectEvent;
import ch.unibas.dmi.dbis.cs108.casono.server.network.events.EventBus;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.SuccessResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.builder.ResponseBody;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.dispatcher.ResponseDispatcher;
import ch.unibas.dmi.dbis.cs108.casono.server.network.sessions.Session;
import ch.unibas.dmi.dbis.cs108.casono.server.network.sessions.SessionDisconnectJob;
import ch.unibas.dmi.dbis.cs108.casono.server.network.sessions.SessionManager;
import java.time.Duration;
@@ -49,7 +54,10 @@ public class ServerApp {
private static final int USER_CLEANUP_JOB_RECONNECT_THRESHOLD = 10;
private static final int SESSION_DISCONNECT_JOB_DELAY = 0;
private static final int SESSION_DISCONNECT_JOB_PERIOD = 2;
private static final int SESSION_DISCONNECT_JOB_TIMEOUT = 5;
private static final int SESSION_DISCONNECT_JOB_TIMEOUT = 30;
private static final int LOBBY_EXPIRY_SECONDS = 30;
private static final int LOBBY_CLEANUP_INITIAL_DELAY_SECONDS = 5;
private static final int LOBBY_CLEANUP_PERIOD_SECONDS = 5;
public static void start(String arg) {
int port = Integer.parseInt(arg);
@@ -85,12 +93,56 @@ public class ServerApp {
SESSION_DISCONNECT_JOB_PERIOD,
TimeUnit.SECONDS);
registerCommands(dispatcher, router, responseDispatcher, userRegistry);
LobbyManager lobbyManager = new LobbyManager();
registerCommands(
dispatcher,
router,
responseDispatcher,
userRegistry,
new CommandContext(lobbyManager, sessionManager));
// Periodic cleanup: remove empty lobbies older than 30s and notify affected
// users
scheduler.scheduleAtFixedRate(
() -> {
try {
var expired =
lobbyManager.findEmptyLobbiesOlderThan(
Duration.ofSeconds(LOBBY_EXPIRY_SECONDS));
for (var lid : expired) {
// remove lobby from manager first
lobbyManager.removeLobby(lid);
// broadcast LOBBY_CLOSED event to all connected sessions
// (requestId=0)
for (Session s : sessionManager.getAllSessions()) {
RequestContext ctx = new RequestContext(s.getId(), 0);
SuccessResponse ev =
new SuccessResponse(
ctx,
ResponseBody.builder()
.param("EVENT", "LOBBY_CLOSED")
.param("LOBBY_ID", lid.value())
.build()) {};
responseDispatcher.dispatch(ev);
}
}
} catch (Exception e) {
logger.warn("Lobby expiry job failed", e);
}
},
LOBBY_CLEANUP_INITIAL_DELAY_SECONDS,
LOBBY_CLEANUP_PERIOD_SECONDS,
TimeUnit.SECONDS);
NetworkManager networkManager = new NetworkManager(port, sessionManager, router);
networkManager.start();
}
private static record CommandContext(
LobbyManager lobbyManager, SessionManager sessionManager) {}
/**
* Registers command parsers and handlers.
*
@@ -102,7 +154,8 @@ public class ServerApp {
CommandParserDispatcher parserDispatcher,
CommandRouter commandRouter,
ResponseDispatcher responseDispatcher,
UserRegistry userRegistry) {
UserRegistry userRegistry,
CommandContext context) {
parserDispatcher.register("PING", new PingParser());
commandRouter.register(PingRequest.class, new PingHandler(responseDispatcher));
@@ -121,7 +174,8 @@ public class ServerApp {
parserDispatcher.register("SEND_MESSAGE", new SendMessageParser());
commandRouter.register(
SendMessageRequest.class, new SendMessageHandler(responseDispatcher, userRegistry));
SendMessageRequest.class,
new SendMessageHandler(responseDispatcher, userRegistry, context.lobbyManager()));
parserDispatcher.register("GET_MESSAGE_COUNT", new GetMessageCountParser());
commandRouter.register(
@@ -136,5 +190,154 @@ public class ServerApp {
parserDispatcher.register("LIST_USERS", new ListUsersParser());
commandRouter.register(
ListUsersRequest.class, new ListUsersHandler(responseDispatcher, userRegistry));
// GET_LOBBY_LIST registration
parserDispatcher.register(
"GET_LOBBY_LIST",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_list
.GetLobbyListParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_list
.GetLobbyListRequest.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby
.get_lobby_list.GetLobbyListRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_list
.GetLobbyListHandler(responseDispatcher, context.lobbyManager()));
// GET_GAME_STATE registration
parserDispatcher.register(
"GET_GAME_STATE",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.get_game_state
.GetGameStateParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.get_game_state
.GetGameStateRequest.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game
.get_game_state.GetGameStateRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.get_game_state
.GetGameStateHandler(
responseDispatcher, context.lobbyManager(), userRegistry));
// BET registration
parserDispatcher.register(
"BET",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet.PlayerBetParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet.PlayerBetRequest.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet
.PlayerBetRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet
.PlayerBetHandler(
responseDispatcher, userRegistry, context.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, context.lobbyManager()));
// CALL registration
parserDispatcher.register(
"CALL",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.call
.PlayerCallParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.call.PlayerCallRequest
.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.call
.PlayerCallRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.call
.PlayerCallHandler(
responseDispatcher, userRegistry, context.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, context.lobbyManager()));
// GET_LOBBY_STATUS registration
parserDispatcher.register(
"GET_LOBBY_STATUS",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_status
.GetLobbyStatusParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_status
.GetLobbyStatusRequest.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby
.get_lobby_status.GetLobbyStatusRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby
.get_lobby_status.GetLobbyStatusHandler(
responseDispatcher, context.lobbyManager(), userRegistry));
// CREATE_LOBBY registration
parserDispatcher.register(
"CREATE_LOBBY",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.create_lobby
.CreateLobbyParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.create_lobby
.CreateLobbyRequest.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby
.create_lobby.CreateLobbyRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.create_lobby
.CreateLobbyHandler(
responseDispatcher,
context.lobbyManager(),
context.sessionManager()));
// JOIN_LOBBY registration
parserDispatcher.register(
"JOIN_LOBBY",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.join_lobby
.JoinLobbyParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.join_lobby
.JoinLobbyRequest.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.join_lobby
.JoinLobbyRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.join_lobby
.JoinLobbyHandler(
responseDispatcher, context.lobbyManager(), userRegistry));
// START_GAME registration
parserDispatcher.register(
"START_GAME",
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.start_game
.StartGameParser());
commandRouter.register(
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.start_game
.StartGameRequest.class,
(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.start_game
.StartGameRequest>)
new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.start_game
.StartGameHandler(
responseDispatcher, context.lobbyManager(), userRegistry));
}
}
@@ -0,0 +1,33 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.add_player;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.user.User;
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 ADD_PLAYER command. */
public class AddPlayerHandler extends CommandHandler<AddPlayerRequest> {
private final UserRegistry userRegistry;
public AddPlayerHandler(UserRegistry userRegistry, ResponseDispatcher responseDispatcher) {
super(responseDispatcher);
this.userRegistry = userRegistry;
}
@Override
public void execute(AddPlayerRequest request) {
Optional<User> created =
userRegistry.registerIfAvailable(
request.getName(), request.getContext().sessionId());
if (created.isEmpty()) {
responseDispatcher.dispatch(
new ErrorResponse(request.getContext(), "NAME_TAKEN", "Name already taken"));
return;
}
responseDispatcher.dispatch(new OkResponse(request.getContext()));
}
}
@@ -0,0 +1,20 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.add_player;
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 ADD_PLAYER command. */
public class AddPlayerParser implements CommandParser<AddPlayerRequest> {
@Override
public AddPlayerRequest parse(PrimitiveRequest primitiveRequest) {
RequestParameterAccessor accessor =
new RequestParameterAccessor(primitiveRequest.parameters());
String name = accessor.require("NAME");
int chips = accessor.require("CHIPS", Integer::parseInt);
return new AddPlayerRequest(primitiveRequest.context(), name, chips);
}
}
@@ -0,0 +1,24 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.add_player;
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 data for the ADD_PLAYER command. */
public class AddPlayerRequest extends Request {
private final String name;
private final int chips;
public AddPlayerRequest(RequestContext context, String name, int chips) {
super(context);
this.name = name;
this.chips = chips;
}
public String getName() {
return name;
}
public int getChips() {
return chips;
}
}
@@ -0,0 +1,108 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet;
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 `BET` 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 PlayerBetHandler extends CommandHandler<PlayerBetRequest> {
private final UserRegistry userRegistry;
private final LobbyManager lobbyManager;
/**
* Creates a new {@code PlayerBetHandler}.
*
* @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 PlayerBetHandler(
ResponseDispatcher responseDispatcher,
UserRegistry userRegistry,
LobbyManager lobbyManager) {
super(responseDispatcher);
this.userRegistry = userRegistry;
this.lobbyManager = lobbyManager;
}
/**
* Execute the bet request: validate parameters, resolve lobby and game, and forward the bet
* action to the game controller. Sends an {@link ErrorResponse} on failure or an {@link
* OkResponse} on success.
*
* @param request the parsed {@link PlayerBetRequest}
*/
@Override
public void execute(PlayerBetRequest request) {
if (request.getAmount() < 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.playerBet(PlayerId.of(username), request.getAmount());
} catch (Exception e) {
responseDispatcher.dispatch(
new ErrorResponse(request.getContext(), "GAME_ACTION_FAILED", e.getMessage()));
return;
}
responseDispatcher.dispatch(new OkResponse(request.getContext()));
}
}
@@ -0,0 +1,40 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet;
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 `BET` command.
*
* <p>Parses the request parameters and builds a {@link PlayerBetRequest}. Expected parameters:
*
* <ul>
* <li>`GAME_ID` (optional) - numeric id of the lobby/game to target
* <li>`AMOUNT` (required) - amount to bet
* </ul>
*/
public class PlayerBetParser implements CommandParser<PlayerBetRequest> {
/**
* Parse a primitive request into a {@link PlayerBetRequest}.
*
* @param primitiveRequest the raw parsed request containing parameters and context
* @return a {@link PlayerBetRequest} with the parsed values (gameId may be null)
*/
@Override
public PlayerBetRequest 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 PlayerBetRequest(primitiveRequest.context(), gameId, amount);
}
}
@@ -0,0 +1,45 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet;
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 `BET` command.
*
* <p>Contains the optional target `gameId` and the `amount` the player wants to bet.
*/
public class PlayerBetRequest extends Request {
private final Integer gameId;
private final int amount;
/**
* Creates a new {@code PlayerBetRequest}.
*
* @param context the request context
* @param gameId optional game id of the targeted lobby (may be {@code null})
* @param amount the bet amount (non-negative)
*/
public PlayerBetRequest(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 bet amount.
*
* @return the bet amount
*/
public int getAmount() {
return amount;
}
}
@@ -0,0 +1,96 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.call;
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 `CALL` 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 call action to the {@code
* GameController}.
*/
public class PlayerCallHandler extends CommandHandler<PlayerCallRequest> {
private final UserRegistry userRegistry;
private final LobbyManager lobbyManager;
/**
* Creates a new {@code PlayerCallHandler}.
*
* @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 PlayerCallHandler(
ResponseDispatcher responseDispatcher,
UserRegistry userRegistry,
LobbyManager lobbyManager) {
super(responseDispatcher);
this.userRegistry = userRegistry;
this.lobbyManager = lobbyManager;
}
/**
* Execute the call request: resolve lobby by `GAME_ID` if present, otherwise by session user,
* verify game is running, and forward the call to the game controller.
*
* @param request the parsed {@link PlayerCallRequest}
*/
@Override
public void execute(PlayerCallRequest 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.playerCall(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.call;
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 `CALL` 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 PlayerCallParser implements CommandParser<PlayerCallRequest> {
@Override
public PlayerCallRequest 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 errors handled by framework
}
return new PlayerCallRequest(primitiveRequest.context(), gameId);
}
}
@@ -0,0 +1,34 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.call;
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 `CALL` 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 PlayerCallRequest extends Request {
private final Integer gameId;
/**
* Creates a new {@code PlayerCallRequest}.
*
* @param context the request context
* @param gameId optional game id of the targeted lobby (may be {@code null})
*/
public PlayerCallRequest(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;
}
}
@@ -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;
}
}
@@ -0,0 +1,88 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.get_game_state;
import ch.unibas.dmi.dbis.cs108.casono.server.app.checks.UserLoggedInCheck;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.Lobby;
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.User;
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.dispatcher.ResponseDispatcher;
/** Handler for GET_GAME_STATE: returns pot, phase, community cards and per-player info. */
public class GetGameStateHandler extends CommandHandler<GetGameStateRequest> {
private final LobbyManager lobbyManager;
private final UserRegistry userRegistry;
public GetGameStateHandler(
ResponseDispatcher responseDispatcher,
LobbyManager lobbyManager,
UserRegistry userRegistry) {
super(responseDispatcher);
this.lobbyManager = lobbyManager;
this.userRegistry = userRegistry;
addCheck(new UserLoggedInCheck(userRegistry));
}
@Override
public void execute(GetGameStateRequest request) {
Integer gameId = request.getGameId();
String username = resolveUsername(request);
Lobby lobby;
if (gameId != null) {
lobby = lobbyManager.getLobby(LobbyId.of(gameId));
if (lobby == null) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "LOBBY_NOT_FOUND", "Lobby not found"));
return;
}
} else {
if (username == null) {
var maybeUser = userRegistry.getBySessionId(request.getSessionId());
if (maybeUser.isEmpty()) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "NOT_LOGGED_IN", "User not logged in"));
return;
}
User u = maybeUser.get();
username = u.getName();
}
lobby = lobbyManager.getLobbyByUsername(username);
if (lobby == null) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "NOT_IN_LOBBY", "User not in a lobby"));
return;
}
}
var game = lobby.getGameController();
if (game == null) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "GAME_NOT_STARTED", "Game not started"));
return;
}
responseDispatcher.dispatch(new GetGameStateResponse(request.getContext(), game, username));
}
private String resolveUsername(GetGameStateRequest request) {
String username = request.getUsername();
if (username != null && !username.isBlank()) {
return username.trim();
}
return userRegistry
.getBySessionId(request.getSessionId())
.map(User::getName)
.map(String::trim)
.filter(name -> !name.isEmpty())
.orElse(null);
}
}
@@ -0,0 +1,16 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.get_game_state;
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;
public class GetGameStateParser implements CommandParser<GetGameStateRequest> {
@Override
public GetGameStateRequest parse(PrimitiveRequest primitiveRequest) {
RequestParameterAccessor accessor =
new RequestParameterAccessor(primitiveRequest.parameters());
Integer gameId = accessor.optional("GAME_ID", null, Integer::parseInt);
String username = accessor.optional("USERNAME", null);
return new GetGameStateRequest(primitiveRequest.context(), username, gameId);
}
}
@@ -0,0 +1,31 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.get_game_state;
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 object for `GET_GAME_STATE`.
*
* <p>Either `USERNAME` or `GAME_ID` may be provided by the client. If both are omitted the handler
* will resolve the username from the session.
*/
public class GetGameStateRequest extends Request {
private final String username;
private final Integer gameId;
public GetGameStateRequest(RequestContext context, String username, Integer gameId) {
super(context);
this.username = username;
this.gameId = gameId;
}
/** Returns the optional username provided in the request. */
public String getUsername() {
return username;
}
/** Returns the optional game id provided in the request. */
public Integer getGameId() {
return gameId;
}
}
@@ -0,0 +1,170 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.get_game_state;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.GameController;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.deck.Card;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.deck.Rank;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.deck.Suit;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.Player;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.SuccessResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.builder.ResponseBody;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.builder.ResponseBodyBuilder;
import java.util.List;
import java.util.Objects;
/**
* Response carrying a snapshot of the current game state using the project's wire format.
*
* <p>Wire format (relevant parts):
*
* <p>+OK PHASE=... POT=... CURRENT_BET=... DEALER=... ACTIVE_PLAYER=... CARD VALUE=... SUIT=... END
* PLAYER NAME=... CHIPS=... BET=... STATE=... CARD (only for requesting user) VALUE=... SUIT=...
* END END END
*
* <p>Notes: - Community cards are always emitted at top-level (0..5). If none exist (e.g. PREFLOP),
* none are emitted. - Hole cards are only emitted for the requesting player (privacy).
*/
public class GetGameStateResponse extends SuccessResponse {
public GetGameStateResponse(
RequestContext context, GameController game, String requestingUsername) {
super(
context,
buildBody(
Objects.requireNonNull(game, "game must not be null").getState(),
requestingUsername));
}
private static ResponseBody buildBody(GameState state, String requestingUsername) {
Objects.requireNonNull(state, "state must not be null");
ResponseBodyBuilder builder = ResponseBody.builder();
builder.param("PHASE", state.getPhase() == null ? "UNKNOWN" : state.getPhase().name());
builder.param("POT", state.getPot() == null ? 0 : state.getPot().getAmount());
builder.param("CURRENT_BET", computeGlobalCurrentBet(state));
builder.param("DEALER", state.getDealerIndex());
builder.param("ACTIVE_PLAYER", state.getCurrentPlayerIndex());
appendCommunityCards(builder, state);
appendPlayers(builder, state, requestingUsername);
return builder.build();
}
private static int computeGlobalCurrentBet(GameState state) {
int globalCurrentBet = 0;
for (Player p : state.getPlayers()) {
if (p == null) {
continue;
}
int b = state.getCurrentBet(p.getId());
if (b > globalCurrentBet) {
globalCurrentBet = b;
}
}
return globalCurrentBet;
}
private static void appendCommunityCards(ResponseBodyBuilder builder, GameState state) {
List<Card> community = state.getCommunityCards();
if (community == null || community.isEmpty()) {
return;
}
for (Card c : community) {
if (c == null) {
continue;
}
builder.block(
"CARD",
card -> {
card.param("VALUE", rankToWire(c.getRank()));
card.param("SUIT", suitToWire(c.getSuit()));
});
}
}
private static void appendPlayers(
ResponseBodyBuilder builder, GameState state, String requestingUsername) {
String req = (requestingUsername == null) ? null : requestingUsername.trim();
for (Player p : state.getPlayers()) {
if (p == null) {
continue;
}
PlayerId pid = p.getId();
String name = (pid == null || pid.value() == null) ? "" : pid.value().trim();
builder.block(
"PLAYER",
pblock -> {
pblock.param("NAME", name);
pblock.param("CHIPS", p.getChips());
pblock.param("BET", pid == null ? 0 : state.getCurrentBet(pid));
pblock.param("STATE", p.isFolded() ? "FOLDED" : "ACTIVE");
if (req != null && pid != null && req.equals(name)) {
List<Card> hole = state.getHoleCards(pid);
if (hole != null) {
for (Card hc : hole) {
if (hc == null) {
continue;
}
pblock.block(
"CARD",
cblock -> {
cblock.param("VALUE", rankToWire(hc.getRank()));
cblock.param("SUIT", suitToWire(hc.getSuit()));
});
}
}
}
});
}
}
private static String rankToWire(Rank r) {
if (r == null) {
return "";
}
return switch (r) {
case TWO -> "2";
case THREE -> "3";
case FOUR -> "4";
case FIVE -> "5";
case SIX -> "6";
case SEVEN -> "7";
case EIGHT -> "8";
case NINE -> "9";
case TEN -> "10";
case JACK -> "J";
case QUEEN -> "Q";
case KING -> "K";
case ACE -> "A";
};
}
private static String suitToWire(Suit s) {
if (s == null) {
return "";
}
return switch (s) {
case HEARTS -> "H";
case DIAMONDS -> "D";
case CLUBS -> "C";
case SPADES -> "S";
};
}
}
@@ -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;
}
}
@@ -0,0 +1,56 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.create_lobby;
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.network.command.execution.CommandHandler;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.ErrorResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.SuccessResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.builder.ResponseBody;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.dispatcher.ResponseDispatcher;
import ch.unibas.dmi.dbis.cs108.casono.server.network.sessions.Session;
import ch.unibas.dmi.dbis.cs108.casono.server.network.sessions.SessionManager;
public class CreateLobbyHandler extends CommandHandler<CreateLobbyRequest> {
private final LobbyManager lobbyManager;
private final SessionManager sessionManager;
public CreateLobbyHandler(
ResponseDispatcher responseDispatcher,
LobbyManager lobbyManager,
SessionManager sessionManager) {
super(responseDispatcher);
this.lobbyManager = lobbyManager;
this.sessionManager = sessionManager;
}
@Override
public void execute(CreateLobbyRequest request) {
LobbyId id = lobbyManager.createNewLobby(null);
if (id == null) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(),
"LOBBIES_FULL",
"Maximum number of 8 lobbies reached"));
return;
}
responseDispatcher.dispatch(new CreateLobbyResponse(request.getContext(), id.value()));
// broadcast LOBBY_CREATED event to all connected sessions (requestId=0)
for (Session s : sessionManager.getAllSessions()) {
RequestContext ctx = new RequestContext(s.getId(), 0);
SuccessResponse ev =
new SuccessResponse(
ctx,
ResponseBody.builder()
.param("EVENT", "LOBBY_CREATED")
.param("LOBBY_ID", id.value())
.build()) {};
responseDispatcher.dispatch(ev);
}
}
}
@@ -0,0 +1,11 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.create_lobby;
import ch.unibas.dmi.dbis.cs108.casono.server.network.command.parsing.CommandParser;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.PrimitiveRequest;
public class CreateLobbyParser implements CommandParser<CreateLobbyRequest> {
@Override
public CreateLobbyRequest parse(PrimitiveRequest primitiveRequest) {
return new CreateLobbyRequest(primitiveRequest.context());
}
}
@@ -0,0 +1,10 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.create_lobby;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.Request;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
public class CreateLobbyRequest extends Request {
public CreateLobbyRequest(RequestContext context) {
super(context);
}
}
@@ -0,0 +1,14 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.create_lobby;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.SuccessResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.builder.ResponseBodyBuilder;
/** Sends ID of newly created lobby back to client. */
public class CreateLobbyResponse extends SuccessResponse {
public CreateLobbyResponse(RequestContext context, int lobbyId) {
super(
context,
new ResponseBodyBuilder().param("LOBBY_ID", String.valueOf(lobbyId)).build());
}
}
@@ -0,0 +1,28 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_list;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.LobbyManager;
import ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.dispatcher.ResponseDispatcher;
import java.util.Collection;
/**
* Handler for the `GET_LOBBY_LIST` command.
*
* <p>Queries the {@link LobbyManager} for all available lobbies and dispatches a {@link
* GetLobbyListResponse} containing basic metadata for each lobby (`ID`, `NAME`, `PLAYER_COUNT`).
*/
public class GetLobbyListHandler extends CommandHandler<GetLobbyListRequest> {
private final LobbyManager lobbyManager;
public GetLobbyListHandler(ResponseDispatcher responseDispatcher, LobbyManager lobbyManager) {
super(responseDispatcher);
this.lobbyManager = lobbyManager;
}
@Override
public void execute(GetLobbyListRequest request) {
Collection<ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.Lobby> l =
lobbyManager.getAllLobbies();
responseDispatcher.dispatch(new GetLobbyListResponse(request.getContext(), l));
}
}
@@ -0,0 +1,17 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_list;
import ch.unibas.dmi.dbis.cs108.casono.server.network.command.parsing.CommandParser;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.PrimitiveRequest;
/**
* Parser for the `GET_LOBBY_LIST` command.
*
* <p>Parses the incoming primitive request and produces a {@link GetLobbyListRequest}. This command
* takes no parameters.
*/
public class GetLobbyListParser implements CommandParser<GetLobbyListRequest> {
@Override
public GetLobbyListRequest parse(PrimitiveRequest primitiveRequest) {
return new GetLobbyListRequest(primitiveRequest.context());
}
}
@@ -0,0 +1,15 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_list;
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 object for the `GET_LOBBY_LIST` command.
*
* <p>Contains only the request context; this command does not require parameters.
*/
public class GetLobbyListRequest extends Request {
public GetLobbyListRequest(RequestContext context) {
super(context);
}
}
@@ -0,0 +1,37 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_list;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.Lobby;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.SuccessResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.builder.ResponseBody;
import java.util.Collection;
/**
* Success response for `GET_LOBBY_LIST`.
*
* <p>Builds a `LOBBIES` collection with repeated `LOBBY` blocks containing `ID`, `NAME` and
* `PLAYER_COUNT`.
*/
public class GetLobbyListResponse extends SuccessResponse {
public GetLobbyListResponse(RequestContext context, Collection<Lobby> lobbies) {
super(
context,
ResponseBody.builder()
.block(
"LOBBIES",
lobbies_block -> {
for (Lobby lobby : lobbies) {
lobbies_block.block(
"LOBBY",
lb -> {
lb.param("ID", lobby.getId().value());
lb.param("NAME", lobby.getName());
lb.param(
"PLAYER_COUNT",
lobby.getPlayerNames().size());
});
}
})
.build());
}
}
@@ -0,0 +1,81 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_status;
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.dispatcher.ResponseDispatcher;
import java.util.Optional;
/**
* Handler for the `GET_LOBBY_STATUS` command.
*
* <p>Resolves the target lobby either by the optional `ID` parameter or by `USERNAME`. If both are
* omitted the handler requires the session to be associated with a logged-in user (see the inline
* pre-execution check). On success a {@link GetLobbyStatusResponse} is dispatched, otherwise an
* {@link ErrorResponse} with code `LOBBY_NOT_FOUND` is sent.
*/
public class GetLobbyStatusHandler extends CommandHandler<GetLobbyStatusRequest> {
private final LobbyManager lobbyManager;
private final UserRegistry userRegistry;
public GetLobbyStatusHandler(
ResponseDispatcher responseDispatcher,
LobbyManager lobbyManager,
UserRegistry userRegistry) {
super(responseDispatcher);
this.lobbyManager = lobbyManager;
this.userRegistry = userRegistry;
// Only require logged-in session if the request does not provide an explicit ID
// or USERNAME
addCheck(
request -> {
if (!(request instanceof GetLobbyStatusRequest)) {
return Optional.empty();
}
GetLobbyStatusRequest r = (GetLobbyStatusRequest) request;
if (r.getId() != null || r.getUsername() != null) {
return Optional.empty();
}
var maybeUser = userRegistry.getBySessionId(r.getSessionId());
if (maybeUser.isPresent()) {
return Optional.empty();
}
return Optional.of(
new ErrorResponse(
r.getContext(),
"USER_NOT_LOGGED_IN",
"Request requires an associated logged-in user"));
});
}
@Override
public void execute(GetLobbyStatusRequest request) {
// Resolve username from request or session when no explicit ID/USERNAME
// provided
String targetUsername = request.getUsername();
if (targetUsername == null) {
var maybeUser = userRegistry.getBySessionId(request.getSessionId());
if (maybeUser.isPresent()) {
targetUsername = maybeUser.get().getName();
}
}
var lobby =
(request.getId() != null)
? lobbyManager.getLobby(LobbyId.of(request.getId()))
: (targetUsername != null
? lobbyManager.getLobbyByUsername(targetUsername)
: null);
if (lobby == null) {
responseDispatcher.dispatch(
new ErrorResponse(request.getContext(), "LOBBY_NOT_FOUND", "Lobby not found"));
return;
}
responseDispatcher.dispatch(new GetLobbyStatusResponse(request.getContext(), lobby));
}
}
@@ -0,0 +1,36 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_status;
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;
public class GetLobbyStatusParser implements CommandParser<GetLobbyStatusRequest> {
/**
* Parse the incoming primitive request into a {@link GetLobbyStatusRequest}.
*
* <p>Supported optional parameters:
*
* <ul>
* <li>`ID` (int) — numeric lobby id to query
* <li>`USERNAME` (String) — username to lookup the lobby for
* </ul>
*
* If both are omitted the handler may require a logged-in session.
*
* @param primitiveRequest raw request containing parameters and context
* @return parsed {@link GetLobbyStatusRequest}
*/
@Override
public GetLobbyStatusRequest parse(PrimitiveRequest primitiveRequest) {
RequestParameterAccessor accessor =
new RequestParameterAccessor(primitiveRequest.parameters());
Integer id = null;
try {
id = accessor.optional("ID", null, Integer::parseInt);
} catch (Exception e) {
// parse error handled elsewhere
}
String username = accessor.optional("USERNAME", null);
return new GetLobbyStatusRequest(primitiveRequest.context(), id, username);
}
}
@@ -0,0 +1,32 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_status;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.Request;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
public class GetLobbyStatusRequest extends Request {
private final Integer id;
private final String username;
/**
* Create a new GetLobbyStatusRequest.
*
* @param context request context (session id, source, etc.)
* @param id optional numeric lobby id to query, or null
* @param username optional username to query the lobby for, or null
*/
public GetLobbyStatusRequest(RequestContext context, Integer id, String username) {
super(context);
this.id = id;
this.username = username;
}
/** Returns the optional lobby id. */
public Integer getId() {
return id;
}
/** Returns the optional username. */
public String getUsername() {
return username;
}
}
@@ -0,0 +1,53 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.get_lobby_status;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.Lobby;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.SuccessResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.builder.ResponseBody;
/**
* Success response for `GET_LOBBY_STATUS`.
*
* <p>Builds a response with a single `LOBBY` block containing `ID`, `NAME` and a nested `PLAYERS`
* collection with repeated `PLAYER` blocks (`USERNAME`, `READY`).
*/
public class GetLobbyStatusResponse extends SuccessResponse {
/**
* Create a new response for the provided {@link Lobby}.
*
* @param context request context to use for the response
* @param lobby lobby domain object containing id, name and players
*/
public GetLobbyStatusResponse(RequestContext context, Lobby lobby) {
super(
context,
ResponseBody.builder()
.param("STATUS", lobby.getGameController() != null ? "RUNNING" : "CREATED")
.block(
"LOBBY",
lb -> {
lb.param("ID", lobby.getId().value());
// STATUS indicates whether a game has been started in this
// lobby
lb.param(
"STATUS",
lobby.getGameController() == null
? "CREATED"
: "RUNNING");
lb.param("NAME", lobby.getName());
lb.block(
"PLAYERS",
players -> {
for (String p : lobby.getPlayerNames()) {
players.block(
"PLAYER",
pb -> {
pb.param("USERNAME", p);
pb.param("READY", "false");
});
}
});
})
.build());
}
}
@@ -0,0 +1,102 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.join_lobby;
import ch.unibas.dmi.dbis.cs108.casono.server.app.checks.UserLoggedInCheck;
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.User;
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 org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
/**
* Handler for the `JOIN_LOBBY` command.
*
* <p>Resolves the username from the session (requires {@link UserLoggedInCheck}), looks up the
* target lobby and attempts to add the user. On success an `+OK` response is dispatched; on failure
* an appropriate {@link ErrorResponse} with one of the error codes `LOBBY_NOT_FOUND`,
* `USER_NOT_LOGGED_IN` or `LOBBY_FULL_OR_ALREADY_IN` is returned.
*/
public class JoinLobbyHandler extends CommandHandler<JoinLobbyRequest> {
private final LobbyManager lobbyManager;
private final UserRegistry userRegistry;
private static final Logger LOGGER = LogManager.getLogger(JoinLobbyHandler.class);
/**
* Create a new {@link JoinLobbyHandler}.
*
* @param responseDispatcher dispatcher used to send responses back to the client
* @param lobbyManager manager providing lobby state and operations
* @param userRegistry registry to resolve session -> user mappings
*/
public JoinLobbyHandler(
ResponseDispatcher responseDispatcher,
LobbyManager lobbyManager,
UserRegistry userRegistry) {
super(responseDispatcher);
this.lobbyManager = lobbyManager;
this.userRegistry = userRegistry;
addCheck(new UserLoggedInCheck(userRegistry));
}
/**
* Execute the join-lobby request.
*
* @param request the parsed {@link JoinLobbyRequest}
*/
@Override
public void execute(JoinLobbyRequest request) {
LOGGER.info(
"JOIN_LOBBY request: session={}, lobbyId={}",
request.getContext().sessionId(),
request.getId());
LobbyId lid = LobbyId.of(request.getId());
var lobby = lobbyManager.getLobby(lid);
if (lobby == null) {
LOGGER.warn(
"JOIN_LOBBY: Lobby {} not found (session={})",
request.getId(),
request.getContext().sessionId());
responseDispatcher.dispatch(
new ErrorResponse(request.getContext(), "LOBBY_NOT_FOUND", "Lobby not found"));
return;
}
var maybeUser = userRegistry.getBySessionId(request.getContext().sessionId());
if (maybeUser.isEmpty()) {
LOGGER.warn(
"JOIN_LOBBY: No user associated with session {}",
request.getContext().sessionId());
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(),
"USER_NOT_LOGGED_IN",
"No user associated with session"));
return;
}
User user = maybeUser.get();
String username = user.getName();
boolean ok = lobbyManager.addPlayerToLobby(username, lid);
if (!ok) {
LOGGER.warn(
"JOIN_LOBBY: User '{}' failed to join lobby {} (full or already in)",
username,
request.getId());
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(),
"LOBBY_FULL_OR_ALREADY_IN",
"Lobby full or user already in lobby"));
return;
}
LOGGER.info("User '{}' joined lobby {}", username, request.getId());
responseDispatcher.dispatch(new OkResponse(request.getContext()));
}
}
@@ -0,0 +1,33 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.join_lobby;
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 `JOIN_LOBBY` command.
*
* <p>Expected request parameters:
*
* <ul>
* <li>`ID` (int) — numeric lobby identifier (required)
* </ul>
*
* <p>The parser builds a {@link JoinLobbyRequest} containing the parsed lobby id and the original
* request context.
*/
public class JoinLobbyParser implements CommandParser<JoinLobbyRequest> {
/**
* Parse the incoming primitive request into a {@link JoinLobbyRequest}.
*
* @param primitiveRequest the raw primitive request
* @return a {@link JoinLobbyRequest} with the parsed lobby id and context
*/
@Override
public JoinLobbyRequest parse(PrimitiveRequest primitiveRequest) {
RequestParameterAccessor accessor =
new RequestParameterAccessor(primitiveRequest.parameters());
int id = accessor.require("ID", Integer::parseInt);
return new JoinLobbyRequest(primitiveRequest.context(), id);
}
}
@@ -0,0 +1,34 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.join_lobby;
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 data for the `JOIN_LOBBY` command.
*
* <p>Contains the lobby id the client wants to join and inherits the {@link Request} contextual
* information.
*/
public class JoinLobbyRequest extends Request {
private final int id;
/**
* Create a new {@link JoinLobbyRequest}.
*
* @param context the request context
* @param id numeric lobby id to join
*/
public JoinLobbyRequest(RequestContext context, int id) {
super(context);
this.id = id;
}
/**
* Returns the lobby id requested by the client.
*
* @return numeric lobby id
*/
public int getId() {
return id;
}
}
@@ -0,0 +1,113 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.start_game;
import ch.unibas.dmi.dbis.cs108.casono.server.app.checks.UserLoggedInCheck;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.GameController;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.engine.GameEngine;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.engine.RoundManager;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.engine.TurnManager;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.rules.RuleEngine;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.Lobby;
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.dispatcher.ResponseDispatcher;
import java.util.ArrayList;
import java.util.Optional;
/**
* Handler for START_GAME: creates a GameEngine+GameController for the lobby and starts the game.
*/
public class StartGameHandler extends CommandHandler<StartGameRequest> {
private final LobbyManager lobbyManager;
private final UserRegistry userRegistry;
private static final int DEFAULT_START_CHIPS = 20000;
public StartGameHandler(
ResponseDispatcher responseDispatcher,
LobbyManager lobbyManager,
UserRegistry userRegistry) {
super(responseDispatcher);
this.lobbyManager = lobbyManager;
this.userRegistry = userRegistry;
addCheck(new UserLoggedInCheck(userRegistry));
}
@Override
public void execute(StartGameRequest request) {
Optional<ch.unibas.dmi.dbis.cs108.casono.server.domain.user.User> opt =
userRegistry.getBySessionId(request.getSessionId());
if (opt.isEmpty()) {
// Guard: UserLoggedInCheck should normally handle this
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "USER_NOT_LOGGED_IN", "User not logged in"));
return;
}
String username = opt.get().getName();
// Resolve lobby by provided ID (required)
LobbyId lid = LobbyId.of(request.getId());
Lobby lobby = lobbyManager.getLobby(lid);
if (lobby == null) {
responseDispatcher.dispatch(
new ErrorResponse(request.getContext(), "LOBBY_NOT_FOUND", "Lobby not found"));
return;
}
// Ensure requester is part of the lobby
if (!lobby.getPlayerNames().contains(username)) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(), "NOT_IN_LOBBY", "User not in specified lobby"));
return;
}
// Prevent double-start
if (lobby.getGameController() != null) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(),
"ALREADY_STARTED",
"Game has already been started for this lobby"));
return;
}
// Basic player count check
if (lobby.getPlayerNames().size() < 2) {
responseDispatcher.dispatch(
new ErrorResponse(
request.getContext(),
"NOT_ENOUGH_PLAYERS",
"Not enough players to start the game"));
return;
}
// Create engine + controller
GameState state = new GameState();
GameEngine engine =
new GameEngine(
state,
new RuleEngine(new ArrayList<>()),
new RoundManager(),
new TurnManager());
GameController game = new GameController(engine);
// Add all players from lobby
for (String playerName : lobby.getPlayerNames()) {
game.addPlayer(PlayerId.of(playerName), DEFAULT_START_CHIPS);
}
// Start the game and attach to lobby
game.startGame();
lobby.initGame(game);
responseDispatcher.dispatch(
new StartGameResponse(
request.getContext(), lid.value(), "Game started successfully"));
}
}
@@ -0,0 +1,27 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.start_game;
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 `START_GAME` command.
*
* <p>Expected request parameters:
*
* <ul>
* <li>`ID` (int) — numeric lobby identifier (required)
* </ul>
*
* <p>The parser builds a {@link StartGameRequest} containing the parsed lobby id and the original
* request context.
*/
public class StartGameParser implements CommandParser<StartGameRequest> {
@Override
public StartGameRequest parse(PrimitiveRequest primitiveRequest) {
RequestParameterAccessor accessor =
new RequestParameterAccessor(primitiveRequest.parameters());
int id = accessor.require("ID", Integer::parseInt);
return new StartGameRequest(primitiveRequest.context(), id);
}
}
@@ -0,0 +1,35 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.start_game;
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 to start a game in a specific lobby.
*
* <p>The `START_GAME` request requires the numeric lobby id parameter `ID` identifying the target
* lobby. The request carries the usual {@link RequestContext} (session id, request id) via the base
* class.
*/
public class StartGameRequest extends Request {
private final int id;
/**
* Create a new {@link StartGameRequest}.
*
* @param context the request context
* @param id numeric lobby id to start the game in
*/
public StartGameRequest(RequestContext context, int id) {
super(context);
this.id = id;
}
/**
* Returns the numeric lobby id provided by the client.
*
* @return lobby id
*/
public int getId() {
return id;
}
}
@@ -0,0 +1,34 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.lobby.start_game;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.SuccessResponse;
import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.builder.ResponseBody;
/**
* Success response for {@code START_GAME} containing the started game's identifier and an
* informational message.
*/
public class StartGameResponse extends SuccessResponse {
/**
* Create a standard start-game response with a default success message.
*
* @param context the request context
* @param gameId numeric id of the started game (uses lobby id)
*/
public StartGameResponse(RequestContext context, int gameId) {
this(context, gameId, "Game started successfully");
}
/**
* Create a start-game response with a custom message.
*
* @param context the request context
* @param gameId numeric id of the started game (uses lobby id)
* @param message informational message for the client
*/
public StartGameResponse(RequestContext context, int gameId, String message) {
super(
context,
ResponseBody.builder().param("GAME", gameId).param("MESSAGE", message).build());
}
}
@@ -1,6 +1,10 @@
package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.send_message;
import ch.unibas.dmi.dbis.cs108.casono.client.chat.ChatType;
import ch.unibas.dmi.dbis.cs108.casono.client.chat.Message;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.Lobby;
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.OkResponse;
@@ -8,6 +12,7 @@ import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.dispatch
public class SendMessageHandler extends CommandHandler<SendMessageRequest> {
private final UserRegistry userRegistry;
private final LobbyManager lobbyManager;
/**
* Constructs a new SendMessageHandler with the required dispatcher and user registry.
@@ -15,9 +20,13 @@ public class SendMessageHandler extends CommandHandler<SendMessageRequest> {
* @param responseDispatcher The dispatcher used to send responses back to clients.
* @param userRegistry The registry containing all currently connected users.
*/
public SendMessageHandler(ResponseDispatcher responseDispatcher, UserRegistry userRegistry) {
public SendMessageHandler(
ResponseDispatcher responseDispatcher,
UserRegistry userRegistry,
LobbyManager lobbyManager) {
super(responseDispatcher);
this.userRegistry = userRegistry;
this.lobbyManager = lobbyManager;
}
/**
@@ -30,7 +39,7 @@ public class SendMessageHandler extends CommandHandler<SendMessageRequest> {
@Override
public void execute(SendMessageRequest request) {
Message message = request.getMessage();
broadcast(message);
broadcast(request, message);
OkResponse response = new OkResponse(request.getContext());
responseDispatcher.dispatch(response);
}
@@ -41,7 +50,35 @@ public class SendMessageHandler extends CommandHandler<SendMessageRequest> {
*
* @param message The {@link Message} object to be broadcast.
*/
public void broadcast(Message message) {
public void broadcast(SendMessageRequest request, Message message) {
if (message != null && message.getMessageType() == ChatType.LOBBY && lobbyManager != null) {
LobbyId targetLobbyId = resolveLobbyIdForMessage(request, message);
if (targetLobbyId != null) {
lobbyManager.broadcast(
targetLobbyId,
username ->
userRegistry
.getByUsername(username)
.ifPresent(user -> user.enqueueMessage(message)));
return;
}
}
userRegistry.getAllUsers().forEach(user -> user.enqueueMessage(message));
}
private LobbyId resolveLobbyIdForMessage(SendMessageRequest request, Message message) {
if (message.lobbyId >= 0) {
LobbyId idFromMessage = LobbyId.of(message.lobbyId);
if (lobbyManager.getLobby(idFromMessage) != null) {
return idFromMessage;
}
}
return userRegistry
.getBySessionId(request.getContext().sessionId())
.map(user -> lobbyManager.getLobbyByUsername(user.getName()))
.map(Lobby::getId)
.orElse(null);
}
}
@@ -1,5 +1,6 @@
package ch.unibas.dmi.dbis.cs108.casono.server.domain.game;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.action.BetAction;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.action.BlindAction;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.action.CallAction;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.action.FoldAction;
@@ -28,7 +29,6 @@ public class GameController {
private int dealerIndex = 0;
private static final int NEXT_PLAYER_OFFSET = 3;
private static final int DEALER_OFFSET = 1;
private static final int SMALL_BLIND_OFFSET = 1;
private static final int BIG_BLIND_OFFSET = 2;
@@ -80,13 +80,13 @@ public class GameController {
dealHoleCards();
postBlinds();
int nextPlayerIndex = (dealerIndex + NEXT_PLAYER_OFFSET) % players.size();
engine.getState().setCurrentPlayerIndex(nextPlayerIndex);
engine.getState().setCurrentPlayerToPreflopFirstToAct();
}
/** Rotates the dealer position to the next player in the list. */
private void rotateDealer() {
dealerIndex = (dealerIndex + DEALER_OFFSET) % players.size();
engine.getState().setDealerIndex(dealerIndex);
}
/**
@@ -180,6 +180,16 @@ public class GameController {
engine.processAction(new RaiseAction(playerId, amount));
}
/**
* Processes a player's bet action by sending a BetAction to the GameEngine.
*
* @param playerId The ID of the player who is betting.
* @param amount The amount the player is betting.
*/
public void playerBet(PlayerId playerId, int amount) {
engine.processAction(new BetAction(playerId, amount));
}
/**
* Retrieves the current game state from the GameEngine.
*
@@ -1,133 +1,209 @@
package ch.unibas.dmi.dbis.cs108.casono.server.domain.game.engine;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.deck.Card;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.deck.Deck;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.Player;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerStatus;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GamePhase;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState;
import java.util.ArrayList;
import java.util.List;
/**
* RoundManager is responsible for managing the flow of a poker game round. It handles the
* progression of the game through its various phases (pre-flop, flop, turn, river) and manages
* player actions such as posting blinds and dealing cards. The RoundManager ensures that the game
* state is updated correctly based on player actions and the current phase of the game.
* RoundManager manages hand lifecycle and phase progression (PREFLOP -> FLOP -> TURN -> RIVER ->
* SHOWDOWN).
*
* <p>This implementation:
*
* <ul>
* <li>starts a new hand (reset + hole cards + blinds)
* <li>progresses phases once betting round is finished
* <li>deals community cards (3/1/1)
* </ul>
*/
public class RoundManager {
public static final int SMALL_BLIND = 100;
public static final int BIG_BLIND = 200;
/**
* Starts a new hand by initializing the game state, dealing cards to players, and posting
* blinds. This method sets the hand as active and resets any necessary state variables to
* prepare for a new round of play.
*
* @param state The game state to be used for starting the new hand.
*/
public void startNewHand(GameState state) {
state.setHandActive(true);
state.resetBets();
// Use GameState's canonical reset
state.startNewHand();
dealCards(state);
// Ensure deck exists
ensureDeck(state);
// Deal hole cards
dealHoleCards(state);
// Post blinds
postBlinds(state);
// Preflop always starts left of BB (or dealer in heads-up).
state.setCurrentPlayerToPreflopFirstToAct();
}
/**
* Checks if the betting round is finished and advances the game phase if necessary. This method
* evaluates the current bets of all active players and determines if the betting round can be
* concluded. If all players have met the current bet or are all-in, the game phase is advanced
* to the next stage.
*
* @param state The current game state to be evaluated for betting round progression.
*/
public void progressIfNeeded(GameState state) {
if (state.getPhase() == null) {
state.setPhase(GamePhase.PREFLOP);
}
if (isBettingRoundFinished(state)) {
advancePhase(state);
}
}
/**
* Determines if the betting round is finished by checking if all active players have met the
* current bet or are all-in. This method iterates through all players in the game state and
* evaluates their bets against the current bet on the table.
*
* @param state The current game state to be evaluated for betting round completion.
* @return true if the betting round is finished, false otherwise.
*/
private boolean isBettingRoundFinished(GameState state) {
int target = state.getTableState().getCurrentBet();
for (Player p : state.getPlayers()) {
if (p == null) {
continue;
}
if (p.getStatus() == PlayerStatus.FOLDED) {
// be tolerant if codebase mixes status + boolean flags
if (p.getStatus() == PlayerStatus.FOLDED || p.isFolded()) {
continue;
}
int bet = state.getCurrentBet(p.getId());
// The player must have placed at least one bet
if (bet < target && !p.isAllIn()) {
return false;
}
}
return true;
}
/**
* Advances the game phase to the next stage (flop, turn, river, or showdown) based on the
* current phase of the game. This method is called when the betting round is finished and
* updates the game state accordingly to reflect the new phase of play.
*
* @param state The current game state to be updated with the new phase.
*/
private void advancePhase(GameState state) {
switch (state.getPhase()) {
case PREFLOP -> dealFlop(state);
case FLOP -> dealTurn(state);
case TURN -> dealRiver(state);
case RIVER -> showdown(state);
case SHOWDOWN -> {
/* nothing */
}
}
}
private void ensureDeck(GameState state) {
Deck deck = state.getDeck();
if (deck == null) {
deck = new Deck();
deck.shuffle();
state.setDeck(deck);
}
}
private void dealHoleCards(GameState state) {
Deck deck = state.getDeck();
for (Player p : state.getPlayers()) {
if (p == null) {
continue;
}
PlayerId pid = p.getId();
Card c1 = deck.draw();
Card c2 = deck.draw();
state.giveHoleCards(pid, c1, c2);
}
}
/**
* Handles the posting of blinds at the start of a new hand. This method identifies the players
* responsible for posting the small and big blinds, updates their chip counts, adds the blind
* amounts to the pot, and updates the current bets for those players in the game state.
*
* @param state The current game state to be updated with the posted blinds.
* NOTE: Blind assignment here is intentionally minimal because GameState does not expose
* seating order. If you want correct dealer-relative blinds, add helpers in GameState (e.g.
* getPlayerIdAt(int)).
*/
private void postBlinds(GameState state) {
List<Player> playerList = new ArrayList<>(state.getPlayers());
if (playerList.size() < 2) {
return;
}
Player sb = playerList.get(0);
Player bb = playerList.get(1);
// pick first two non-folded players as SB/BB
Player sb = null;
Player bb = null;
int smallBlind = SMALL_BLIND;
int bigBlind = BIG_BLIND;
for (Player p : playerList) {
if (p == null) {
continue;
}
sb.removeChips(smallBlind);
bb.removeChips(bigBlind);
if (p.isFolded()) {
continue;
}
state.addToPot(smallBlind + bigBlind);
if (sb == null) {
sb = p;
} else {
bb = p;
break;
}
}
state.setCurrentBet(sb.getId(), smallBlind);
state.setCurrentBet(bb.getId(), bigBlind);
if (sb == null || bb == null) {
return;
}
state.getTableState().setCurrentBet(bigBlind);
sb.removeChips(SMALL_BLIND);
bb.removeChips(BIG_BLIND);
state.addToPot(SMALL_BLIND + BIG_BLIND);
state.setCurrentBet(sb.getId(), SMALL_BLIND);
state.setCurrentBet(bb.getId(), BIG_BLIND);
state.getTableState().setCurrentBet(BIG_BLIND);
}
private void dealCards(GameState state) {}
private void dealFlop(GameState state) {
ensureDeck(state);
Deck deck = state.getDeck();
private void dealFlop(GameState state) {}
state.addCommunityCard(deck.draw());
state.addCommunityCard(deck.draw());
state.addCommunityCard(deck.draw());
private void dealTurn(GameState state) {}
state.setPhase(GamePhase.FLOP);
private void dealRiver(GameState state) {}
// new betting round
state.resetBets();
state.setCurrentPlayerToPostflopFirstToAct();
}
private void showdown(GameState state) {}
private void dealTurn(GameState state) {
ensureDeck(state);
Deck deck = state.getDeck();
state.addCommunityCard(deck.draw());
state.setPhase(GamePhase.TURN);
// new betting round
state.resetBets();
state.setCurrentPlayerToPostflopFirstToAct();
}
private void dealRiver(GameState state) {
ensureDeck(state);
Deck deck = state.getDeck();
state.addCommunityCard(deck.draw());
state.setPhase(GamePhase.RIVER);
// new betting round
state.resetBets();
state.setCurrentPlayerToPostflopFirstToAct();
}
private void showdown(GameState state) {
state.setPhase(GamePhase.SHOWDOWN);
// winner evaluation is elsewhere (rules/controller)
// do NOT reset cards here; clients still need board visible during showdown
}
}
@@ -18,9 +18,6 @@ public class TurnManager {
* @param state The current game state that will be updated to reflect the next player's turn.
*/
public void nextPlayer(GameState state) {
int next = (state.getCurrentPlayerIndex() + 1) % state.getPlayers().size();
state.setCurrentPlayerIndex(next);
state.nextPlayer();
}
}
@@ -6,8 +6,6 @@ import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.rules.Rule;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.rules.RuleViolationException;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState;
import java.util.ArrayList;
import java.util.List;
/**
* The ActionOrderRule class implements the Rule interface and defines the validation logic for
@@ -31,8 +29,7 @@ public class ActionOrderRule implements Rule {
PlayerId actingPlayerId = action.getPlayerId();
List<Player> playerList = new ArrayList<>(state.getPlayers());
Player current = playerList.get(state.getCurrentPlayerIndex());
Player current = state.getCurrentPlayer();
if (!current.getId().equals(actingPlayerId)) {
throw new RuleViolationException("Not your turn");
@@ -11,225 +11,162 @@ import java.util.List;
import java.util.Map;
/**
* The GameState class encapsulates the entire state of a poker game at any given moment. It
* maintains information about the players, the pot, the current phase of the game, the dealer
* position, and the cards in play. This class is central to managing the flow of the game and
* ensuring that all actions and decisions are based on an accurate representation of the current
* game state.
* The GameState class encapsulates the entire state of a poker game at any
* given moment.
*
* <p>
* Important invariants this implementation maintains:
*
* <ul>
* <li>{@code playerOrder} defines the stable seating/turn order.
* <li>{@code currentBets} always contains an entry for every player in
* {@code playerOrder}.
* <li>{@code holeCards} maps every player to a mutable list; if not present, it
* is created on
* demand.
* </ul>
*/
public class GameState {
private Map<PlayerId, Player> players = new HashMap<>();
private List<PlayerId> playerOrder = new ArrayList<>();
private final Map<PlayerId, Player> players = new HashMap<>();
private final List<PlayerId> playerOrder = new ArrayList<>();
private Pot pot = new Pot();
private TableState tableState = new TableState();
private final TableState tableState = new TableState();
private int currentPlayerIndex;
private boolean handActive;
private boolean allowOutOfTurn;
private GamePhase phase;
private int dealerIndex;
private Map<PlayerId, Integer> currentBets = new HashMap<>();
private final Map<PlayerId, Integer> currentBets = new HashMap<>();
private final Map<PlayerId, Integer> playerBetCommitments = new HashMap<>();
private Map<PlayerId, Integer> playerBetCommitments = new HashMap<>();
private Map<PlayerId, List<Card>> holeCards = new HashMap<>();
private List<Card> communityCards = new ArrayList<>();
// private final Set<PlayerId> foldedPlayers = new HashSet<>();
private final Map<PlayerId, List<Card>> holeCards = new HashMap<>();
private final List<Card> communityCards = new ArrayList<>();
private Deck deck;
// Getter
private static final int DEALER_OFFSET = 3;
/**
* Returns the list of players currently in the game.
*
* @return A list of Player objects representing the players in the game.
*/
// Getters
public Collection<Player> getPlayers() {
return players.values();
List<Player> ordered = new ArrayList<>(playerOrder.size());
for (PlayerId id : playerOrder) {
Player p = players.get(id);
if (p != null) {
ordered.add(p);
}
}
return ordered;
}
/**
* Returns the current player whose turn it is to act.
*
* @return The Player object representing the current player.
*/
public Player getCurrentPlayer() {
PlayerId id = playerOrder.get(currentPlayerIndex);
return players.get(id);
}
/**
* Returns the index of the current player in the players list.
*
* @return An integer representing the index of the current player.
*/
public int getCurrentPlayerIndex() {
return currentPlayerIndex;
}
/**
* Indicates whether a hand is currently active in the game.
*
* @return true if a hand is active, false otherwise.
*/
public boolean isHandActive() {
return handActive;
}
/**
* Returns the current phase of the game (e.g., PREFLOP, FLOP, TURN, RIVER).
*
* @return The GamePhase enum value representing the current phase of the game.
*/
public GamePhase getPhase() {
return phase;
}
/**
* Returns the current state of the table, including player statuses and positions.
*
* @return A TableState object representing the current state of the table.
*/
public TableState getTableState() {
return tableState;
}
/**
* Returns the current pot, which contains the total amount of chips bet by players in the
* current hand.
*
* @return A Pot object representing the current pot.
*/
public Pot getPot() {
return pot;
}
/**
* Returns the current deck of cards being used in the game.
*
* @return A Deck object representing the current deck of cards.
*/
public Deck getDeck() {
return deck;
}
/**
* Returns the list of community cards currently on the table.
*
* @return A list of Card objects representing the community cards.
*/
public List<Card> getCommunityCards() {
return communityCards;
}
/**
* Returns the hole cards for a specific player based on their ID.
*
* @param playerId The ID of the player whose hole cards are being requested.
* @return A list of Card objects representing the player's hole cards, or an empty list if the
* player has no hole cards.
*/
/** Always returns a mutable list (never null). */
public List<Card> getHoleCards(PlayerId playerId) {
return holeCards.getOrDefault(playerId, new ArrayList<>());
return holeCards.computeIfAbsent(playerId, k -> new ArrayList<>());
}
/**
* Returns the index of the dealer in the players list.
*
* @return An integer representing the index of the dealer.
*/
public int getDealerIndex() {
return dealerIndex;
}
/**
* Returns a map of player IDs to their current hole cards.
*
* @return A map where the key is the player ID and the value is a list of Card objects
* representing the player's hole cards.
*/
public Map<PlayerId, List<Card>> getPlayerCards() {
return holeCards;
}
/**
* Returns the number of players currently in the game.
*
* @return An integer representing the number of players in the game.
*/
public int getPlayerCount() {
return players.size();
}
// SETTER
/**
* Sets the index of the current player in the players list.
*
* @param index An integer representing the index of the current player.
*/
// Setters / Mutators
public void setCurrentPlayerIndex(int index) {
if (playerOrder.isEmpty()) {
this.currentPlayerIndex = 0;
return;
}
this.currentPlayerIndex = index;
}
/**
* Sets whether a hand is currently active in the game.
*
* @param handActive A boolean value indicating whether a hand is active.
*/
public void setCurrentPlayerToPreflopFirstToAct() {
int size = playerOrder.size();
if (size == 0) {
currentPlayerIndex = 0;
return;
}
// Heads-up: dealer (small blind) acts first preflop.
int first = (size == 2) ? dealerIndex : (dealerIndex + DEALER_OFFSET) % size;
currentPlayerIndex = first;
if (!canPlayerAct(currentPlayerIndex)) {
nextPlayer();
}
}
public void setCurrentPlayerToPostflopFirstToAct() {
int size = playerOrder.size();
if (size == 0) {
currentPlayerIndex = 0;
return;
}
int first = (dealerIndex + 1) % size;
currentPlayerIndex = first;
if (!canPlayerAct(currentPlayerIndex)) {
nextPlayer();
}
}
public void setHandActive(boolean handActive) {
this.handActive = handActive;
}
/**
* Sets the current phase of the game.
*
* @param phase The GamePhase enum value representing the new phase of the game.
*/
public void setPhase(GamePhase phase) {
this.phase = phase;
}
/**
* Sets the index of the dealer in the players list.
*
* @param dealerIndex An integer representing the index of the dealer.
*/
public void setDealerIndex(int dealerIndex) {
this.dealerIndex = dealerIndex;
}
/**
* Sets the current deck of cards being used in the game.
*
* @param deck A Deck object representing the new deck of cards to be used in the game.
*/
public void setDeck(Deck deck) {
this.deck = deck;
}
/**
* Adds a player to the game with the specified ID and initial chip count. This method creates a
* new Player object, adds it to the list of players, and initializes the player's current bet
* and bet commitment in the game state.
*
* @param id The ID of the player to add.
* @param chips The initial number of chips the player has.
*/
public void addPlayer(PlayerId id, int chips) {
Player player = new Player(id, chips);
players.put(id, player);
@@ -237,87 +174,45 @@ public class GameState {
currentBets.put(id, 0);
playerBetCommitments.put(id, 0);
holeCards.computeIfAbsent(id, k -> new ArrayList<>());
}
// BETTING LOGIC
/**
* Retrieves the current bet amount for a specific player based on their ID.
*
* @param playerId The ID of the player whose current bet is being requested.
* @return An integer representing the current bet amount for the specified player, or 0 if the
* player has not placed any bets.
*/
// Betting
public int getCurrentBet(PlayerId playerId) {
return currentBets.getOrDefault(playerId, 0);
}
/**
* Sets the current bet amount for a specific player based on their ID. This method updates the
* currentBets map with the new bet amount for the specified player.
*
* @param playerId The ID of the player whose current bet is being set.
* @param amount The new bet amount to be set for the specified player.
*/
public void setCurrentBet(PlayerId playerId, int amount) {
currentBets.put(playerId, amount);
}
/**
* Resets the current bets for all players by clearing the currentBets map. This method is
* typically called at the start of a new hand to ensure that all players' bets are reset to
* zero.
* Reset bets to 0 for ALL players (do not clear the map). Also resets table
* current bet to 0.
*/
public void resetBets() {
currentBets.clear();
for (PlayerId id : playerOrder) {
currentBets.put(id, 0);
}
tableState.setCurrentBet(0);
}
/**
* Adds a specified amount to the pot. This method updates the total amount in the pot by adding
* the given amount to it.
*
* @param amount The amount of chips to be added to the pot.
*/
public void addToPot(int amount) {
pot.add(amount);
}
/**
* Returns whether out-of-turn actions are allowed in the game. Out-of-turn actions refer to
* players being able to act when it is not their turn, which can be a feature in some poker
* variants or game modes.
*
* @return true if out-of-turn actions are allowed, false otherwise.
*/
public boolean isAllowOutOfTurn() {
return allowOutOfTurn;
}
/**
* Sets whether out-of-turn actions are allowed in the game. This method updates the
* allowOutOfTurn flag, which determines if players can act when it is not their turn.
*
* @param allowOutOfTurn A boolean value indicating whether out-of-turn actions should be
* allowed in the game.
*/
public void setAllowOutOfTurn(boolean allowOutOfTurn) {
this.allowOutOfTurn = allowOutOfTurn;
}
// PLAYER HELPERS
/**
* Retrieves a player from the game based on their ID. This method searches the list of players
* for a player with the specified ID and returns it. If no player with the given ID is found, a
* RuntimeException is thrown.
*
* @param id The ID of the player to retrieve.
* @return The Player object corresponding to the specified ID.
* @throws RuntimeException if no player with the given ID is found in the game.
*/
// Player helpers
public Player getPlayer(PlayerId id) {
Player player = players.get(id);
if (player == null) {
throw new RuntimeException("Player not found: " + id);
}
@@ -325,125 +220,90 @@ public class GameState {
return player;
}
// BET COMMITMENTS
/**
* Retrieves the current bet commitment for a specific player based on their ID. A bet
* commitment represents the total amount a player has committed to the pot in the current hand,
* including all bets, raises, and calls they have made.
*
* @param playerId The ID of the player whose current bet commitment is being requested.
* @return An integer representing the current bet commitment for the specified player, or 0 if
* the player has not made any bet commitments.
*/
// Bet commitments
public int getCurrentBetCommitment(PlayerId playerId) {
return playerBetCommitments.getOrDefault(playerId, 0);
}
/**
* Sets the current bet commitment for a specific player based on their ID. This method updates
* the playerBetCommitments map with the new bet commitment amount for the specified player.
*
* @param playerId The ID of the player whose current bet commitment is being set.
* @param amount The new bet commitment amount to be set for the specified player.
*/
public void setCurrentBetCommitment(PlayerId playerId, int amount) {
playerBetCommitments.put(playerId, amount);
}
// CARDS
// Cards
/**
* Gives hole cards to a specific player based on their ID. This method takes two Card objects
* representing the player's hole cards and adds them to the holeCards map under the player's
* ID.
*
* @param playerId The ID of the player to whom the hole cards are being given.
* @param c1 The first Card object representing one of the player's hole cards.
* @param c2 The second Card object representing the other hole card for the player.
* Gives (overwrites) the two hole cards for the given player. Ensures stable
* list identity
* (important if other code holds references).
*/
public void giveHoleCards(PlayerId playerId, Card c1, Card c2) {
List<Card> cards = new ArrayList<>();
List<Card> cards = holeCards.computeIfAbsent(playerId, k -> new ArrayList<>());
cards.clear();
cards.add(c1);
cards.add(c2);
holeCards.put(playerId, cards);
}
/**
* Adds a community card to the game state. This method takes a Card object representing a
* community card and adds it to the list of community cards on the table.
*
* @param card The Card object representing the community card to be added to the game state.
*/
public void addCommunityCard(Card card) {
communityCards.add(card);
}
/**
* Resets the community cards by clearing the list of community cards. This method is typically
* called at the start of a new hand to ensure that all community cards from the previous hand
* are removed from the game state.
*/
public void resetCommunityCards() {
communityCards.clear();
}
// TURN MANAGEMENT
/**
* Advances the turn to the next player in the players list. This method updates the
* currentPlayerIndex by incrementing it and wrapping around to the start of the list if
* necessary, ensuring that the turn order is maintained correctly throughout the game.
*/
// Turn / dealer management
public void nextPlayer() {
if (playerOrder.isEmpty()) {
currentPlayerIndex = 0;
return;
}
int start = currentPlayerIndex;
do {
currentPlayerIndex = (currentPlayerIndex + 1) % playerOrder.size();
Player p = getCurrentPlayer();
if (!p.isFolded() && !p.isAllIn()) {
if (canPlayerAct(currentPlayerIndex)) {
return;
}
} while (currentPlayerIndex != start);
}
// Dealer Rotation
private boolean canPlayerAct(int index) {
if (index < 0 || index >= playerOrder.size()) {
return false;
}
PlayerId id = playerOrder.get(index);
Player p = players.get(id);
return p != null && !p.isFolded() && !p.isAllIn();
}
/**
* Rotates the dealer position to the next player in the players list. This method updates the
* dealerIndex by incrementing it and wrapping around to the start of the list if necessary,
* ensuring that the dealer position rotates correctly after each hand.
*/
public void rotateDealer() {
dealerIndex = (dealerIndex + 1) % playerOrder.size();
}
/**
* Retrieves the current dealer based on the dealerIndex. This method returns the Player object
* corresponding to the current dealer position in the players list.
*
* @return The Player object representing the current dealer.
*/
public Player getDealer() {
PlayerId id = playerOrder.get(dealerIndex);
return players.get(id);
}
// HAND RESET
// Hand reset / lifecycle
/**
* Starts a new hand by resetting the game state for the next round of poker. This method sets
* the handActive flag to true, resets the game phase to PREFLOP, clears the pot, resets all
* player bets and bet commitments, clears the community cards, and initializes a new shuffled
* deck of cards for the new hand.
* Starts a new hand by resetting the game state for the next round of poker.
*
* <p>
* This:
*
* <ul>
* <li>sets {@code phase=PREFLOP}
* <li>resets pot/bets/commitments
* <li>clears community + hole cards
* <li>creates &amp; shuffles a new deck
* </ul>
*/
public void startNewHand() {
handActive = true;
phase = GamePhase.PREFLOP;
@@ -455,6 +315,10 @@ public class GameState {
resetCommunityCards();
holeCards.clear();
for (PlayerId id : playerOrder) {
holeCards.put(id, new ArrayList<>());
}
for (Player player : players.values()) {
player.setFolded(false);
}
@@ -462,28 +326,13 @@ public class GameState {
deck = new Deck();
deck.shuffle();
currentPlayerIndex = (dealerIndex + 1) % playerOrder.size();
setCurrentPlayerToPreflopFirstToAct();
}
/**
* Folds a player in the current hand. This method adds the specified player's ID to the set of
* folded players, indicating that the player has folded and is no longer active in the current
* hand.
*
* @param playerId The ID of the player who is folding.
*/
public void foldPlayer(PlayerId playerId) {
getPlayer(playerId).setFolded(true);
}
/**
* Checks if a specific player has folded in the current hand. This method checks if the
* specified player's ID is present in the set of folded players, indicating that the player has
* folded.
*
* @param playerId The ID of the player to check for folding status.
* @return true if the player has folded, false otherwise.
*/
public boolean isFolded(PlayerId playerId) {
return getPlayer(playerId).isFolded();
}
@@ -1,6 +1,9 @@
package ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.Lobby.AddResult;
import java.time.Duration;
import java.time.Instant;
import java.util.ArrayList;
import java.util.Collection;
import java.util.List;
import java.util.Map;
@@ -17,6 +20,7 @@ public class LobbyManager {
private final Map<LobbyId, Lobby> activeLobbies = new ConcurrentHashMap<>();
private final Map<String, LobbyId> playerToLobby = new ConcurrentHashMap<>();
private final Map<LobbyId, Instant> creationTimes = new ConcurrentHashMap<>();
private final List<LobbyEventListener> listeners = new CopyOnWriteArrayList<>();
private final int maxPlayersPerLobby;
private static final Logger LOGGER = Logger.getLogger(LobbyManager.class.getName());
@@ -39,6 +43,7 @@ public class LobbyManager {
if (!activeLobbies.containsKey(id)) {
Lobby lobby = new Lobby(id, name == null ? ("Room " + i) : name);
activeLobbies.put(id, lobby);
creationTimes.put(id, Instant.now());
return id;
}
}
@@ -69,6 +74,15 @@ public class LobbyManager {
lobby.addPlayerAndMaybeStart(
username, maxPlayersPerLobby, AUTO_START_PLAYERS, DEFAULT_START_CHIPS);
if (result != AddResult.NOT_ADDED) {
LOGGER.info(
() ->
"User '"
+ username
+ "' joined lobby "
+ lobbyId.value()
+ " (result="
+ result
+ ")");
playerToLobby.put(username, lobbyId);
if (result == AddResult.ADDED_AND_STARTED) {
LOGGER.info(
@@ -127,6 +141,35 @@ public class LobbyManager {
return activeLobbies.values();
}
/** Find all empty lobbies that were created more than the given {@code age} ago. */
public List<LobbyId> findEmptyLobbiesOlderThan(Duration age) {
List<LobbyId> result = new ArrayList<>();
Instant cutoff = Instant.now().minus(age);
for (Map.Entry<LobbyId, Lobby> e : activeLobbies.entrySet()) {
LobbyId id = e.getKey();
Lobby l = e.getValue();
if (l.getPlayerNames().isEmpty()) {
Instant created = creationTimes.get(id);
if (created != null && created.isBefore(cutoff)) {
result.add(id);
}
}
}
return result;
}
/** Remove a lobby and clean up internal mappings. */
public void removeLobby(LobbyId id) {
Lobby removed = activeLobbies.remove(id);
creationTimes.remove(id);
if (removed == null) {
return;
}
for (String username : removed.getPlayerNames()) {
playerToLobby.remove(username);
}
}
/**
* Apply the given action to every player username in the lobby identified by {@code lobbyId}.
* This is a small helper that keeps iteration logic centralized and avoids leaking internal
@@ -13,7 +13,7 @@ import java.util.concurrent.ConcurrentLinkedQueue;
/** Represents an authenticated user on the server. */
public class User {
private final UserId id;
private final String name;
private String name;
private SessionId sessionId;
private Instant disconnectedAt;
private final Queue<Message> messages;
@@ -47,10 +47,20 @@ public class User {
*
* @return the user name
*/
public String getName() {
public synchronized String getName() {
return name;
}
/**
* Sets a new display name for this user. Thread-safe; callers must ensure the registry is
* updated to maintain uniqueness when needed.
*
* @param newName the new display name
*/
public synchronized void setName(String newName) {
this.name = newName;
}
/**
* Returns the session currently associated with this user, if any.
*
@@ -1,10 +1,15 @@
package ch.unibas.dmi.dbis.cs108.casono.server.domain.user;
import ch.unibas.dmi.dbis.cs108.casono.server.network.sessions.SessionId;
import java.util.concurrent.atomic.AtomicInteger;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
/** Creates new users, resolving name conflicts automatically. */
public class UserFactory {
private final UserRegistry registry;
private final AtomicInteger anonymousCounter = new AtomicInteger(1);
private static final Logger LOGGER = LogManager.getLogger(UserFactory.class);
/**
* Creates a new UserFactory backed by the given registry.
@@ -18,16 +23,40 @@ public class UserFactory {
/**
* Creates and registers a new user with the given name and session. If the name is already
* taken, a numeric suffix is appended and incremented until a free name is found (e.g.
* Lars_001, Lars_002, ...).
* Lars_001, Lars_002, ...). If the desiredName is null or empty, an automatic name of the form
* "playerN" is assigned, incrementing N until a free name is found.
*
* @param desiredName the preferred display name
* @param sessionId the session to associate with the new user
* @param sessionId the session to associate with the new userwas
* @return the newly created and registered user
*/
public User create(String desiredName, SessionId sessionId) {
if (desiredName == null || desiredName.isBlank()) {
// assign playerN names for anonymous logins
while (true) {
String candidate = "player" + anonymousCounter.getAndIncrement();
var result = registry.registerIfAvailable(candidate, sessionId);
if (result.isPresent()) {
var user = result.get();
LOGGER.info(
"Registered user '{}' with id {} for session {}",
user.getName(),
user.getId().value(),
sessionId == null ? "null" : sessionId.value());
return user;
}
}
}
var result = registry.registerIfAvailable(desiredName, sessionId);
if (result.isPresent()) {
return result.get();
var user = result.get();
LOGGER.info(
"Registered user '{}' with id {} for session {}",
user.getName(),
user.getId().value(),
sessionId == null ? "null" : sessionId.value());
return user;
}
int suffix = 1;
@@ -35,7 +64,13 @@ public class UserFactory {
String candidate = desiredName + "_" + String.format("%03d", suffix);
result = registry.registerIfAvailable(candidate, sessionId);
if (result.isPresent()) {
return result.get();
var user = result.get();
LOGGER.info(
"Registered user '{}' with id {} for session {}",
user.getName(),
user.getId().value(),
sessionId == null ? "null" : sessionId.value());
return user;
}
suffix++;
}
@@ -185,4 +185,29 @@ public class UserRegistry {
public Collection<User> getAllUsers() {
return byId.values();
}
/**
* Attempts to change the username of an existing user. Ensures the new name is not already
* taken and updates internal indices atomically.
*
* @param userId the id of the user to rename
* @param newName the desired new name
* @return true if the rename succeeded, false if the name was already taken or user not found
*/
public synchronized boolean changeUsername(UserId userId, String newName) {
User user = byId.get(userId);
if (user == null) {
return false;
}
if (byName.containsKey(newName)) {
return false;
}
// remove old mapping and put new mapping
byName.remove(user.getName());
user.setName(newName);
byName.put(newName, user);
return true;
}
}

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