Feat/103 add raise command on server side #267
@@ -181,6 +181,21 @@ public class ServerApp {
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new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.bet
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.PlayerBetHandler(responseDispatcher, userRegistry, lobbyManager));
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// RAISE registration
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parserDispatcher.register(
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"RAISE",
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new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise
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.PlayerRaiseParser());
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commandRouter.register(
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ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise.PlayerRaiseRequest
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.class,
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(ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler<
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ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise
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.PlayerRaiseRequest>)
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new ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise
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.PlayerRaiseHandler(
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responseDispatcher, userRegistry, lobbyManager));
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// GET_LOBBY_STATUS registration
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parserDispatcher.register(
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"GET_LOBBY_STATUS",
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+120
@@ -0,0 +1,120 @@
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package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise;
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import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.GameController;
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import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
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import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.LobbyId;
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import ch.unibas.dmi.dbis.cs108.casono.server.domain.lobby.LobbyManager;
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import ch.unibas.dmi.dbis.cs108.casono.server.domain.user.UserRegistry;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.command.execution.CommandHandler;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.ErrorResponse;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.OkResponse;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.response.dispatcher.ResponseDispatcher;
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import java.util.Optional;
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/**
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* Handler for the `RAISE` command.
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*
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* <p>
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* This handler validates the request (amount >= 0), resolves the user and
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* target lobby (by
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* `GAME_ID` when provided or by session username otherwise), checks that a game
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* is running and then
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* forwards the action to the {@code GameController}.
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*
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* <p>
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* On failure the handler dispatches an {@link ErrorResponse} with an
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* appropriate error code
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* (e.g. {@code INVALID_AMOUNT}, {@code NOT_IN_LOBBY}, {@code LOBBY_NOT_FOUND},
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* {@code
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* GAME_NOT_STARTED}, {@code GAME_ACTION_FAILED}). On success it dispatches an
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* {@link OkResponse}.
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*/
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public class PlayerRaiseHandler extends CommandHandler<PlayerRaiseRequest> {
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private final UserRegistry userRegistry;
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private final LobbyManager lobbyManager;
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/**
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* Creates a new {@code PlayerRaiseHandler}.
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*
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* @param responseDispatcher dispatcher used to send responses back to the
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* client
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* @param userRegistry registry to resolve users from session ids
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* @param lobbyManager manager used to lookup lobbies and their game
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* controllers
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*/
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public PlayerRaiseHandler(
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ResponseDispatcher responseDispatcher,
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UserRegistry userRegistry,
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LobbyManager lobbyManager) {
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super(responseDispatcher);
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this.userRegistry = userRegistry;
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this.lobbyManager = lobbyManager;
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}
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/**
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* Execute the raise request: validate parameters, resolve lobby and game, and
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* forward the raise
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* action to the game controller. Sends an {@link ErrorResponse} on failure or
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* an {@link
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* OkResponse} on success.
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*
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* @param request the parsed {@link PlayerRaiseRequest}
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*/
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@Override
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public void execute(PlayerRaiseRequest request) {
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int amount = request.getAmount();
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if (amount < 0) {
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responseDispatcher.dispatch(
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new ErrorResponse(
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request.getContext(), "INVALID_AMOUNT", "Amount must be non-negative"));
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return;
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}
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Optional<ch.unibas.dmi.dbis.cs108.casono.server.domain.user.User> opt = userRegistry
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.getBySessionId(request.getSessionId());
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if (opt.isEmpty()) {
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responseDispatcher.dispatch(
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new ErrorResponse(request.getContext(), "NOT_LOGGED_IN", "User not logged in"));
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return;
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}
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String username = opt.get().getName();
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Integer gameId = request.getGameId();
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var lobby = (gameId != null)
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? lobbyManager.getLobby(LobbyId.of(gameId))
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: lobbyManager.getLobbyByUsername(username);
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if (lobby == null) {
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if (gameId != null) {
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responseDispatcher.dispatch(
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new ErrorResponse(
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request.getContext(), "LOBBY_NOT_FOUND", "Lobby not found"));
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} else {
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responseDispatcher.dispatch(
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new ErrorResponse(
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request.getContext(), "NOT_IN_LOBBY", "User not in a lobby"));
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}
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return;
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}
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GameController game = lobby.getGameController();
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if (game == null) {
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responseDispatcher.dispatch(
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new ErrorResponse(
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request.getContext(), "GAME_NOT_STARTED", "Game not started"));
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return;
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}
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try {
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game.playerRaise(PlayerId.of(username), amount);
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} catch (RuntimeException e) {
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responseDispatcher.dispatch(
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new ErrorResponse(request.getContext(), "GAME_ACTION_FAILED", e.getMessage()));
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return;
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}
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responseDispatcher.dispatch(new OkResponse(request.getContext()));
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}
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}
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+35
@@ -0,0 +1,35 @@
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package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.command.parsing.CommandParser;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.PrimitiveRequest;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.accessor.RequestParameterAccessor;
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/**
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* Parser for the `RAISE` command.
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*
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* <p>
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* Parses the request parameters and builds a {@link PlayerRaiseRequest}.
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* Expected parameters:
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*
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* <ul>
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* <li>`GAME_ID` (optional) - numeric id of the lobby/game to target
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* <li>`AMOUNT` (required) - amount to raise
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* </ul>
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*/
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public class PlayerRaiseParser implements CommandParser<PlayerRaiseRequest> {
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@Override
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public PlayerRaiseRequest parse(PrimitiveRequest primitiveRequest) {
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RequestParameterAccessor accessor = new RequestParameterAccessor(primitiveRequest.parameters());
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Integer gameId = null;
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try {
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gameId = accessor.optional("GAME_ID", null, Integer::parseInt);
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} catch (Exception e) {
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// parse handled by framework
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}
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int amount = accessor.require("AMOUNT", Integer::parseInt);
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return new PlayerRaiseRequest(primitiveRequest.context(), gameId, amount);
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}
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}
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+47
@@ -0,0 +1,47 @@
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package ch.unibas.dmi.dbis.cs108.casono.server.app.commands.game.raise;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.Request;
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import ch.unibas.dmi.dbis.cs108.casono.server.network.protocol.request.RequestContext;
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/**
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* Request for the `RAISE` command.
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*
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* <p>
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* Contains the optional target `gameId` and the `amount` the player wants to
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* raise.
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*/
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public class PlayerRaiseRequest extends Request {
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private final Integer gameId;
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private final int amount;
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/**
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* Creates a new {@code PlayerRaiseRequest}.
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*
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* @param context the request context
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* @param gameId optional game id of the targeted lobby (may be {@code null})
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* @param amount the raise amount (non-negative)
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*/
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public PlayerRaiseRequest(RequestContext context, Integer gameId, int amount) {
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super(context);
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this.gameId = gameId;
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this.amount = amount;
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}
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/**
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* Returns the optional target game id.
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*
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* @return the game id or {@code null} if not provided
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*/
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public Integer getGameId() {
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return gameId;
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}
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/**
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* Returns the requested raise amount.
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*
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* @return the raise amount
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*/
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public int getAmount() {
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return amount;
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}
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}
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