Feat/103 add raise command on server side #267
@@ -62,6 +62,7 @@ This document describes the protocol for client-server communication in our appl
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- [Success Response](#success-response)
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- [Example Request](#example-request)
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- [Example Response](#example-response)
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- [RAISE command](#raise-command)
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- [BET command](#bet-command)
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- [SEND_MESSAGE command](#send_message-command)
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- [Required pre-execution checks](#required-pre-execution-checks)
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@@ -721,6 +722,63 @@ END
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END
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```
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## RAISE command
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The `RAISE` command lets the currently logged-in player increase the current bet in the ongoing game for their lobby.
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### Required pre-execution checks
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- [`UserLoggedInCheck`](#userloggedincheck)
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### Request Parameters
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| Parameter Name | Type | Optional | Description |
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| :------------- | :--- | :------: | :---------- |
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| `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. |
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| `AMOUNT` | `int` | no | Amount the player wants to raise |
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### Implementation notes
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- Parser: `PlayerRaiseParser` — reads `AMOUNT` and optionally `GAME_ID`.
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- Handler: `PlayerRaiseHandler` — validates the session, lobby (by id when provided or else by session), player's turn and balance and forwards to `GameController`.
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### Success Response
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No additional response fields. Server replies with `+OK` on success.
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### Error Response
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| Code | Description |
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| :--- | :---------- |
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| `NOT_YOUR_TURN` | The player attempted to raise when not their turn |
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| `INSUFFICIENT_FUNDS` | Player does not have enough chips |
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| `INVALID_AMOUNT` | Amount parameter is invalid |
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| `GAME_NOT_STARTED` | No game is running in the lobby |
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| `NOT_IN_LOBBY` | Requesting user is not a member of the lobby |
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| `LOBBY_NOT_FOUND` | The specified `GAME_ID` does not exist |
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### Example Request
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```
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RAISE GAME_ID=1 AMOUNT=100
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```
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### Example Response (success)
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```
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+OK
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END
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```
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### Example Response (error)
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```
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-ERR
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CODE=INSUFFICIENT_FUNDS
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MSG=Not enough chips
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END
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```
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## GET_LOBBY_STATUS command
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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.
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@@ -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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+110
@@ -0,0 +1,110 @@
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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>This handler validates the request (amount >= 0), resolves the user and target lobby (by
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* `GAME_ID` when provided or by session username otherwise), checks that a game is running and then
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* forwards the action to the {@code GameController}.
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*
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* <p>On failure the handler dispatches an {@link ErrorResponse} with an appropriate error code
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* (e.g. {@code INVALID_AMOUNT}, {@code NOT_IN_LOBBY}, {@code LOBBY_NOT_FOUND}, {@code
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* GAME_NOT_STARTED}, {@code GAME_ACTION_FAILED}). On success it dispatches an {@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 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 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 forward the raise
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* action to the game controller. Sends an {@link ErrorResponse} on failure or 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 =
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userRegistry.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 =
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(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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+34
@@ -0,0 +1,34 @@
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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>Parses the request parameters and builds a {@link PlayerRaiseRequest}. 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 =
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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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+45
@@ -0,0 +1,45 @@
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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>Contains the optional target `gameId` and the `amount` the player wants to 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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Reference in New Issue
Block a user