diff --git a/documents/docs/networking/commands/protocol-document.md b/documents/docs/networking/commands/protocol-document.md index f29b3dd..574b28f 100644 --- a/documents/docs/networking/commands/protocol-document.md +++ b/documents/docs/networking/commands/protocol-document.md @@ -63,6 +63,7 @@ This document describes the protocol for client-server communication in our appl - [Example Request](#example-request) - [Example Response](#example-response) - [RAISE command](#raise-command) + - [CALL command](#call-command) - [BET command](#bet-command) - [SEND_MESSAGE command](#send_message-command) - [Required pre-execution checks](#required-pre-execution-checks) @@ -779,6 +780,61 @@ END 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 +``` + ## 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. diff --git a/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/ServerApp.java b/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/ServerApp.java index e2e6f2a..eef8e31 100644 --- a/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/ServerApp.java +++ b/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/ServerApp.java @@ -196,6 +196,20 @@ public class ServerApp { .PlayerRaiseHandler( responseDispatcher, userRegistry, 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, lobbyManager)); + // GET_LOBBY_STATUS registration parserDispatcher.register( "GET_LOBBY_STATUS", diff --git a/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallHandler.java b/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallHandler.java new file mode 100644 index 0000000..cdaffc9 --- /dev/null +++ b/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallHandler.java @@ -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. + * + *
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 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 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;
+ }
+}