From 6d8f1787a9f4547904c6551249fad34bff0f49ae Mon Sep 17 00:00:00 2001 From: Jona Walpert Date: Sun, 12 Apr 2026 01:06:17 +0200 Subject: [PATCH 1/2] Feat: add Call command to server side --- .../dbis/cs108/casono/server/ServerApp.java | 14 +++ .../commands/game/call/PlayerCallHandler.java | 96 +++++++++++++++++++ .../commands/game/call/PlayerCallParser.java | 28 ++++++ .../commands/game/call/PlayerCallRequest.java | 34 +++++++ 4 files changed, 172 insertions(+) create mode 100644 src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallHandler.java create mode 100644 src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallParser.java create mode 100644 src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallRequest.java 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 { + 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 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())); + } +} diff --git a/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallParser.java b/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallParser.java new file mode 100644 index 0000000..dd3ce0d --- /dev/null +++ b/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallParser.java @@ -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. + * + *

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 { + @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); + } +} diff --git a/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallRequest.java b/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallRequest.java new file mode 100644 index 0000000..c144b0d --- /dev/null +++ b/src/main/java/ch/unibas/dmi/dbis/cs108/casono/server/app/commands/game/call/PlayerCallRequest.java @@ -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. + * + *

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; + } +} -- 2.52.0 From fb5399fc1813a91cf115e1b55fee5651080a1a89 Mon Sep 17 00:00:00 2001 From: Jona Walpert Date: Sun, 12 Apr 2026 01:06:41 +0200 Subject: [PATCH 2/2] Docs: add documentation for call command --- .../networking/commands/protocol-document.md | 56 +++++++++++++++++++ 1 file changed, 56 insertions(+) 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. -- 2.52.0