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Example 1 with SOCMessage

use of soc.message.SOCMessage in project JSettlers2 by jdmonin.

the class SOCGameHandler method sendGamePendingMessages.

/**
 * Sends the contents of this game's {@link SOCGame#pendingMessagesOut}, then empties that list.
 * To avoid unnecessary work here, check if the list is empty before calling this method.
 *<P>
 * <B>I18N:</B> Checks {@code pendingMessagesOut} for {@link SOCKeyedMessage}s and handles them accordingly.
 * Currently this is the only method that checks for those, because other places send text messages
 * immediately instead of queueing them and localizing/sending later.
 * Also checks for {@link UnlocalizedString}s, to be localized and sent with
 * {@link SOCServer#messageToGameKeyed(SOCGame, boolean, String, Object...)}
 * or {@link SOCServer#messageToGameKeyedSpecial(SOCGame, boolean, String, Object...)}.
 *<P>
 * <B>Locks:</B> If {@code takeMon} is true, takes and releases
 * {@link SOCGameList#takeMonitorForGame(String) gameList.takeMonitorForGame(gameName)}.
 * Otherwise call {@link SOCGameList#takeMonitorForGame(String) gameList.takeMonitorForGame(gameName)}
 * before calling this method.
 * @param ga  game with pending messages
 * @param takeMon Should this method take and release game's monitor via
 *     {@link SOCGameList#takeMonitorForGame(String) gameList.takeMonitorForGame(gameName)}?
 *     True unless caller already holds that monitor.
 * @see #updatePlayerSVPPendingMessage(SOCGame, SOCPlayer, int, String)
 * @since 2.0.00
 */
void sendGamePendingMessages(SOCGame ga, final boolean takeMon) {
    final String gaName = ga.getName();
    if (takeMon)
        srv.gameList.takeMonitorForGame(gaName);
    for (final Object msg : ga.pendingMessagesOut) {
        if (msg instanceof SOCKeyedMessage)
            srv.messageToGameKeyedType(ga, (SOCKeyedMessage) msg, false);
        else if (msg instanceof SOCMessage)
            srv.messageToGameWithMon(gaName, (SOCMessage) msg);
        else if (msg instanceof UnlocalizedString) {
            final UnlocalizedString us = (UnlocalizedString) msg;
            if (us.isSpecial)
                srv.messageToGameKeyedSpecial(ga, false, us.key, us.params);
            else
                srv.messageToGameKeyed(ga, false, us.key, us.params);
        }
    // else: ignore
    }
    ga.pendingMessagesOut.clear();
    for (SOCPlayer p : ga.getPlayers()) {
        final List<Object> pq = p.pendingMessagesOut;
        final int L = pq.size();
        if (L >= 0) {
            final Connection c = srv.getConnection(p.getName());
            if (c != null)
                for (int i = 0; i < L; ++i) c.put(((SOCMessage) pq.get(i)).toCmd());
            pq.clear();
        }
    }
    if (takeMon)
        srv.gameList.releaseMonitorForGame(gaName);
}
Also used : SOCMessage(soc.message.SOCMessage) SOCKeyedMessage(soc.message.SOCKeyedMessage) Connection(soc.server.genericServer.Connection)

Example 2 with SOCMessage

use of soc.message.SOCMessage in project JSettlers2 by jdmonin.

the class SOCRobotBrain method run.

/**
 * Here is the run method.  Just keep receiving game events
 * through {@link #gameEventQ} and deal with each one.
 * Remember that we're sent a {@link SOCTimingPing} event once per second,
 * incrementing {@link #counter}.  That allows the bot to wait a certain
 * time for other players before it decides whether to do something.
 *<P>
 * Nearly all bot actions start in this method; the overview of bot structures
 * is in the {@link SOCRobotBrain class javadoc} for prominence.
 * See comments within <tt>run()</tt> for minor details.
 *<P>
 * The brain thread will run until {@link #kill()} has been called or its pinger stops,
 * or it receives a {@link SOCMessage#ROBOTDISMISS} request to exit the game.
 */
@Override
public void run() {
    // Thread name for debug
    try {
        Thread.currentThread().setName("robotBrain-" + client.getNickname() + "-" + game.getName());
    } catch (Throwable th) {
    }
    if (pinger != null) {
        pinger.start();
        while (alive) {
            try {
                // Sleeps until message received
                final SOCMessage mes = gameEventQ.get();
                final int mesType;
                if (mes != null) {
                    // Debug aid: When looking at message contents or setting a per-message breakpoint,
                    // skip the pings; note (mesType != SOCMessage.TIMINGPING) here.
                    mesType = mes.getType();
                    if (mesType != SOCMessage.TIMINGPING)
                        turnEventsCurrent.addElement(mes);
                    if (D.ebugOn)
                        D.ebugPrintln("mes - " + mes);
                } else {
                    mesType = -1;
                }
                if (waitingForTradeMsg && (counter > 10)) {
                    waitingForTradeMsg = false;
                    counter = 0;
                }
                if (waitingForTradeResponse && (counter > 100)) {
                    // Remember other players' responses, call client.clearOffer,
                    // clear waitingForTradeResponse and counter.
                    tradeStopWaitingClearOffer();
                }
                if (waitingForGameState && (counter > 10000)) {
                    // D.ebugPrintln("counter = "+counter);
                    // D.ebugPrintln("RESEND");
                    counter = 0;
                    client.resend();
                }
                if (mesType == SOCMessage.GAMESTATE) {
                    handleGAMESTATE(((SOCGameState) mes).getState());
                // clears waitingForGameState, updates oldGameState, calls ga.setGameState
                } else if (mesType == SOCMessage.STARTGAME) {
                    handleGAMESTATE(((SOCStartGame) mes).getGameState());
                // clears waitingForGameState, updates oldGameState, calls ga.setGameState
                } else if (mesType == SOCMessage.TURN) {
                    // Start of a new player's turn.
                    // Update game and reset most of our state fields.
                    // See also below: if ((mesType == SOCMessage.TURN) && ourTurn).
                    handleGAMESTATE(((SOCTurn) mes).getGameState());
                    // clears waitingForGameState, updates oldGameState, calls ga.setGameState
                    game.setCurrentPlayerNumber(((SOCTurn) mes).getPlayerNumber());
                    game.updateAtTurn();
                    // 
                    // remove any expected states
                    // 
                    expectROLL_OR_CARD = false;
                    expectPLAY1 = false;
                    expectPLACING_ROAD = false;
                    expectPLACING_SETTLEMENT = false;
                    expectPLACING_CITY = false;
                    expectPLACING_SHIP = false;
                    expectPLACING_ROBBER = false;
                    expectPLACING_FREE_ROAD1 = false;
                    expectPLACING_FREE_ROAD2 = false;
                    expectPLACING_INV_ITEM = false;
                    expectDICERESULT = false;
                    expectDISCARD = false;
                    expectMOVEROBBER = false;
                    expectWAITING_FOR_DISCOVERY = false;
                    expectWAITING_FOR_MONOPOLY = false;
                    // 
                    if (robotParameters.getTradeFlag() == 1) {
                        doneTrading = false;
                    } else {
                        doneTrading = true;
                    }
                    waitingForTradeMsg = false;
                    waitingForTradeResponse = false;
                    negotiator.resetIsSelling();
                    negotiator.resetOffersMade();
                    waitingForPickSpecialItem = null;
                    waitingForSC_PIRI_FortressRequest = false;
                    // 
                    // check or reset any special-building-phase decisions
                    // 
                    decidedIfSpecialBuild = false;
                    if (game.getGameState() == SOCGame.SPECIAL_BUILDING) {
                        if (waitingForSpecialBuild && !buildingPlan.isEmpty()) {
                        // Keep the building plan.
                        // Will ask during loop body to build.
                        } else {
                        // We have no plan, but will call planBuilding()
                        // during the loop body.  If buildingPlan still empty,
                        // bottom of loop will end our Special Building turn,
                        // just as it would in gamestate PLAY1.  Otherwise,
                        // will ask to build after planBuilding.
                        }
                    } else {
                        // 
                        // reset any plans we had
                        // 
                        buildingPlan.clear();
                    }
                    negotiator.resetTargetPieces();
                    // 
                    // swap the message-history queues
                    // 
                    {
                        Vector<SOCMessage> oldPrev = turnEventsPrev;
                        turnEventsPrev = turnEventsCurrent;
                        oldPrev.clear();
                        turnEventsCurrent = oldPrev;
                    }
                    turnExceptionCount = 0;
                }
                if (game.getCurrentPlayerNumber() == ourPlayerNumber) {
                    ourTurn = true;
                    waitingForSpecialBuild = false;
                } else {
                    ourTurn = false;
                }
                if ((mesType == SOCMessage.TURN) && ourTurn) {
                    waitingForOurTurn = false;
                    // Clear some per-turn variables.
                    // For others, see above: if (mesType == SOCMessage.TURN)
                    whatWeFailedToBuild = null;
                    failedBuildingAttempts = 0;
                    rejectedPlayDevCardType = -1;
                    rejectedPlayInvItem = null;
                }
                /**
                 * Handle some message types early.
                 *
                 * When reading the main flow of this method, skip past here;
                 * search for "it's time to decide to build or take other normal actions".
                 */
                switch(mesType) {
                    case SOCMessage.PLAYERELEMENT:
                        // If this during the ROLL_OR_CARD state, also updates the
                        // negotiator's is-selling flags.
                        // If our player is losing a resource needed for the buildingPlan,
                        // clear the plan if this is for the Special Building Phase (on the 6-player board).
                        // In normal game play, we clear the building plan at the start of each turn.
                        handlePLAYERELEMENT((SOCPlayerElement) mes);
                        break;
                    case SOCMessage.PLAYERELEMENTS:
                        // Multiple PLAYERELEMENT updates;
                        // see comment above for actions taken.
                        handlePLAYERELEMENTS((SOCPlayerElements) mes);
                        break;
                    case SOCMessage.RESOURCECOUNT:
                        handlePLAYERELEMENT(null, ((SOCResourceCount) mes).getPlayerNumber(), SOCPlayerElement.SET, SOCPlayerElement.RESOURCE_COUNT, ((SOCResourceCount) mes).getCount());
                        break;
                    case SOCMessage.DICERESULT:
                        game.setCurrentDice(((SOCDiceResult) mes).getResult());
                        break;
                    case SOCMessage.PUTPIECE:
                        handlePUTPIECE_updateGameData((SOCPutPiece) mes);
                        // For initial roads, also tracks their initial settlement in SOCPlayerTracker.
                        break;
                    case SOCMessage.MOVEPIECE:
                        {
                            SOCMovePiece mpm = (SOCMovePiece) mes;
                            SOCShip sh = new SOCShip(game.getPlayer(mpm.getPlayerNumber()), mpm.getFromCoord(), null);
                            game.moveShip(sh, mpm.getToCoord());
                        }
                        break;
                    case SOCMessage.CANCELBUILDREQUEST:
                        handleCANCELBUILDREQUEST((SOCCancelBuildRequest) mes);
                        break;
                    case SOCMessage.MOVEROBBER:
                        {
                            // 
                            // Note: Don't call ga.moveRobber() because that will call the
                            // functions to do the stealing.  We just want to set where
                            // the robber moved, without seeing if something was stolen.
                            // MOVEROBBER will be followed by PLAYERELEMENT messages to
                            // report the gain/loss of resources.
                            // 
                            moveRobberOnSeven = false;
                            final int newHex = ((SOCMoveRobber) mes).getCoordinates();
                            if (newHex >= 0)
                                game.getBoard().setRobberHex(newHex, true);
                            else
                                ((SOCBoardLarge) game.getBoard()).setPirateHex(-newHex, true);
                        }
                        break;
                    case SOCMessage.MAKEOFFER:
                        if (robotParameters.getTradeFlag() == 1)
                            handleMAKEOFFER((SOCMakeOffer) mes);
                        break;
                    case SOCMessage.CLEAROFFER:
                        if (robotParameters.getTradeFlag() == 1) {
                            final int pn = ((SOCClearOffer) mes).getPlayerNumber();
                            if (pn != -1) {
                                game.getPlayer(pn).setCurrentOffer(null);
                            } else {
                                for (int i = 0; i < game.maxPlayers; ++i) game.getPlayer(i).setCurrentOffer(null);
                            }
                        }
                        break;
                    case SOCMessage.ACCEPTOFFER:
                        if (waitingForTradeResponse && (robotParameters.getTradeFlag() == 1)) {
                            if ((ourPlayerNumber == (((SOCAcceptOffer) mes).getOfferingNumber())) || (ourPlayerNumber == ((SOCAcceptOffer) mes).getAcceptingNumber())) {
                                waitingForTradeResponse = false;
                            }
                        }
                        break;
                    case SOCMessage.REJECTOFFER:
                        if (robotParameters.getTradeFlag() == 1)
                            handleREJECTOFFER((SOCRejectOffer) mes);
                        break;
                    case SOCMessage.DEVCARDACTION:
                        {
                            SOCDevCardAction dcMes = (SOCDevCardAction) mes;
                            if (dcMes.getAction() != SOCDevCardAction.CANNOT_PLAY) {
                                handleDEVCARDACTION(dcMes);
                            } else {
                                // rejected by server, can't play our requested card
                                rejectedPlayDevCardType = dcMes.getCardType();
                                waitingForGameState = false;
                                expectPLACING_FREE_ROAD1 = false;
                                expectWAITING_FOR_DISCOVERY = false;
                                expectWAITING_FOR_MONOPOLY = false;
                                expectPLACING_ROBBER = false;
                            }
                        }
                        break;
                    case SOCMessage.SIMPLEREQUEST:
                        if (ourTurn && waitingForSC_PIRI_FortressRequest) {
                            final SOCSimpleRequest rqMes = (SOCSimpleRequest) mes;
                            if ((rqMes.getRequestType() == SOCSimpleRequest.SC_PIRI_FORT_ATTACK) && (rqMes.getPlayerNumber() == -1)) {
                                // Attack request was denied: End our turn now.
                                // Reset method sets waitingForGameState, which will bypass
                                // any further actions in the run() loop body.
                                waitingForSC_PIRI_FortressRequest = false;
                                resetFieldsAtEndTurn();
                                client.endTurn(game);
                            }
                        // else, from another player; we can ignore it
                        }
                        break;
                    case SOCMessage.SIMPLEACTION:
                        switch(((SOCSimpleAction) mes).getActionType()) {
                            case SOCSimpleAction.SC_PIRI_FORT_ATTACK_RESULT:
                                if (ourTurn && waitingForSC_PIRI_FortressRequest) {
                                    // Our player has won or lost an attack on a pirate fortress.
                                    // When we receive this message, other messages have already
                                    // been sent to update related game state. End our turn now.
                                    // Reset method sets waitingForGameState, which will bypass
                                    // any further actions in the run() loop body.
                                    waitingForSC_PIRI_FortressRequest = false;
                                    resetFieldsAtEndTurn();
                                // client.endTurn not needed; making the attack implies sending endTurn
                                }
                                break;
                        }
                        break;
                    case SOCMessage.INVENTORYITEMACTION:
                        if (((SOCInventoryItemAction) mes).action == SOCInventoryItemAction.CANNOT_PLAY) {
                            final List<SOCInventoryItem> itms = ourPlayerData.getInventory().getByStateAndType(SOCInventory.PLAYABLE, ((SOCInventoryItemAction) mes).itemType);
                            if (itms != null)
                                // any item of same type# is similar enough here
                                rejectedPlayInvItem = itms.get(0);
                            waitingForGameState = false;
                            // in case was rejected placement (SC_FTRI gift port, etc)
                            expectPLACING_INV_ITEM = false;
                        }
                        break;
                }
                // switch(mesType)
                debugInfo();
                if ((game.getGameState() == SOCGame.ROLL_OR_CARD) && !waitingForGameState) {
                    rollOrPlayKnightOrExpectDice();
                // On our turn, ask client to roll dice or play a knight;
                // on other turns, update flags to expect dice result.
                // Clears expectROLL_OR_CARD to false.
                // Sets either expectDICERESULT, or expectPLACING_ROBBER and waitingForGameState.
                }
                if (ourTurn && (game.getGameState() == SOCGame.WAITING_FOR_ROBBER_OR_PIRATE) && !waitingForGameState) {
                    // TODO handle moving the pirate too
                    // For now, always decide to move the robber.
                    // Once we move the robber, will also need to deal with state WAITING_FOR_ROB_CLOTH_OR_RESOURCE.
                    expectPLACING_ROBBER = true;
                    waitingForGameState = true;
                    counter = 0;
                    client.choosePlayer(game, SOCChoosePlayer.CHOICE_MOVE_ROBBER);
                    pause(200);
                } else if ((game.getGameState() == SOCGame.PLACING_ROBBER) && !waitingForGameState) {
                    expectPLACING_ROBBER = false;
                    if ((!waitingForOurTurn) && ourTurn) {
                        if (!((expectROLL_OR_CARD || expectPLAY1) && (counter < 4000))) {
                            if (moveRobberOnSeven) {
                                // robber moved because 7 rolled on dice
                                moveRobberOnSeven = false;
                                waitingForGameState = true;
                                counter = 0;
                                expectPLAY1 = true;
                            } else {
                                waitingForGameState = true;
                                counter = 0;
                                if (oldGameState == SOCGame.ROLL_OR_CARD) {
                                    // robber moved from playing knight card before dice roll
                                    expectROLL_OR_CARD = true;
                                } else if (oldGameState == SOCGame.PLAY1) {
                                    // robber moved from playing knight card after dice roll
                                    expectPLAY1 = true;
                                }
                            }
                            counter = 0;
                            moveRobber();
                        }
                    }
                }
                if ((game.getGameState() == SOCGame.WAITING_FOR_DISCOVERY) && !waitingForGameState) {
                    expectWAITING_FOR_DISCOVERY = false;
                    if ((!waitingForOurTurn) && ourTurn) {
                        if (!(expectPLAY1) && (counter < 4000)) {
                            waitingForGameState = true;
                            expectPLAY1 = true;
                            counter = 0;
                            client.pickResources(game, resourceChoices);
                            pause(1500);
                        }
                    }
                }
                if ((game.getGameState() == SOCGame.WAITING_FOR_MONOPOLY) && !waitingForGameState) {
                    expectWAITING_FOR_MONOPOLY = false;
                    if ((!waitingForOurTurn) && ourTurn) {
                        if (!(expectPLAY1) && (counter < 4000)) {
                            waitingForGameState = true;
                            expectPLAY1 = true;
                            counter = 0;
                            client.pickResourceType(game, monopolyStrategy.getMonopolyChoice());
                            pause(1500);
                        }
                    }
                }
                if (ourTurn && (!waitingForOurTurn) && (game.getGameState() == SOCGame.PLACING_INV_ITEM) && (!waitingForGameState)) {
                    // choose and send a placement location
                    planAndPlaceInvItem();
                }
                if (waitingForTradeMsg && (mesType == SOCMessage.BANKTRADE) && (((SOCBankTrade) mes).getPlayerNumber() == ourPlayerNumber)) {
                    // 
                    // This is the bank/port trade confirmation announcement we've been waiting for
                    // 
                    waitingForTradeMsg = false;
                }
                if (waitingForDevCard && (mesType == SOCMessage.SIMPLEACTION) && (((SOCSimpleAction) mes).getPlayerNumber() == ourPlayerNumber) && (((SOCSimpleAction) mes).getActionType() == SOCSimpleAction.DEVCARD_BOUGHT)) {
                    // 
                    // This is the "dev card bought" message we've been waiting for
                    // 
                    waitingForDevCard = false;
                }
                /**
                 * Planning: If our turn and not waiting for something,
                 * it's time to decide to build or take other normal actions.
                 */
                if (((game.getGameState() == SOCGame.PLAY1) || (game.getGameState() == SOCGame.SPECIAL_BUILDING)) && !(waitingForGameState || waitingForTradeMsg || waitingForTradeResponse || waitingForDevCard || expectPLACING_ROAD || expectPLACING_SETTLEMENT || expectPLACING_CITY || expectPLACING_SHIP || expectPLACING_FREE_ROAD1 || expectPLACING_FREE_ROAD2 || expectPLACING_ROBBER || expectWAITING_FOR_DISCOVERY || expectWAITING_FOR_MONOPOLY || waitingForSC_PIRI_FortressRequest || (waitingForPickSpecialItem != null))) {
                    expectPLAY1 = false;
                    // during other players' turns.
                    if ((!ourTurn) && waitingForOurTurn && gameIs6Player && (!decidedIfSpecialBuild) && (!expectPLACING_ROBBER)) {
                        decidedIfSpecialBuild = true;
                        if (buildingPlan.empty() && (ourPlayerData.getResources().getTotal() > 1) && (failedBuildingAttempts < MAX_DENIED_BUILDING_PER_TURN)) {
                            planBuilding();
                            if (!buildingPlan.empty()) {
                                // If we have the resources right now, ask to Special Build
                                final SOCPossiblePiece targetPiece = buildingPlan.peek();
                                final SOCResourceSet targetResources = targetPiece.getResourcesToBuild();
                                if ((ourPlayerData.getResources().contains(targetResources))) {
                                    // Ask server for the Special Building Phase.
                                    // (TODO) if FAST_STRATEGY: Maybe randomly don't ask, to lower opponent difficulty?
                                    waitingForSpecialBuild = true;
                                    client.buildRequest(game, -1);
                                    pause(100);
                                }
                            }
                        }
                    }
                    if ((!waitingForOurTurn) && ourTurn) {
                        if (!(expectROLL_OR_CARD && (counter < 4000))) {
                            counter = 0;
                            // D.ebugPrintln("DOING PLAY1");
                            if (D.ebugOn) {
                                client.sendText(game, "================================");
                                // for each player in game:
                                // sendText and debug-prn game.getPlayer(i).getResources()
                                printResources();
                            }
                            /**
                             * if we haven't played a dev card yet,
                             * and we have a knight, and we can get
                             * largest army, play the knight.
                             * If we're in SPECIAL_BUILDING (not PLAY1),
                             * can't trade or play development cards.
                             *
                             * In scenario _SC_PIRI (which has no robber and
                             * no largest army), play one whenever we have
                             * it, someone else has resources, and we can
                             * convert a ship to a warship.
                             */
                            if ((game.getGameState() == SOCGame.PLAY1) && !ourPlayerData.hasPlayedDevCard()) {
                                // might set expectPLACING_ROBBER and waitingForGameState
                                playKnightCardIfShould();
                            }
                            /**
                             * make a plan if we don't have one,
                             * and if we haven't given up building
                             * attempts this turn.
                             */
                            if ((!expectPLACING_ROBBER) && buildingPlan.empty() && (ourPlayerData.getResources().getTotal() > 1) && (failedBuildingAttempts < MAX_DENIED_BUILDING_PER_TURN)) {
                                planBuilding();
                            /*
                                         * planBuilding takes these actions, sets buildingPlan and other fields
                                         * (see its javadoc):
                                         *
                                        decisionMaker.planStuff(robotParameters.getStrategyType());

                                        if (! buildingPlan.empty())
                                        {
                                            lastTarget = (SOCPossiblePiece) buildingPlan.peek();
                                            negotiator.setTargetPiece(ourPlayerNumber, buildingPlan.peek());
                                        }
                                         */
                            }
                            // D.ebugPrintln("DONE PLANNING");
                            if ((!expectPLACING_ROBBER) && (!buildingPlan.empty())) {
                                // Time to build something.
                                // Either ask to build a piece, or use trading or development
                                // cards to get resources to build it.  See javadoc for flags set
                                // (expectPLACING_ROAD, etc).  In a future iteration of the run loop
                                // with the expected PLACING_ state, we'll build whatWeWantToBuild
                                // in placeIfExpectPlacing().
                                buildOrGetResourceByTradeOrCard();
                            }
                            /**
                             * see if we're done with our turn
                             */
                            if (!(expectPLACING_SETTLEMENT || expectPLACING_FREE_ROAD1 || expectPLACING_FREE_ROAD2 || expectPLACING_ROAD || expectPLACING_CITY || expectPLACING_SHIP || expectWAITING_FOR_DISCOVERY || expectWAITING_FOR_MONOPOLY || expectPLACING_ROBBER || waitingForTradeMsg || waitingForTradeResponse || waitingForDevCard || waitingForGameState || (waitingForPickSpecialItem != null))) {
                                // Any last things for turn from game's scenario?
                                boolean scenActionTaken = false;
                                if (game.isGameOptionSet(SOCGameOption.K_SC_FTRI) || game.isGameOptionSet(SOCGameOption.K_SC_PIRI)) {
                                    // possibly attack pirate fortress
                                    // or place a gift port for better bank trades
                                    scenActionTaken = considerScenarioTurnFinalActions();
                                }
                                if (!scenActionTaken) {
                                    resetFieldsAtEndTurn();
                                    /*
                                             * These state fields are reset:
                                             *
                                            waitingForGameState = true;
                                            counter = 0;
                                            expectROLL_OR_CARD = true;
                                            waitingForOurTurn = true;

                                            doneTrading = (robotParameters.getTradeFlag() != 1);

                                            //D.ebugPrintln("!!! ENDING TURN !!!");
                                            negotiator.resetIsSelling();
                                            negotiator.resetOffersMade();
                                            buildingPlan.clear();
                                            negotiator.resetTargetPieces();
                                             */
                                    pause(1500);
                                    client.endTurn(game);
                                }
                            }
                        }
                    }
                }
                /**
                 * Placement: Make various putPiece calls; server has told us it's OK to buy them.
                 * Call client.putPiece.
                 * Works when it's our turn and we have an expect flag set
                 * (such as expectPLACING_SETTLEMENT, in these game states:
                 * START1A - START2B or - START3B
                 * PLACING_SETTLEMENT, PLACING_ROAD, PLACING_CITY
                 * PLACING_FREE_ROAD1, PLACING_FREE_ROAD2
                 */
                if (!waitingForGameState) {
                    placeIfExpectPlacing();
                }
                /**
                 * Handle various message types here at bottom of loop.
                 */
                switch(mesType) {
                    case SOCMessage.PUTPIECE:
                        /**
                         * this is for player tracking
                         *
                         * For initial placement of our own pieces, also checks
                         * and clears expectPUTPIECE_FROM_START1A,
                         * and sets expectSTART1B, etc.  The final initial putpiece
                         * clears expectPUTPIECE_FROM_START2B and sets expectROLL_OR_CARD.
                         */
                        {
                            final SOCPutPiece mpp = (SOCPutPiece) mes;
                            final int pn = mpp.getPlayerNumber();
                            final int coord = mpp.getCoordinates();
                            final int pieceType = mpp.getPieceType();
                            handlePUTPIECE_updateTrackers(pn, coord, pieceType);
                        }
                        break;
                    case SOCMessage.MOVEPIECE:
                        /**
                         * this is for player tracking of moved ships
                         */
                        {
                            final SOCMovePiece mpp = (SOCMovePiece) mes;
                            final int pn = mpp.getPlayerNumber();
                            final int coord = mpp.getToCoord();
                            final int pieceType = mpp.getPieceType();
                            // TODO what about getFromCoord()?
                            handlePUTPIECE_updateTrackers(pn, coord, pieceType);
                        }
                        break;
                    case SOCMessage.DICERESULT:
                        if (expectDICERESULT) {
                            expectDICERESULT = false;
                            if (((SOCDiceResult) mes).getResult() == 7) {
                                final boolean robWithoutRobber = game.isGameOptionSet(SOCGameOption.K_SC_PIRI);
                                if (!robWithoutRobber)
                                    moveRobberOnSeven = true;
                                if (ourPlayerData.getResources().getTotal() > 7)
                                    expectDISCARD = true;
                                else if (ourTurn) {
                                    if (!robWithoutRobber)
                                        expectPLACING_ROBBER = true;
                                    else
                                        expectPLAY1 = true;
                                }
                            } else {
                                expectPLAY1 = true;
                            }
                        }
                        break;
                    case SOCMessage.SIMPLEREQUEST:
                        // These messages can almost always be ignored by bots.
                        // Some request types are handled at the top of the loop body;
                        // search for SOCMessage.SIMPLEREQUEST
                        {
                            final SOCSimpleRequest rqMes = (SOCSimpleRequest) mes;
                            switch(rqMes.getRequestType()) {
                                case SOCSimpleRequest.PROMPT_PICK_RESOURCES:
                                    // gold hex
                                    counter = 0;
                                    pickFreeResources(rqMes.getValue1());
                                    waitingForGameState = true;
                                    if (game.isInitialPlacement()) {
                                        if (game.isGameOptionSet(SOCGameOption.K_SC_3IP))
                                            expectSTART3B = true;
                                        else
                                            expectSTART2B = true;
                                    } else {
                                        expectPLAY1 = true;
                                    }
                                    break;
                            }
                        }
                        break;
                    case SOCMessage.DISCARDREQUEST:
                        expectDISCARD = false;
                        // {
                        if ((game.getCurrentDice() == 7) && ourTurn) {
                            if (!game.isGameOptionSet(SOCGameOption.K_SC_PIRI))
                                expectPLACING_ROBBER = true;
                            else
                                expectPLAY1 = true;
                        } else {
                            expectPLAY1 = true;
                        }
                        counter = 0;
                        client.discard(game, DiscardStrategy.discard(((SOCDiscardRequest) mes).getNumberOfDiscards(), buildingPlan, rand, ourPlayerData, robotParameters, decisionMaker, negotiator));
                        // }
                        break;
                    case SOCMessage.CHOOSEPLAYERREQUEST:
                        {
                            final int choicePl = RobberStrategy.chooseRobberVictim(((SOCChoosePlayerRequest) mes).getChoices(), game, playerTrackers);
                            counter = 0;
                            client.choosePlayer(game, choicePl);
                        }
                        break;
                    case SOCMessage.CHOOSEPLAYER:
                        {
                            final int vpn = ((SOCChoosePlayer) mes).getChoice();
                            // Cloth is more valuable.
                            // TODO decide when we should choose resources instead
                            client.choosePlayer(game, -(vpn + 1));
                        }
                        break;
                    case SOCMessage.SETSPECIALITEM:
                        if (waitingForPickSpecialItem != null) {
                            final SOCSetSpecialItem siMes = (SOCSetSpecialItem) mes;
                            if (siMes.typeKey.equals(waitingForPickSpecialItem)) {
                                switch(siMes.op) {
                                    case SOCSetSpecialItem.OP_PICK:
                                        waitingForPickSpecialItem = null;
                                        // Any specific action needed? Not for SC_WOND.
                                        break;
                                    case SOCSetSpecialItem.OP_DECLINE:
                                        waitingForPickSpecialItem = null;
                                        // TODO how to prevent asking again? (similar to whatWeFailedtoBuild)
                                        break;
                                }
                            }
                        }
                        break;
                    case SOCMessage.ROBOTDISMISS:
                        if ((!expectDISCARD) && (!expectPLACING_ROBBER)) {
                            client.leaveGame(game, "dismiss msg", false, false);
                            alive = false;
                        }
                        break;
                    case SOCMessage.TIMINGPING:
                        // Once-per-second message from the pinger thread
                        counter++;
                        break;
                }
                if (ourTurn && (counter > 15000)) {
                    // We've been waiting too long, must be a bug: Leave the game.
                    // This is a fallback, server has SOCForceEndTurnThread which
                    // should have already taken action.
                    // Before v1.1.20, would leave game even during other (human) players' turns.
                    client.leaveGame(game, "counter 15000", true, false);
                    alive = false;
                }
                if ((failedBuildingAttempts > (2 * MAX_DENIED_BUILDING_PER_TURN)) && game.isInitialPlacement()) {
                    // Apparently can't decide where we can initially place:
                    // Leave the game.
                    client.leaveGame(game, "failedBuildingAttempts at start", true, false);
                    alive = false;
                }
                /*
                       if (D.ebugOn) {
                       if (mes != null) {
                       debugInfo();
                       D.ebugPrintln("~~~~~~~~~~~~~~~~");
                       }
                       }
                     */
                yield();
            } catch (Exception e) {
                // Print exception; ignore errors due to game reset in another thread
                if (alive && ((game == null) || (game.getGameState() != SOCGame.RESET_OLD))) {
                    // TODO end our turn if too many
                    ++turnExceptionCount;
                    String eMsg = (turnExceptionCount == 1) ? "*** Robot caught an exception - " + e : "*** Robot caught an exception (" + turnExceptionCount + " this turn) - " + e;
                    D.ebugPrintln(eMsg);
                    System.out.println(eMsg);
                    e.printStackTrace();
                }
            }
        }
    } else {
        System.out.println("AGG! NO PINGER!");
    }
    // D.ebugPrintln("STOPPING AND DEALLOCATING");
    gameEventQ = null;
    client.addCleanKill();
    client = null;
    game = null;
    ourPlayerData = null;
    dummyCancelPlayerData = null;
    whatWeWantToBuild = null;
    whatWeFailedToBuild = null;
    rejectedPlayInvItem = null;
    resourceChoices = null;
    ourPlayerTracker = null;
    playerTrackers = null;
    pinger.stopPinger();
    pinger = null;
}
Also used : SOCShip(soc.game.SOCShip) SOCMakeOffer(soc.message.SOCMakeOffer) SOCInventoryItem(soc.game.SOCInventoryItem) SOCRejectOffer(soc.message.SOCRejectOffer) SOCResourceSet(soc.game.SOCResourceSet) SOCMovePiece(soc.message.SOCMovePiece) Vector(java.util.Vector) SOCAcceptOffer(soc.message.SOCAcceptOffer) SOCMessage(soc.message.SOCMessage) SOCBoardLarge(soc.game.SOCBoardLarge) SOCStartGame(soc.message.SOCStartGame) SOCDiscardRequest(soc.message.SOCDiscardRequest) SOCSimpleAction(soc.message.SOCSimpleAction) SOCSetSpecialItem(soc.message.SOCSetSpecialItem) SOCClearOffer(soc.message.SOCClearOffer) SOCSimpleRequest(soc.message.SOCSimpleRequest) SOCPutPiece(soc.message.SOCPutPiece) SOCChoosePlayerRequest(soc.message.SOCChoosePlayerRequest) SOCDevCardAction(soc.message.SOCDevCardAction)

Example 3 with SOCMessage

use of soc.message.SOCMessage in project JSettlers2 by jdmonin.

the class SOCGameHandler method forceEndGameTurn.

/**
 * Try to force-end the current player's turn in this game.
 * Alter game state and send messages to players.
 * Will call {@link #endGameTurn(SOCGame, SOCPlayer, boolean)} if appropriate.
 * Will send gameState and current player (turn) to clients.
 *<P>
 * If the current player has lost connection, send the {@link SOCLeaveGame LEAVEGAME}
 * message out <b>before</b> calling this method.
 *<P>
 * Assumes, as {@link #endGameTurn(SOCGame, SOCPlayer, boolean)} does:
 * <UL>
 * <LI> ga.canEndTurn already called, returned false
 * <LI> ga.takeMonitor already called (not the same as {@link SOCGameList#takeMonitorForGame(String)})
 * <LI> gamelist.takeMonitorForGame is NOT called, we do NOT have that monitor
 * </UL>
 * @param ga Game to force end turn
 * @param plName Current player's name. Needed because if they have been disconnected by
 *               {@link #leaveGame(SOCGame, Connection)},
 *               their name within game object is already null.
 * @return true if the turn was ended and game is still active;
 *          false if we find that all players have left and
 *          the gamestate has been changed here to {@link SOCGame#OVER}.
 *
 * @see #endGameTurnOrForce(SOCGame, int, String, Connection, boolean)
 * @see SOCGame#forceEndTurn()
 */
private final boolean forceEndGameTurn(SOCGame ga, final String plName) {
    final String gaName = ga.getName();
    final int cpn = ga.getCurrentPlayerNumber();
    final int endFromGameState = ga.getGameState();
    SOCPlayer cp = ga.getPlayer(cpn);
    if (cp.hasAskedSpecialBuild()) {
        cp.setAskedSpecialBuild(false);
        srv.messageToGame(gaName, new SOCPlayerElement(gaName, cpn, SOCPlayerElement.SET, SOCPlayerElement.ASK_SPECIAL_BUILD, 0));
    }
    final SOCForceEndTurnResult res = ga.forceEndTurn();
    // also could be initial placement (START1A or START2A or START3A).
    if (SOCGame.OVER == ga.getGameState())
        // <--- Early return: All players have left ---
        return false;
    /**
     * Report any resources lost or gained.
     * See also forceGamePlayerDiscardOrGain for same reporting code.
     */
    SOCResourceSet resGainLoss = res.getResourcesGainedLost();
    if (resGainLoss != null) {
        /**
         * If gold hex or returning resources to player (not discarding), report actual types/amounts.
         * For discard, tell the discarding player's client that they discarded the resources,
         * tell everyone else that the player discarded unknown resources.
         */
        if (!res.isLoss()) {
            if ((endFromGameState == SOCGame.WAITING_FOR_PICK_GOLD_RESOURCE) || (endFromGameState == SOCGame.STARTS_WAITING_FOR_PICK_GOLD_RESOURCE)) {
                // Send SOCPlayerElement messages, "gains" text
                reportRsrcGainGold(ga, cp, cpn, resGainLoss, true, false);
            } else {
                // Send SOCPlayerElement messages
                reportRsrcGainLoss(gaName, resGainLoss, false, false, cpn, -1, null, null);
            }
        } else {
            Connection c = srv.getConnection(plName);
            if ((c != null) && c.isConnected())
                reportRsrcGainLoss(gaName, resGainLoss, true, true, cpn, -1, null, c);
            int totalRes = resGainLoss.getTotal();
            srv.messageToGameExcept(gaName, c, new SOCPlayerElement(gaName, cpn, SOCPlayerElement.LOSE, SOCPlayerElement.UNKNOWN, totalRes, true), true);
            // "{0} discarded {1} resources."
            srv.messageToGameKeyed(ga, true, "action.discarded", plName, totalRes);
        }
    }
    /**
     * report any dev-card or item returned to player's hand
     */
    final SOCInventoryItem itemCard = res.getReturnedInvItem();
    SOCInventoryItemAction retItemActionMsg = null;
    if (itemCard != null) {
        Connection c = srv.getConnection(plName);
        if ((c != null) && c.isConnected()) {
            if (itemCard instanceof SOCDevCard) {
                int card = itemCard.itype;
                if ((card == SOCDevCardConstants.KNIGHT) && (c.getVersion() < SOCDevCardConstants.VERSION_FOR_NEW_TYPES))
                    card = SOCDevCardConstants.KNIGHT_FOR_VERS_1_X;
                srv.messageToPlayer(c, new SOCDevCardAction(gaName, cpn, SOCDevCardAction.ADD_OLD, card));
            } else {
                retItemActionMsg = new SOCInventoryItemAction(gaName, cpn, (itemCard.isPlayable() ? SOCInventoryItemAction.ADD_PLAYABLE : SOCInventoryItemAction.ADD_OTHER), itemCard.itype, itemCard.isKept(), itemCard.isVPItem(), itemCard.canCancelPlay);
                srv.messageToPlayer(c, retItemActionMsg);
            }
        }
        // Announce item to game with same retItemActionMsg sent to player?
        boolean announceAsInvItemAction = false;
        // Announce this item to game as an unknown dev card type?
        boolean announceAsUnknown = true;
        if (!(itemCard instanceof SOCDevCard)) {
            // SOCInventoryItem: Add any new kinds here, to announce to all players.
            // If it needs a special message, do so and set announceAsUnknown = false
            // If it's private and doesn't need a special message, set handled = true and let it announce as unknown
            boolean handled = false;
            if (ga.isGameOptionSet(SOCGameOption.K_SC_FTRI)) {
                // endFromGameState is PLACING_INV_ITEM.
                // "Gift port" item details are public, send return message to whole game:
                handled = true;
                announceAsInvItemAction = true;
                announceAsUnknown = false;
            }
            // Fallback:
            if (!handled)
                System.err.println("forceEndGameTurn: Unhandled inventory item type " + itemCard.itype + " class " + itemCard.getClass());
        }
        if (announceAsInvItemAction) {
            srv.messageToGameExcept(gaName, c, retItemActionMsg, true);
        } else if (announceAsUnknown) {
            if (ga.clientVersionLowest >= SOCDevCardConstants.VERSION_FOR_NEW_TYPES) {
                srv.messageToGameExcept(gaName, c, new SOCDevCardAction(gaName, cpn, SOCDevCardAction.ADD_OLD, SOCDevCardConstants.UNKNOWN), true);
            } else {
                srv.messageToGameForVersionsExcept(ga, -1, SOCDevCardConstants.VERSION_FOR_NEW_TYPES - 1, c, new SOCDevCardAction(gaName, cpn, SOCDevCardAction.ADD_OLD, SOCDevCardConstants.UNKNOWN_FOR_VERS_1_X), true);
                srv.messageToGameForVersionsExcept(ga, SOCDevCardConstants.VERSION_FOR_NEW_TYPES, Integer.MAX_VALUE, c, new SOCDevCardAction(gaName, cpn, SOCDevCardAction.ADD_OLD, SOCDevCardConstants.UNKNOWN), true);
            }
            srv.messageToGameKeyed(ga, true, "forceend.devcard.returned", plName);
        // "{0}''s just-played development card was returned."
        }
    }
    /**
     * For initial placements, we don't end turns as normal.
     * (Player number may go forward or backwards, new state isn't ROLL_OR_CARD, etc.)
     * Update clients' gamestate, but don't call endGameTurn.
     */
    final int forceRes = res.getResult();
    if ((forceRes == SOCForceEndTurnResult.FORCE_ENDTURN_SKIP_START_ADV) || (forceRes == SOCForceEndTurnResult.FORCE_ENDTURN_SKIP_START_ADVBACK)) {
        if (res.didUpdateFP() || res.didUpdateLP()) {
            final int fpn = ga.getFirstPlayer();
            final SOCMessage msg = (ga.clientVersionLowest >= SOCGameElements.MIN_VERSION) ? new SOCGameElements(gaName, SOCGameElements.FIRST_PLAYER, fpn) : new SOCFirstPlayer(gaName, fpn);
            // will cause clients to recalculate lastPlayer too
            srv.messageToGame(gaName, msg);
        }
        sendTurn(ga, false);
        // <--- Early return ---
        return true;
    }
    /**
     * If the turn can now end, proceed as if player requested it.
     * Otherwise, send current gamestate.  We'll all wait for other
     * players to send discard messages, and afterwards this turn can end.
     */
    if (ga.canEndTurn(cpn))
        // could force gamestate to OVER, if a client leaves
        endGameTurn(ga, null, true);
    else
        sendGameState(ga, false, false);
    return (ga.getGameState() != SOCGame.OVER);
}
Also used : SOCMessage(soc.message.SOCMessage) SOCInventoryItemAction(soc.message.SOCInventoryItemAction) Connection(soc.server.genericServer.Connection) SOCPlayerElement(soc.message.SOCPlayerElement) SOCGameElements(soc.message.SOCGameElements) SOCFirstPlayer(soc.message.SOCFirstPlayer) SOCDevCardAction(soc.message.SOCDevCardAction)

Example 4 with SOCMessage

use of soc.message.SOCMessage in project JSettlers2 by jdmonin.

the class SOCGameHandler method sitDown_sendPrivateInfo.

// javadoc inherited from GameHandler
public void sitDown_sendPrivateInfo(final SOCGame ga, final Connection c, final int pn) {
    final String gaName = ga.getName();
    final SOCPlayer pl = ga.getPlayer(pn);
    /**
     * send all the private information
     */
    SOCResourceSet resources = pl.getResources();
    // CLAY, ORE, SHEEP, WHEAT, WOOD, UNKNOWN
    final int[] counts = resources.getAmounts(true);
    if (c.getVersion() >= SOCPlayerElements.MIN_VERSION)
        srv.messageToPlayer(c, new SOCPlayerElements(gaName, pn, SOCPlayerElement.SET, ELEM_RESOURCES_WITH_UNKNOWN, counts));
    else
        for (int i = 0; i < counts.length; ++i) srv.messageToPlayer(c, new SOCPlayerElement(gaName, pn, SOCPlayerElement.SET, ELEM_RESOURCES_WITH_UNKNOWN[i], counts[i]));
    SOCInventory cardsInv = pl.getInventory();
    final boolean cliVersionNew = (c.getVersion() >= SOCDevCardConstants.VERSION_FOR_NEW_TYPES);
    /**
     * remove the unknown cards
     */
    final SOCDevCardAction cardUnknown = (cliVersionNew) ? new SOCDevCardAction(gaName, pn, SOCDevCardAction.PLAY, SOCDevCardConstants.UNKNOWN) : new SOCDevCardAction(gaName, pn, SOCDevCardAction.PLAY, SOCDevCardConstants.UNKNOWN_FOR_VERS_1_X);
    for (int i = cardsInv.getTotal(); i > 0; --i) {
        srv.messageToPlayer(c, cardUnknown);
    }
    /**
     * send all new dev cards first, then all playable, then all kept (VP cards)
     */
    for (int dcState = SOCInventory.NEW; dcState <= SOCInventory.KEPT; ++dcState) {
        final int dcAge = (dcState == SOCInventory.NEW) ? SOCInventory.NEW : SOCInventory.OLD;
        final int addCmd = (dcAge == SOCInventory.NEW) ? SOCDevCardAction.ADD_NEW : SOCDevCardAction.ADD_OLD;
        for (final SOCInventoryItem card : cardsInv.getByState(dcState)) {
            final SOCMessage addMsg;
            if (card instanceof SOCDevCard) {
                final int dcType = card.itype;
                if (cliVersionNew || (dcType != SOCDevCardConstants.KNIGHT))
                    addMsg = new SOCDevCardAction(gaName, pn, addCmd, dcType);
                else
                    addMsg = new SOCDevCardAction(gaName, pn, addCmd, SOCDevCardConstants.KNIGHT_FOR_VERS_1_X);
            } else {
                // None yet
                System.err.println("L1385: Unrecognized inventory item type " + card.getClass());
                addMsg = null;
            }
            if (addMsg != null)
                srv.messageToPlayer(c, addMsg);
        }
    // for (card)
    }
    // for (dcState)
    /**
     * send game state info such as requests for discards
     */
    sendGameState(ga);
    if ((ga.getCurrentDice() == 7) && pl.getNeedToDiscard()) {
        srv.messageToPlayer(c, new SOCDiscardRequest(gaName, pl.getResources().getTotal() / 2));
    } else if (ga.hasSeaBoard) {
        final int numGoldRes = pl.getNeedToPickGoldHexResources();
        if (numGoldRes > 0)
            srv.messageToPlayer(c, new SOCSimpleRequest(gaName, pn, SOCSimpleRequest.PROMPT_PICK_RESOURCES, numGoldRes));
    }
    /**
     * send what face this player is using
     */
    srv.messageToGame(gaName, new SOCChangeFace(gaName, pn, pl.getFaceId()));
}
Also used : SOCMessage(soc.message.SOCMessage) SOCDiscardRequest(soc.message.SOCDiscardRequest) SOCPlayerElements(soc.message.SOCPlayerElements) SOCChangeFace(soc.message.SOCChangeFace) SOCSimpleRequest(soc.message.SOCSimpleRequest) SOCPlayerElement(soc.message.SOCPlayerElement) SOCDevCardAction(soc.message.SOCDevCardAction)

Example 5 with SOCMessage

use of soc.message.SOCMessage in project JSettlers2 by jdmonin.

the class NetConnection method run.

/**
 * Inbound reading thread: continuously read from the net.
 *<P>
 * When starting the thread, {@link #getData()} must be null;
 * {@link #connect()} mentions and checks that, but {@code connect()} is a different thread.
 */
public void run() {
    // connection-remotehostname-portnumber
    Thread.currentThread().setName(getName());
    ourServer.addConnection(this);
    try {
        final InboundMessageQueue inQueue = ourServer.inQueue;
        if (inputConnected) {
            String firstMsg = in.readUTF();
            // parse
            final SOCMessage msgObj = SOCMessage.toMsg(firstMsg);
            if (!ourServer.processFirstCommand(msgObj, this)) {
                if (msgObj != null)
                    inQueue.push(msgObj, this);
            }
        }
        while (inputConnected) {
            // readUTF max message size is 65535 chars, modified utf-8 format
            // blocks until next message is available
            final String msgStr = in.readUTF();
            final SOCMessage msgObj = SOCMessage.toMsg(msgStr);
            if (msgObj != null)
                inQueue.push(msgObj, this);
        }
    } catch (Exception e) {
        D.ebugPrintln("Exception in NetConnection.run (" + hst + ") - " + e);
        if (D.ebugOn) {
            e.printStackTrace(System.out);
        }
        if (!connected) {
            // Don't set error twice
            return;
        }
        error = e;
        ourServer.removeConnection(this, false);
    }
}
Also used : SOCMessage(soc.message.SOCMessage) IOException(java.io.IOException)

Aggregations

SOCMessage (soc.message.SOCMessage)6 SOCDevCardAction (soc.message.SOCDevCardAction)3 SOCDiscardRequest (soc.message.SOCDiscardRequest)2 SOCPlayerElement (soc.message.SOCPlayerElement)2 SOCSimpleRequest (soc.message.SOCSimpleRequest)2 Connection (soc.server.genericServer.Connection)2 EOFException (java.io.EOFException)1 IOException (java.io.IOException)1 ConnectException (java.net.ConnectException)1 Vector (java.util.Vector)1 SOCBoardLarge (soc.game.SOCBoardLarge)1 SOCInventoryItem (soc.game.SOCInventoryItem)1 SOCResourceSet (soc.game.SOCResourceSet)1 SOCShip (soc.game.SOCShip)1 SOCAcceptOffer (soc.message.SOCAcceptOffer)1 SOCChangeFace (soc.message.SOCChangeFace)1 SOCChoosePlayerRequest (soc.message.SOCChoosePlayerRequest)1 SOCClearOffer (soc.message.SOCClearOffer)1 SOCFirstPlayer (soc.message.SOCFirstPlayer)1 SOCGameElements (soc.message.SOCGameElements)1