Search in sources :

Example 1 with SOCPlayerElements

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

the class SOCGameHandler method joinGame.

/**
 * Client has been approved to join game; send JOINGAMEAUTH and the entire state of the game to client.
 * Unless <tt>isTakingOver</tt>, announce {@link SOCJoinGame} client join event to other players.
 *<P>
 * Does not add the client to the game's or server's list of players,
 * that should be done before calling this method.
 *<P>
 * Assumes NEWGAME (or NEWGAMEWITHOPTIONS) has already been sent out.
 * The game's first message<B>*</B> sent to the connecting client is JOINGAMEAUTH, unless isReset.
 *<P>
 * Among other messages, player names are sent via SITDOWN, and pieces on board
 * sent by PUTPIECE.  See comments here for further details.
 * If <tt>isTakingOver</tt>, some details are sent by calling
 * {@link #sitDown_sendPrivateInfo(SOCGame, Connection, int)}.
 * The group of messages sent here ends with GAMEMEMBERS, SETTURN and GAMESTATE.
 * Then, the entire game is sent a JOINGAME for the new game member.
 *<P>
 * *<B>I18N:</B> If the game has a {@link SOCScenario} and the client needs scenario info or localized strings
 * for the scenario name and description, {@link SOCScenarioInfo} or {@link SOCLocalizedStrings} is
 * sent before JOINGAMEAUTH.  This handles i18n and scenarios added or changed between the client's
 * and server's versions.
 *
 * @param gameData Game to join
 * @param c        The connection of joining client
 * @param isReset  Game is a board-reset of an existing game.  This is always false when
 *                 called from SOCServer instead of from inside the SOCGameHandler.
 * @param isTakingOver  Client is re-joining; this connection replaces an earlier one which
 *                      is defunct because of a network problem.
 *                      If <tt>isTakingOver</tt>, don't send anything to other players.
 *
 * @see SOCServer#connectToGame(Connection, String, Map)
 * @see SOCServer#createOrJoinGameIfUserOK(Connection, String, String, String, Map)
 */
@SuppressWarnings("unchecked")
public void joinGame(SOCGame gameData, Connection c, final boolean isReset, final boolean isTakingOver) {
    // If game's already started, true if any bot is seated (can be taken over)
    boolean hasRobot = false;
    String gameName = gameData.getName();
    final String cliName = c.getData();
    if (!isReset) {
        // First, send updated scenario info or localized strings if needed
        // (SOCScenarioInfo or SOCLocalizedStrings); checks c.getVersion(), scd.scenariosInfoSent etc.
        final String gameScen = gameData.getGameOptionStringValue("SC");
        if (gameScen != null)
            srv.sendGameScenarioInfo(gameScen, null, c, false);
        // Now, join game
        c.put(SOCJoinGameAuth.toCmd(gameName));
        c.put(SOCStatusMessage.toCmd(SOCStatusMessage.SV_OK, // "Welcome to Java Settlers of Catan!"
        c.getLocalized("member.welcome")));
    }
    // c.put(SOCGameState.toCmd(gameName, gameData.getGameState()));
    for (int i = 0; i < gameData.maxPlayers; i++) {
        /**
         * send them the already-seated player information;
         * if isReset, don't send, because sitDown will
         * be sent from resetBoardAndNotify.
         */
        if (!isReset) {
            SOCPlayer pl = gameData.getPlayer(i);
            String plName = pl.getName();
            if ((plName != null) && !gameData.isSeatVacant(i)) {
                final boolean isRobot = pl.isRobot();
                if (isRobot)
                    hasRobot = true;
                c.put(SOCSitDown.toCmd(gameName, plName, i, isRobot));
            }
        }
        /**
         * send the seat lock information
         */
        final SOCGame.SeatLockState sl = gameData.getSeatLock(i);
        if ((sl != SOCGame.SeatLockState.CLEAR_ON_RESET) || (c.getVersion() >= 2000))
            srv.messageToPlayer(c, new SOCSetSeatLock(gameName, i, sl));
        else
            // old client
            srv.messageToPlayer(c, new SOCSetSeatLock(gameName, i, SOCGame.SeatLockState.LOCKED));
    }
    c.put(getBoardLayoutMessage(gameData).toCmd());
    /**
     * if game hasn't started yet, each player's potentialSettlements are
     * identical, so send that info once for all players.
     * Otherwise send each player's unique potential settlement list,
     * to populate legal sets before sending any of their PutPieces.
     */
    if ((gameData.getGameState() < SOCGame.START1A) && (c.getVersion() >= SOCPotentialSettlements.VERSION_FOR_PLAYERNUM_ALL)) {
        final HashSet<Integer> psList = gameData.getPlayer(0).getPotentialSettlements();
        // Some boards may have multiple land areas.
        // See also below, and startGame which has very similar code.
        final HashSet<Integer>[] lan;
        final int pan;
        boolean addedPsList = false;
        if (gameData.hasSeaBoard) {
            final SOCBoardLarge bl = (SOCBoardLarge) gameData.getBoard();
            lan = bl.getLandAreasLegalNodes();
            pan = bl.getStartingLandArea();
            if ((lan != null) && (pan != 0) && !lan[pan].equals(psList)) {
                // If potentials != legals[startingLandArea], send as legals[0]
                lan[0] = psList;
                addedPsList = true;
            }
        } else {
            lan = null;
            pan = 0;
        }
        if (lan == null) {
            c.put(SOCPotentialSettlements.toCmd(gameName, -1, new ArrayList<Integer>(psList)));
        } else {
            c.put(SOCPotentialSettlements.toCmd(gameName, -1, pan, lan, SOCBoardAtServer.getLegalSeaEdges(gameData, -1)));
        }
        if (addedPsList)
            // Undo change to game's copy of landAreasLegalNodes
            lan[0] = null;
        if (gameData.isGameOptionSet(SOCGameOption.K_SC_CLVI))
            c.put(SOCPlayerElement.toCmd(gameName, -1, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_CLOTH_COUNT, ((SOCBoardLarge) (gameData.getBoard())).getCloth()));
    // individual villages' cloth counts are sent soon below
    } else {
        for (int pn = 0; pn < gameData.maxPlayers; ++pn) {
            final SOCPlayer pl = gameData.getPlayer(pn);
            final HashSet<Integer> psList = pl.getPotentialSettlements();
            // Some boards may have multiple land areas.
            // See also above, and startGame which has very similar code.
            final HashSet<Integer>[] lan;
            if (gameData.hasSeaBoard && (pn == 0)) {
                // send this info once, not per-player:
                // Note: Assumes all players have same legal nodes.
                final SOCBoardLarge bl = (SOCBoardLarge) gameData.getBoard();
                lan = bl.getLandAreasLegalNodes();
                if (lan != null)
                    lan[0] = psList;
            } else {
                lan = null;
            }
            if (lan == null) {
                c.put(SOCPotentialSettlements.toCmd(gameName, pn, new ArrayList<Integer>(psList)));
            } else {
                c.put(SOCPotentialSettlements.toCmd(gameName, pn, 0, lan, SOCBoardAtServer.getLegalSeaEdges(gameData, pn)));
                // Undo change to game's copy of landAreasLegalNodes
                lan[0] = null;
            }
        }
    }
    /**
     * If normal game play has started:
     * _SC_CLVI: Send updated Cloth counts for any changed villages.
     * _SC_FTRI: Send any changed Special Edges.
     */
    if (gameData.hasSeaBoard && (gameData.getGameState() >= SOCGame.ROLL_OR_CARD)) {
        final SOCBoardLarge bl = (SOCBoardLarge) gameData.getBoard();
        // SC_CLVI:
        final HashMap<Integer, SOCVillage> villages = bl.getVillages();
        if (villages != null)
            for (final SOCVillage vi : villages.values()) {
                final int cl = vi.getCloth();
                if (cl != SOCVillage.STARTING_CLOTH)
                    srv.messageToGame(gameName, new SOCPieceValue(gameName, vi.getCoordinates(), cl, 0));
            }
        // SC_FTRI:
        boolean sendEdgeChanges = bl.hasSpecialEdges();
        if (!sendEdgeChanges) {
            // check the board for any Special Edge layout part
            for (String ap : SOCBoardLarge.SPECIAL_EDGE_LAYOUT_PARTS) {
                if (bl.getAddedLayoutPart(ap) != null) {
                    sendEdgeChanges = true;
                    break;
                }
            }
        }
        if (sendEdgeChanges)
            joinGame_sendBoardSpecialEdgeChanges(gameData, bl, c);
    }
    /**
     * Send the current player number.
     * Before v2.0.00, this wasn't sent so early; was sent
     * just before SOCGameState and the "joined the game" text.
     * This earlier send has been tested against 1.1.07 (released 2009-10-31).
     */
    if (c.getVersion() >= SOCGameElements.MIN_VERSION)
        c.put(new SOCGameElements(gameName, SOCGameElements.CURRENT_PLAYER, gameData.getCurrentPlayerNumber()).toCmd());
    else
        c.put(SOCSetTurn.toCmd(gameName, gameData.getCurrentPlayerNumber()));
    /**
     * Send the game's Special Item info, if any, if game has started:
     */
    final String[] gameSITypes;
    if (gameData.getGameState() >= SOCGame.START1A) {
        Set<String> ty = gameData.getSpecialItemTypes();
        gameSITypes = (ty != null) ? ty.toArray(new String[ty.size()]) : null;
    } else {
        gameSITypes = null;
    }
    /**
     * Holds any special items shared between game and player. Those must be sent just once, not twice,
     * when per-game and then per-player special item info is sent. Per-player loop should check
     * {@code gameSItoPlayer.get(typeKey)[playerNumber].get(itemIndex)}; unused per-player lists
     * and typeKeys are null, so check each dereference; also check itemIndex versus list length.
     */
    final HashMap<String, ArrayList<SOCSpecialItem>[]> gameSItoPlayer;
    if (gameSITypes == null) {
        gameSItoPlayer = null;
    } else {
        gameSItoPlayer = new HashMap<String, ArrayList<SOCSpecialItem>[]>();
        for (int i = 0; i < gameSITypes.length; ++i) {
            final String tkey = gameSITypes[i];
            ArrayList<SOCSpecialItem> gsi = gameData.getSpecialItems(tkey);
            if (gsi == null)
                // shouldn't happen
                continue;
            final int L = gsi.size();
            for (// use this loop type to avoid ConcurrentModificationException if locking bug
            int gi = 0; // use this loop type to avoid ConcurrentModificationException if locking bug
            gi < L; // use this loop type to avoid ConcurrentModificationException if locking bug
            ++gi) {
                final SOCSpecialItem si = gsi.get(gi);
                if (si == null) {
                    c.put(new SOCSetSpecialItem(gameName, SOCSetSpecialItem.OP_CLEAR, tkey, gi, -1, -1).toCmd());
                    continue;
                }
                // player index, or -1: if pl != null, must search pl's items for a match
                int pi = -1;
                final SOCPlayer pl = si.getPlayer();
                if (pl != null) {
                    ArrayList<SOCSpecialItem> iList = pl.getSpecialItems(tkey);
                    if (iList != null) {
                        for (int k = 0; k < iList.size(); ++k) {
                            if (si == iList.get(k)) {
                                pi = k;
                                break;
                            }
                        }
                    }
                }
                c.put(new SOCSetSpecialItem(gameData, SOCSetSpecialItem.OP_SET, tkey, gi, pi, si).toCmd());
                if (pi != -1) {
                    // remember for use when sending per-player info
                    ArrayList<SOCSpecialItem>[] toAllPl = gameSItoPlayer.get(tkey);
                    if (toAllPl == null) {
                        toAllPl = new ArrayList[gameData.maxPlayers];
                        gameSItoPlayer.put(tkey, toAllPl);
                    }
                    ArrayList<SOCSpecialItem> iList = toAllPl[pl.getPlayerNumber()];
                    if (iList == null) {
                        iList = new ArrayList<SOCSpecialItem>();
                        toAllPl[pl.getPlayerNumber()] = iList;
                    }
                    int iLL = iList.size();
                    while (iLL <= pi) {
                        iList.add(null);
                        ++iLL;
                    }
                    iList.set(pi, si);
                }
            }
        }
    }
    /**
     * send the per-player information
     */
    for (int i = 0; i < gameData.maxPlayers; i++) {
        SOCPlayer pl = gameData.getPlayer(i);
        /**
         * send scenario info before any putpiece, so they know their
         * starting land areas and scenario events
         */
        int itm = pl.getSpecialVP();
        if (itm != 0) {
            srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_SVP, itm));
            ArrayList<SOCPlayer.SpecialVPInfo> svpis = pl.getSpecialVPInfo();
            if (svpis != null)
                for (SOCPlayer.SpecialVPInfo svpi : svpis) srv.messageToPlayer(c, new SOCSVPTextMessage(gameName, i, svpi.svp, c.getLocalized(svpi.desc)));
        }
        itm = pl.getScenarioPlayerEvents();
        if (itm != 0)
            srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_PLAYEREVENTS_BITMASK, itm));
        itm = pl.getScenarioSVPLandAreas();
        if (itm != 0)
            srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_SVP_LANDAREAS_BITMASK, itm));
        itm = pl.getStartingLandAreasEncoded();
        if (itm != 0)
            srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.STARTING_LANDAREAS, itm));
        itm = pl.getCloth();
        if (itm != 0)
            srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_CLOTH_COUNT, itm));
        // Send piece info even if player has left the game (pl.getName() == null).
        // This lets them see "their" pieces before srv.sitDown(), if they rejoin at same position.
        Enumeration<SOCPlayingPiece> piecesEnum = pl.getPieces().elements();
        while (piecesEnum.hasMoreElements()) {
            SOCPlayingPiece piece = piecesEnum.nextElement();
            if (piece.getType() == SOCPlayingPiece.CITY)
                c.put(SOCPutPiece.toCmd(gameName, i, SOCPlayingPiece.SETTLEMENT, piece.getCoordinates()));
            c.put(SOCPutPiece.toCmd(gameName, i, piece.getType(), piece.getCoordinates()));
        }
        // _SC_PIRI: special-case piece not part of getPieces
        {
            final SOCFortress piece = pl.getFortress();
            if (piece != null) {
                final int coord = piece.getCoordinates(), str = piece.getStrength();
                c.put(SOCPutPiece.toCmd(gameName, i, piece.getType(), coord));
                if (str != SOCFortress.STARTING_STRENGTH)
                    c.put(SOCPieceValue.toCmd(gameName, coord, str, 0));
            }
        }
        // _SC_PIRI: for display, send count of warships only after SOCShip pieces are sent
        itm = pl.getNumWarships();
        if (itm != 0)
            srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_WARSHIP_COUNT, itm));
        /**
         * send node coord of the last settlement, resources,
         * knight cards played, number of playing pieces in hand
         */
        final int[] counts = new int[(gameData.hasSeaBoard) ? 7 : 6];
        counts[0] = pl.getLastSettlementCoord();
        // will send with SOCPlayerElement.UNKNOWN
        counts[1] = pl.getResources().getTotal();
        counts[2] = pl.getNumKnights();
        counts[3] = pl.getNumPieces(SOCPlayingPiece.ROAD);
        counts[4] = pl.getNumPieces(SOCPlayingPiece.SETTLEMENT);
        counts[5] = pl.getNumPieces(SOCPlayingPiece.CITY);
        if (gameData.hasSeaBoard)
            counts[6] = pl.getNumPieces(SOCPlayingPiece.SHIP);
        if (c.getVersion() >= SOCPlayerElements.MIN_VERSION) {
            c.put(new SOCPlayerElements(gameName, i, SOCPlayerElement.SET, (gameData.hasSeaBoard) ? ELEM_JOINGAME_WITH_PIECETYPES_SEA : ELEM_JOINGAME_WITH_PIECETYPES_CLASSIC, counts).toCmd());
        } else {
            c.put(SOCLastSettlement.toCmd(gameName, i, counts[0]));
            // client too old for SOCPlayerElement.LAST_SETTLEMENT_NODE
            for (int j = 1; j < counts.length; ++j) c.put(SOCPlayerElement.toCmd(gameName, i, SOCPlayerElement.SET, ELEM_JOINGAME_WITH_PIECETYPES_CLASSIC[j], counts[j]));
        }
        final int numDevCards = pl.getInventory().getTotal();
        final int unknownType;
        if (c.getVersion() >= SOCDevCardConstants.VERSION_FOR_NEW_TYPES)
            unknownType = SOCDevCardConstants.UNKNOWN;
        else
            unknownType = SOCDevCardConstants.UNKNOWN_FOR_VERS_1_X;
        final String cardUnknownCmd = SOCDevCardAction.toCmd(gameName, i, SOCDevCardAction.ADD_OLD, unknownType);
        for (int j = 0; j < numDevCards; j++) {
            c.put(cardUnknownCmd);
        }
        if (gameSITypes != null) {
            for (int j = 0; j < gameSITypes.length; ++j) {
                final String tkey = gameSITypes[j];
                ArrayList<SOCSpecialItem> plsi = pl.getSpecialItems(tkey);
                if (plsi == null)
                    // shouldn't happen
                    continue;
                // pi loop body checks gameSItoPlayer to see if already sent (object shared with game)
                final ArrayList<SOCSpecialItem>[] toAllPl = gameSItoPlayer.get(tkey);
                final ArrayList<SOCSpecialItem> iList = (toAllPl != null) ? toAllPl[i] : null;
                final int L = plsi.size();
                for (// use this loop type to avoid ConcurrentModificationException
                int pi = 0; // use this loop type to avoid ConcurrentModificationException
                pi < L; // use this loop type to avoid ConcurrentModificationException
                ++pi) {
                    final SOCSpecialItem si = plsi.get(pi);
                    if (si == null) {
                        c.put(new SOCSetSpecialItem(gameName, SOCSetSpecialItem.OP_CLEAR, tkey, -1, pi, i).toCmd());
                        continue;
                    }
                    if ((iList != null) && (iList.size() > pi) && (iList.get(pi) == si))
                        // already sent (shared with game)
                        continue;
                    c.put(new SOCSetSpecialItem(gameData, SOCSetSpecialItem.OP_SET, tkey, -1, pi, si).toCmd());
                }
            }
        }
        if ((i == 0) && (c.getVersion() < SOCGameElements.MIN_VERSION)) {
            // per-game data, send once; send here only if client is
            // too old to send together with other game elements,
            // otherwise send soon with longest road / largest army
            c.put(SOCFirstPlayer.toCmd(gameName, gameData.getFirstPlayer()));
            c.put(SOCDevCardCount.toCmd(gameName, gameData.getNumDevCards()));
        }
        c.put(SOCChangeFace.toCmd(gameName, i, pl.getFaceId()));
        if (i == 0) {
            // per-game data, send once
            c.put(SOCDiceResult.toCmd(gameName, gameData.getCurrentDice()));
        }
    }
    // /
    // / send dev card count, rounds count, first player, who has longest road and largest army
    // /
    final SOCPlayer lrPlayer = gameData.getPlayerWithLongestRoad(), laPlayer = gameData.getPlayerWithLargestArmy();
    final int lrPlayerNum = (lrPlayer != null) ? lrPlayer.getPlayerNumber() : -1, laPlayerNum = (laPlayer != null) ? laPlayer.getPlayerNumber() : -1;
    if (c.getVersion() < SOCGameElements.MIN_VERSION) {
        c.put(SOCLongestRoad.toCmd(gameName, lrPlayerNum));
        c.put(SOCLargestArmy.toCmd(gameName, laPlayerNum));
    } else {
        c.put(new SOCGameElements(gameName, ELEM_JOINGAME_DEVCARDS_ROUNDS_PLNUMS_FIRST_LONGEST_LARGEST, new int[] { gameData.getNumDevCards(), gameData.getRoundCount(), gameData.getFirstPlayer(), lrPlayerNum, laPlayerNum }).toCmd());
    }
    /**
     * If we're rejoining and taking over a seat after a network problem,
     * send our resource and hand information.
     */
    if (isTakingOver) {
        SOCPlayer cliPl = gameData.getPlayer(cliName);
        if (cliPl != null) {
            int pn = cliPl.getPlayerNumber();
            if ((pn != -1) && !gameData.isSeatVacant(pn))
                sitDown_sendPrivateInfo(gameData, c, pn);
        }
    }
    String membersCommand = null;
    srv.gameList.takeMonitorForGame(gameName);
    /**
     * Almost done; send GAMEMEMBERS as a hint to client that we're almost ready for its input.
     * There's no new data in GAMEMEMBERS, because player names have already been sent by
     * the SITDOWN messages above.
     */
    try {
        Vector<Connection> gameMembers = srv.gameList.getMembers(gameName);
        membersCommand = SOCGameMembers.toCmd(gameName, gameMembers);
    } catch (Exception e) {
        D.ebugPrintln("Exception in SGH.joinGame (gameMembers) - " + e);
    }
    srv.gameList.releaseMonitorForGame(gameName);
    if (membersCommand != null)
        c.put(membersCommand);
    // before v2.0.00, current player number (SETTURN) was sent here,
    // between membersCommand and GAMESTATE.
    c.put(SOCGameState.toCmd(gameName, gameData.getGameState()));
    if (D.ebugOn)
        D.ebugPrintln("*** " + cliName + " joined the game " + gameName + " at " + DateFormat.getTimeInstance(DateFormat.SHORT).format(new Date()));
    /**
     * Let everyone else know about the change
     */
    if (isTakingOver) {
        return;
    }
    srv.messageToGame(gameName, new SOCJoinGame(cliName, "", "dummyhost", gameName));
    if ((!isReset) && gameData.getGameState() >= SOCGame.START2A) {
        srv.messageToPlayerKeyed(c, gameName, // "This game has started. To play, take over a robot."
        (hasRobot) ? // "This game has started. To play, take over a robot."
        "member.join.game.started.bots" : // "This game has started; no new players can sit down."
        "member.join.game.started");
    }
}
Also used : SOCSVPTextMessage(soc.message.SOCSVPTextMessage) SOCJoinGame(soc.message.SOCJoinGame) ArrayList(java.util.ArrayList) SOCPlayerElement(soc.message.SOCPlayerElement) HashSet(java.util.HashSet) SOCPieceValue(soc.message.SOCPieceValue) Connection(soc.server.genericServer.Connection) NoSuchElementException(java.util.NoSuchElementException) Date(java.util.Date) SOCSetSeatLock(soc.message.SOCSetSeatLock) SOCPlayerElements(soc.message.SOCPlayerElements) SOCSetSpecialItem(soc.message.SOCSetSpecialItem) SOCGameElements(soc.message.SOCGameElements)

Example 2 with SOCPlayerElements

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

the class SOCGameHandler method startGame.

// javadoc inherited from GameHandler
/**
 * {@inheritDoc}
 *<P>
 * If {@link SOCGame#hasSeaBoard}: Once the board is made, send the updated
 * {@link SOCPotentialSettlements potential settlements}.
 *<P>
 * If this code changes, must also update {@link soctest.TestBoardLayouts#testSingleLayout(SOCScenario, int)}.
 */
public void startGame(SOCGame ga) {
    if (ga == null)
        return;
    final String gaName = ga.getName();
    // TODO once multiple handler threads, encapsulate this
    srv.numberOfGamesStarted++;
    /**
     * start the game, place any initial pieces.
     * If anything is added to this game object setup code,
     * update soctest.TestBoardLayouts.testSingleLayout(..).
     */
    // for playerEvent, gameEvent callbacks (since 2.0.00)
    ga.setScenarioEventListener(this);
    ga.startGame();
    // used on sea board; if null, all are legal
    final int[][] legalSeaEdges;
    if (ga.hasSeaBoard) {
        legalSeaEdges = SOCBoardAtServer.getLegalSeaEdges(ga, -1);
        if (legalSeaEdges != null)
            for (int pn = 0; pn < ga.maxPlayers; ++pn) ga.getPlayer(pn).setRestrictedLegalShips(legalSeaEdges[pn]);
        if (ga.isGameOptionSet(SOCGameOption.K_SC_FTRI) || ga.isGameOptionSet(SOCGameOption.K_SC_PIRI)) {
            // scenario has initial pieces
            ((SOCBoardAtServer) (ga.getBoard())).startGame_putInitPieces(ga);
        }
    } else {
        legalSeaEdges = null;
    }
    srv.gameList.takeMonitorForGame(gaName);
    try {
        /**
         * send the board layout
         */
        try {
            srv.messageToGameWithMon(gaName, getBoardLayoutMessage(ga));
        // For scenario option _SC_CLVI, the board layout message
        // includes villages and the general supply cloth count.
        // For _SC_PIRI, it includes the Pirate Path (additional layout part "PP").
        } catch (IllegalArgumentException e) {
            System.err.println("startGame: Cannot send board for " + gaName + ": " + e.getMessage());
            // the enclosing try-finally will releaseMonitorForGame(gaName) before returning
            return;
        }
        if (ga.hasSeaBoard) {
            // See also joinGame which has very similar code.
            // Send the updated Potential/Legal Settlement node list
            // Note: Assumes all players have same potential settlements
            // (sends with playerNumber -1 == all)
            final HashSet<Integer> psList = ga.getPlayer(0).getPotentialSettlements();
            // Some boards may have multiple land areas.
            final HashSet<Integer>[] lan;
            final int pan;
            boolean addedPsList = false;
            final SOCBoardLarge bl = (SOCBoardLarge) ga.getBoard();
            lan = bl.getLandAreasLegalNodes();
            pan = bl.getStartingLandArea();
            if ((lan != null) && (pan != 0) && !lan[pan].equals(psList)) {
                // If potentials != legals[startingLandArea], send as legals[0]
                lan[0] = psList;
                addedPsList = true;
            }
            if (lan == null)
                srv.messageToGameWithMon(gaName, new SOCPotentialSettlements(gaName, -1, new ArrayList<Integer>(psList)));
            else
                srv.messageToGameWithMon(gaName, new SOCPotentialSettlements(gaName, -1, pan, lan, legalSeaEdges));
            if (addedPsList)
                // Undo change to game's copy of landAreasLegalNodes
                lan[0] = null;
        }
        /**
         * send the player info
         */
        boolean sentInitPiecesState = false;
        for (int i = 0; i < ga.maxPlayers; i++) {
            if (ga.isSeatVacant(i))
                continue;
            final SOCPlayer pl = ga.getPlayer(i);
            final int[] counts = new int[(ga.hasSeaBoard) ? 4 : 3];
            counts[0] = pl.getNumPieces(SOCPlayingPiece.ROAD);
            counts[1] = pl.getNumPieces(SOCPlayingPiece.SETTLEMENT);
            counts[2] = pl.getNumPieces(SOCPlayingPiece.CITY);
            if (ga.hasSeaBoard) {
                // Some scenarios like SC_PIRI may place initial pieces at fixed locations.
                // Usually, pieces will be empty.
                final Vector<SOCPlayingPiece> pieces = pl.getPieces();
                if (!pieces.isEmpty()) {
                    if (!sentInitPiecesState) {
                        // Temporary state change, to avoid initial-piece placement actions.
                        // The actual game state will be sent soon.
                        srv.messageToGameWithMon(gaName, new SOCGameState(gaName, SOCGame.READY));
                        sentInitPiecesState = true;
                    }
                    for (SOCPlayingPiece pp : pieces) srv.messageToGameWithMon(gaName, new SOCPutPiece(gaName, i, pp.getType(), pp.getCoordinates()));
                    SOCPlayingPiece pp = pl.getFortress();
                    if (pp != null)
                        srv.messageToGameWithMon(gaName, new SOCPutPiece(gaName, i, pp.getType(), pp.getCoordinates()));
                }
                counts[3] = pl.getNumPieces(SOCPlayingPiece.SHIP);
            }
            if (ga.clientVersionLowest >= SOCPlayerElements.MIN_VERSION)
                srv.messageToGameWithMon(gaName, new SOCPlayerElements(gaName, i, SOCPlayerElement.SET, (ga.hasSeaBoard) ? ELEM_PIECETYPES_SEA : ELEM_PIECETYPES_CLASSIC, counts));
            else
                for (int j = 0; j < counts.length; ++j) srv.messageToGameWithMon(gaName, new SOCPlayerElement(gaName, i, SOCPlayerElement.SET, ELEM_PIECETYPES_SEA[j], counts[j]));
            if (ga.clientVersionLowest < SOCPlayerElement.VERSION_FOR_CARD_ELEMENTS)
                srv.messageToGameWithMon(gaName, new SOCSetPlayedDevCard(gaName, i, false));
        }
        if (ga.clientVersionLowest >= SOCPlayerElement.VERSION_FOR_CARD_ELEMENTS)
            srv.messageToGameWithMon(gaName, new SOCPlayerElement(gaName, -1, SOCPlayerElement.SET, SOCPlayerElement.PLAYED_DEV_CARD_FLAG, 0));
        /**
         * send the number of dev cards
         */
        srv.messageToGameWithMon(gaName, (ga.clientVersionLowest >= SOCGameElements.MIN_VERSION) ? new SOCGameElements(gaName, SOCGameElements.DEV_CARD_COUNT, ga.getNumDevCards()) : new SOCDevCardCount(gaName, ga.getNumDevCards()));
        /**
         * ga.startGame() picks who goes first, but feedback is nice
         */
        srv.messageToGameKeyed(ga, false, // "Randomly picking a starting player..."
        "start.picking.random.starting.player");
    } finally {
        srv.gameList.releaseMonitorForGame(gaName);
    }
    /**
     * send the game state and start the game.
     * send game state and whose turn it is.
     */
    if (ga.clientVersionLowest >= SOCGameState.VERSION_FOR_GAME_STATE_AS_FIELD) {
        srv.messageToGame(gaName, new SOCStartGame(gaName, ga.getGameState()));
        sendTurn(ga, false);
    } else {
        final int cpn = ga.getCurrentPlayerNumber();
        final boolean sendRoll = sendGameState(ga, false, false);
        srv.messageToGame(gaName, new SOCStartGame(gaName, 0));
        srv.messageToGame(gaName, new SOCTurn(gaName, cpn, 0));
        if (sendRoll)
            srv.messageToGame(gaName, new SOCRollDicePrompt(gaName, cpn));
    }
}
Also used : SOCGameState(soc.message.SOCGameState) SOCPotentialSettlements(soc.message.SOCPotentialSettlements) SOCTurn(soc.message.SOCTurn) SOCRollDicePrompt(soc.message.SOCRollDicePrompt) SOCPlayerElement(soc.message.SOCPlayerElement) SOCSetPlayedDevCard(soc.message.SOCSetPlayedDevCard) HashSet(java.util.HashSet) SOCStartGame(soc.message.SOCStartGame) SOCPlayerElements(soc.message.SOCPlayerElements) SOCPutPiece(soc.message.SOCPutPiece) SOCGameElements(soc.message.SOCGameElements) SOCDevCardCount(soc.message.SOCDevCardCount)

Example 3 with SOCPlayerElements

use of soc.message.SOCPlayerElements 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)

Aggregations

SOCPlayerElement (soc.message.SOCPlayerElement)3 SOCPlayerElements (soc.message.SOCPlayerElements)3 HashSet (java.util.HashSet)2 SOCGameElements (soc.message.SOCGameElements)2 ArrayList (java.util.ArrayList)1 Date (java.util.Date)1 NoSuchElementException (java.util.NoSuchElementException)1 SOCChangeFace (soc.message.SOCChangeFace)1 SOCDevCardAction (soc.message.SOCDevCardAction)1 SOCDevCardCount (soc.message.SOCDevCardCount)1 SOCDiscardRequest (soc.message.SOCDiscardRequest)1 SOCGameState (soc.message.SOCGameState)1 SOCJoinGame (soc.message.SOCJoinGame)1 SOCMessage (soc.message.SOCMessage)1 SOCPieceValue (soc.message.SOCPieceValue)1 SOCPotentialSettlements (soc.message.SOCPotentialSettlements)1 SOCPutPiece (soc.message.SOCPutPiece)1 SOCRollDicePrompt (soc.message.SOCRollDicePrompt)1 SOCSVPTextMessage (soc.message.SOCSVPTextMessage)1 SOCSetPlayedDevCard (soc.message.SOCSetPlayedDevCard)1