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Example 1 with Connection

use of soc.server.genericServer.Connection in project JSettlers2 by jdmonin.

the class SOCForceEndTurnThread method run.

/**
 * If our targeted robot player is still the current player, force-end their turn.
 * If not current player but game is waiting for them to discard or pick free resources,
 * choose randomly so the game can continue.
 * Calls {@link SOCGameHandler#endGameTurnOrForce(SOCGame, int, String, Connection, boolean)}.
 */
@Override
public void run() {
    final String rname = pl.getName();
    final int plNum = pl.getPlayerNumber();
    final int gs = ga.getGameState();
    final boolean notCurrentPlayer = (ga.getCurrentPlayerNumber() != plNum);
    // waiting for the bot to discard or gain resources.
    if (notCurrentPlayer && (gs != SOCGame.WAITING_FOR_DISCARDS) && (gs != SOCGame.WAITING_FOR_PICK_GOLD_RESOURCE) && (gs != SOCGame.STARTS_WAITING_FOR_PICK_GOLD_RESOURCE)) {
        return;
    }
    Connection rconn = srv.getConnection(rname);
    System.err.println("For robot " + rname + ((notCurrentPlayer) ? ": force discard/pick" : ": force end turn") + " in game " + ga.getName() + " pn=" + plNum + " state " + gs);
    if (gs == SOCGame.WAITING_FOR_DISCARDS)
        System.err.println("  srv card count = " + pl.getResources().getTotal());
    else if (gs == SOCGame.WAITING_FOR_PICK_GOLD_RESOURCE)
        System.err.println("  pl's gold pick count = " + pl.getNeedToPickGoldHexResources());
    if (rconn == null) {
        System.err.println("L9120: internal error: can't find connection for bot " + rname);
        // shouldn't happen
        return;
    }
    // if it's the built-in type, print brain variables
    SOCClientData scd = (SOCClientData) rconn.getAppData();
    if (scd.isBuiltInRobot) {
        SOCRobotClient rcli = SOCLocalRobotClient.robotClients.get(rname);
        if (rcli != null)
            rcli.debugPrintBrainStatus(ga.getName(), false);
        else
            System.err.println("L9397: internal error: can't find robotClient for " + rname);
    } else {
        System.err.println("  Can't print brain status; robot type is " + scd.robot3rdPartyBrainClass);
    }
    hand.endGameTurnOrForce(ga, plNum, rname, rconn, false);
}
Also used : SOCRobotClient(soc.robot.SOCRobotClient) Connection(soc.server.genericServer.Connection)

Example 2 with Connection

use of soc.server.genericServer.Connection in project JSettlers2 by jdmonin.

the class SOCGameListAtServer method createGame.

/**
 * create a new game, and add to the list; game will expire in {@link #GAME_TIME_EXPIRE_MINUTES} minutes.
 * If a game already exists (per {@link #isGame(String)}), do nothing.
 *
 * @param gaName  the name of the game
 * @param gaOwner the game owner/creator's player name, or null (added in 1.1.10)
 * @param gaLocaleStr  the game creator's locale, to later set {@link SOCGame#hasMultiLocales} if needed (added in 2.0.00)
 * @param gaOpts  if game has options, its {@link SOCGameOption}s; otherwise null.
 *                Must already be validated, by calling
 *                {@link SOCGameOption#adjustOptionsToKnown(Map, Map, boolean)}
 *                with <tt>doServerPreadjust</tt> true.
 *                That call is also needed to add any {@code "SC"} options into {@code gaOpts}.
 * @param handler  Game type handler for this game
 * @return new game object, or null if it already existed
 * @throws IllegalArgumentException  if {@code handler} is null
 */
public synchronized SOCGame createGame(final String gaName, final String gaOwner, final String gaLocaleStr, final Map<String, SOCGameOption> gaOpts, final GameHandler handler) throws IllegalArgumentException {
    if (isGame(gaName))
        return null;
    if (handler == null)
        throw new IllegalArgumentException("handler");
    // Double-check class in case server is started at client after a client SOCGame.
    if ((SOCGame.boardFactory == null) || !(SOCGame.boardFactory instanceof SOCBoardAtServer.BoardFactoryAtServer))
        SOCGame.boardFactory = new SOCBoardAtServer.BoardFactoryAtServer();
    Vector<Connection> members = new Vector<Connection>();
    gameMembers.put(gaName, members);
    SOCGame game = new SOCGame(gaName, gaOpts);
    if (gaOwner != null)
        game.setOwner(gaOwner, gaLocaleStr);
    // set the expiration to 90 min. from now
    game.setExpiration(game.getStartTime().getTime() + (60 * 1000 * GAME_TIME_EXPIRE_MINUTES));
    // also creates MutexFlag
    gameInfo.put(gaName, new GameInfoAtServer(game.getGameOptions(), handler));
    gameData.put(gaName, game);
    return game;
}
Also used : Connection(soc.server.genericServer.Connection) SOCGame(soc.game.SOCGame) Vector(java.util.Vector)

Example 3 with Connection

use of soc.server.genericServer.Connection in project JSettlers2 by jdmonin.

the class SOCGameListAtServer method addMember.

/**
 * add a member to the game.
 * Also checks client's version against game's current range of client versions.
 * Please call {@link #takeMonitorForGame(String)} before calling this.
 *
 * @param  gaName   the name of the game
 * @param  conn     the member's connection; version should already be set
 */
public synchronized void addMember(Connection conn, String gaName) {
    Vector<Connection> members = getMembers(gaName);
    if ((members != null) && (!members.contains(conn))) {
        final boolean firstMember = members.isEmpty();
        members.addElement(conn);
        // Check version range
        SOCGame ga = getGameData(gaName);
        final int cliVers = conn.getVersion();
        if (firstMember) {
            ga.clientVersionLowest = cliVers;
            ga.clientVersionHighest = cliVers;
            ga.hasOldClients = (cliVers < Version.versionNumber());
        } else {
            final int cliLowestAlready = ga.clientVersionLowest;
            final int cliHighestAlready = ga.clientVersionHighest;
            if (cliVers < cliLowestAlready) {
                ga.clientVersionLowest = cliVers;
                if (cliVers < Version.versionNumber())
                    ga.hasOldClients = true;
            }
            if (cliVers > cliHighestAlready) {
                ga.clientVersionHighest = cliVers;
            }
        }
        if (!ga.hasMultiLocales) {
            final String gaLocale = ga.getOwnerLocale();
            if (gaLocale != null) {
                final SOCClientData scd = (SOCClientData) conn.getAppData();
                if ((scd != null) && (scd.localeStr != null) && !gaLocale.equals(scd.localeStr))
                    // client's locale differs from other game members'
                    ga.hasMultiLocales = true;
            }
        }
    }
}
Also used : Connection(soc.server.genericServer.Connection) SOCGame(soc.game.SOCGame)

Example 4 with Connection

use of soc.server.genericServer.Connection in project JSettlers2 by jdmonin.

the class SOCGameHandler method sendGameState_sendGoldPickAnnounceText.

/**
 * Send a game text message "x, y, and z need to pick resources from the gold hex."
 * and, for each picking player, a {@link SOCPlayerElement}({@link SOCPlayerElement#NUM_PICK_GOLD_HEX_RESOURCES NUM_PICK_GOLD_HEX_RESOURCES}).
 * To prompt the specific players to choose a resource, also sends their clients a
 * {@link SOCSimpleRequest}({@link SOCSimpleRequest#PROMPT_PICK_RESOURCES PROMPT_PICK_RESOURCES}).
 *<P>
 * Used in game state {@link SOCGame#STARTS_WAITING_FOR_PICK_GOLD_RESOURCE}
 * and {@link SOCGame#WAITING_FOR_PICK_GOLD_RESOURCE}.
 *<P>
 * The text and SOCPlayerElement messages are sent to the entire game.
 * Any {@code PROMPT_PICK_RESOURCES} are sent to those player clients only.
 * If you know that only 1 player will pick gold, pass their <tt>playerCon</tt> for efficiency.
 *<P>
 * This is separate from {@link #sendGameState(SOCGame)} because when the dice are rolled,
 * <tt>sendGameState</tt> is called, then resource distribution messages are sent out,
 * then this method is called.
 *
 * @param ga  Game object
 * @param gname  Game name
 * @param playerCon  <tt>null</tt>, or current player's client connection to send the
 *                   {@code PROMPT_PICK_RESOURCES} if they are the only one to pick gold.
 *                   If more than 1 player has {@link SOCPlayer#getNeedToPickGoldHexResources()},
 *                   no message will be sent to <tt>playerCon</tt>.
 * @param roll  For gold gained from dice rolls, the roll details, otherwise null.
 *                   In scenario SC_PIRI, is used to avoid announcing twice for a pick from victory against pirate fleet.
 * @since 2.0.00
 */
final void sendGameState_sendGoldPickAnnounceText(SOCGame ga, final String gname, Connection playerCon, SOCGame.RollResult roll) {
    final int ignoreRollPirateVictory;
    if ((roll != null) && ga.isGameOptionSet(SOCGameOption.K_SC_PIRI) && (roll.sc_piri_fleetAttackRsrcs != null))
        ignoreRollPirateVictory = roll.sc_piri_fleetAttackRsrcs.getAmount(SOCResourceConstants.GOLD_LOCAL);
    else
        ignoreRollPirateVictory = 0;
    int count = 0, amount = 0, firstPN = -1;
    ArrayList<String> names = new ArrayList<String>();
    int[] num = new int[ga.maxPlayers];
    for (int pn = 0; pn < ga.maxPlayers; ++pn) {
        final SOCPlayer pp = ga.getPlayer(pn);
        int numGoldRes = pp.getNeedToPickGoldHexResources();
        if (numGoldRes > 0) {
            num[pn] = numGoldRes;
            if ((ignoreRollPirateVictory > 0) && (pp == roll.sc_piri_fleetAttackVictim))
                numGoldRes -= ignoreRollPirateVictory;
            if (numGoldRes > 0) {
                names.add(pp.getName());
                count++;
                if (count == 1) {
                    amount = numGoldRes;
                    firstPN = pn;
                }
            }
        }
    }
    if (count > 1)
        srv.messageToGameKeyedSpecial(ga, true, "prompt.pick.gold.n", names);
    else // "... need to pick resources from the gold hex."
    if (count == 1)
        srv.messageToGameKeyed(ga, true, "prompt.pick.gold.1", names.get(0));
    // "Joe needs to pick resources from the gold hex."
    final boolean singlePlayerGetsPickRequest = ((playerCon != null) && (count == 1));
    for (int pn = 0; pn < ga.maxPlayers; ++pn) {
        if (num[pn] > 0) {
            srv.messageToGame(gname, new SOCPlayerElement(gname, pn, SOCPlayerElement.SET, SOCPlayerElement.NUM_PICK_GOLD_HEX_RESOURCES, num[pn]));
            if (!singlePlayerGetsPickRequest) {
                Connection plCon = srv.getConnection(ga.getPlayer(pn).getName());
                if (plCon != null)
                    srv.messageToPlayer(plCon, new SOCSimpleRequest(gname, pn, SOCSimpleRequest.PROMPT_PICK_RESOURCES, num[pn]));
            }
        }
    }
    if (singlePlayerGetsPickRequest)
        srv.messageToPlayer(playerCon, new SOCSimpleRequest(gname, firstPN, SOCSimpleRequest.PROMPT_PICK_RESOURCES, amount));
}
Also used : SOCSimpleRequest(soc.message.SOCSimpleRequest) ArrayList(java.util.ArrayList) Connection(soc.server.genericServer.Connection) SOCPlayerElement(soc.message.SOCPlayerElement)

Example 5 with Connection

use of soc.server.genericServer.Connection 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)

Aggregations

Connection (soc.server.genericServer.Connection)44 StringConnection (soc.server.genericServer.StringConnection)24 SQLException (java.sql.SQLException)8 MissingResourceException (java.util.MissingResourceException)8 SOCGame (soc.game.SOCGame)7 EOFException (java.io.EOFException)5 IOException (java.io.IOException)5 SocketException (java.net.SocketException)5 ArrayList (java.util.ArrayList)5 SOCPlayerElement (soc.message.SOCPlayerElement)5 DBSettingMismatchException (soc.server.database.DBSettingMismatchException)5 SOCPlayer (soc.game.SOCPlayer)4 Date (java.util.Date)3 SOCGameElements (soc.message.SOCGameElements)3 HashSet (java.util.HashSet)2 Hashtable (java.util.Hashtable)2 TimerTask (java.util.TimerTask)2 Vector (java.util.Vector)2 SOCDevCardAction (soc.message.SOCDevCardAction)2 SOCInventoryItemAction (soc.message.SOCInventoryItemAction)2