Fixed player leaving/conceding handling.

This commit is contained in:
LevelX2 2017-10-21 16:13:45 +02:00
parent 79d4c07d20
commit 58d3fc2328
21 changed files with 553 additions and 463 deletions

View file

@ -161,6 +161,8 @@ public abstract class GameImpl implements Game, Serializable {
private final LinkedList<UUID> stackObjectsCheck = new LinkedList<>(); // used to check if different sources used the stack
// used to set the counters a permanent adds the battlefield (if no replacement effect is used e.g. Persist)
protected Map<UUID, Counters> enterWithCounters = new HashMap<>();
// used to proceed player conceding requests
private final LinkedList<UUID> concedingPlayers = new LinkedList<>(); // used to handle asynchronous request of a player to leave the game
public GameImpl(MultiplayerAttackOption attackOption, RangeOfInfluence range, int freeMulligans, int startLife) {
this.id = UUID.randomUUID();
@ -535,26 +537,58 @@ public abstract class GameImpl implements Game, Serializable {
}
}
/**
* Starts check if game is over or if playerId is given let the player
* concede.
*
* @param playerId
* @return
*/
// /**
// * Starts check if game is over or if playerId is given let the player
// * concede.
// *
// * @param playerId
// * @return
// */
// @Override
// public synchronized boolean gameOver(UUID playerId) {
// if (playerId == null) {
// boolean result = checkIfGameIsOver();
// return result;
// } else {
// logger.debug("Game over for player Id: " + playerId + " gameId " + getId());
// concedingPlayers.add(playerId);
// Player player = getPlayer(state.getPriorityPlayerId());
// if (player != null && player.isHuman()) {
// player.signalPlayerConcede();
// } else {
// checkConcede();
// }
// return true;
// }
// }
@Override
public synchronized boolean gameOver(UUID playerId) {
if (playerId == null) {
boolean result = checkIfGameIsOver();
return result;
public void setConcedingPlayer(UUID playerId) {
Player player = getPlayer(state.getPriorityPlayerId());
if (player != null) {
if (!player.hasLeft() && player.isHuman()) {
if (!concedingPlayers.contains(playerId)) {
logger.debug("Game over for player Id: " + playerId + " gameId " + getId());
concedingPlayers.add(playerId);
player.signalPlayerConcede();
}
} else {
// no asynchronous action so check directly
checkConcede();
}
} else {
logger.debug("Game over for player Id: " + playerId + " gameId " + getId());
leave(playerId);
return true;
checkConcede();
checkIfGameIsOver();
}
}
private boolean checkIfGameIsOver() {
public void checkConcede() {
while (!concedingPlayers.isEmpty()) {
leave(concedingPlayers.removeFirst());
}
}
@Override
public boolean checkIfGameIsOver() {
if (state.isGameOver()) {
return true;
}
@ -578,7 +612,7 @@ public abstract class GameImpl implements Game, Serializable {
}
for (Player player : state.getPlayers().values()) {
if (!player.hasLeft() && !player.hasLost()) {
logger.debug(new StringBuilder("Player ").append(player.getName()).append(" has won gameId: ").append(this.getId()));
logger.debug("Player " + player.getName() + " has won gameId: " + this.getId());
player.won(this);
}
}
@ -696,13 +730,13 @@ public abstract class GameImpl implements Game, Serializable {
Player player = getPlayer(playerList.get());
boolean wasPaused = state.isPaused();
state.resume();
if (!gameOver(null)) {
if (!checkIfGameIsOver()) {
fireInformEvent("Turn " + state.getTurnNum());
if (checkStopOnTurnOption()) {
return;
}
state.getTurn().resumePlay(this, wasPaused);
if (!isPaused() && !gameOver(null)) {
if (!isPaused() && !checkIfGameIsOver()) {
endOfTurn();
player = playerList.getNext(this);
state.setTurnNum(state.getTurnNum() + 1);
@ -712,11 +746,11 @@ public abstract class GameImpl implements Game, Serializable {
}
protected void play(UUID nextPlayerId) {
if (!isPaused() && !gameOver(null)) {
if (!isPaused() && !checkIfGameIsOver()) {
playerList = state.getPlayerList(nextPlayerId);
Player playerByOrder = getPlayer(playerList.get());
state.setPlayerByOrderId(playerByOrder.getId());
while (!isPaused() && !gameOver(null)) {
while (!isPaused() && !checkIfGameIsOver()) {
if (!playExtraTurns()) {
break;
}
@ -733,7 +767,7 @@ public abstract class GameImpl implements Game, Serializable {
state.setPlayerByOrderId(playerByOrder.getId());
}
}
if (gameOver(null) && !isSimulation()) {
if (checkIfGameIsOver() && !isSimulation()) {
winnerId = findWinnersAndLosers();
StringBuilder sb = new StringBuilder("GAME END gameId: ").append(this.getId()).append(' ');
int count = 0;
@ -816,7 +850,7 @@ public abstract class GameImpl implements Game, Serializable {
skipTurn = state.getTurn().play(this, player);
} while (executingRollback);
if (isPaused() || gameOver(null)) {
if (isPaused() || checkIfGameIsOver()) {
return false;
}
if (!skipTurn) {
@ -854,7 +888,7 @@ public abstract class GameImpl implements Game, Serializable {
saveState(false);
if (gameOver(null)) {
if (checkIfGameIsOver()) {
return;
}
@ -1245,7 +1279,7 @@ public abstract class GameImpl implements Game, Serializable {
clearAllBookmarks();
try {
applyEffects();
while (!isPaused() && !gameOver(null) && !this.getTurn().isEndTurnRequested()) {
while (!isPaused() && !checkIfGameIsOver() && !this.getTurn().isEndTurnRequested()) {
if (!resuming) {
state.getPlayers().resetPassed();
state.getPlayerList().setCurrent(activePlayerId);
@ -1254,14 +1288,14 @@ public abstract class GameImpl implements Game, Serializable {
}
fireUpdatePlayersEvent();
Player player;
while (!isPaused() && !gameOver(null)) {
while (!isPaused() && !checkIfGameIsOver()) {
try {
if (bookmark == 0) {
bookmark = bookmarkState();
}
player = getPlayer(state.getPlayerList().get());
state.setPriorityPlayerId(player.getId());
while (!player.isPassed() && player.canRespond() && !isPaused() && !gameOver(null)) {
while (!player.isPassed() && player.canRespond() && !isPaused() && !checkIfGameIsOver()) {
if (!resuming) {
// 603.3. Once an ability has triggered, its controller puts it on the stack as an object that's not a card the next time a player would receive priority
checkStateAndTriggered();
@ -1270,7 +1304,7 @@ public abstract class GameImpl implements Game, Serializable {
resetLKI();
}
saveState(false);
if (isPaused() || gameOver(null)) {
if (isPaused() || checkIfGameIsOver()) {
return;
}
// resetPassed should be called if player performs any action
@ -1289,13 +1323,14 @@ public abstract class GameImpl implements Game, Serializable {
}
resetShortLivingLKI();
resuming = false;
if (isPaused() || gameOver(null)) {
if (isPaused() || checkIfGameIsOver()) {
return;
}
if (allPassed()) {
if (!state.getStack().isEmpty()) {
//20091005 - 115.4
resolve();
checkConcede();
applyEffects();
state.getPlayers().resetPassed();
fireUpdatePlayersEvent();
@ -1609,11 +1644,11 @@ public abstract class GameImpl implements Game, Serializable {
public boolean checkStateAndTriggered() {
boolean somethingHappened = false;
//20091005 - 115.5
while (!isPaused() && !gameOver(null)) {
while (!isPaused() && !checkIfGameIsOver()) {
if (!checkStateBasedActions()) {
// nothing happened so check triggers
state.handleSimultaneousEvent(this);
if (isPaused() || gameOver(null) || getTurn().isEndTurnRequested() || !checkTriggered()) {
if (isPaused() || checkIfGameIsOver() || getTurn().isEndTurnRequested() || !checkTriggered()) {
break;
}
}
@ -1621,6 +1656,7 @@ public abstract class GameImpl implements Game, Serializable {
applyEffects(); // needed e.g if boost effects end and cause creatures to die
somethingHappened = true;
}
checkConcede();
return somethingHappened;
}
@ -1734,7 +1770,6 @@ public abstract class GameImpl implements Game, Serializable {
}
}
List<Permanent> planeswalkers = new ArrayList<>();
List<Permanent> legendary = new ArrayList<>();
List<Permanent> worldEnchantment = new ArrayList<>();
for (Permanent perm : getBattlefield().getAllActivePermanents()) {
@ -1781,7 +1816,6 @@ public abstract class GameImpl implements Game, Serializable {
continue;
}
}
planeswalkers.add(perm);
}
if (perm.isWorld()) {
worldEnchantment.add(perm);
@ -2288,7 +2322,6 @@ public abstract class GameImpl implements Game, Serializable {
* @param playerId
*/
protected void leave(UUID playerId) { // needs to be executed from the game thread, not from the concede thread of conceding player!
Player player = getPlayer(playerId);
if (player == null || player.hasLeft()) {
logger.debug("Player already left " + (player != null ? player.getName() : playerId));