Remove several game list refresh broadcasts:
- never broadcast when a player joins a game (unless it's a new game) - removed a duplicate broadcast in this situation as well - never broadcast when a player leaves a game (unless the game no longer exists) - never broadcast when a game's options change (unless the state of it having or having not a password changes) - DO broadcast when a game resets to the lobby state (we were broadcasting when a game started but not when it ended) In an effort to reduce deadlocks, do not actually hold a lock over the list of players in a game and instead make a copy into an array for looping, in several locations.
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@ -95,12 +95,14 @@ HttpSession hSession = request.getSession(true);
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If this is your first time playing, you may wish to read <a href="/">the changelog and list of
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known issues</a>.
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</p>
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<p tabindex="0">Most recent update: 28 April 2013:</p>
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<p tabindex="0">Most recent update: 7 August 2013:</p>
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<ul>
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<li tabindex="0">Version 1.3 of the base Cards Against Humanity game.</li>
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<li tabindex="0">Card sets are grouped by official or custom.</li>
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<li tabindex="0">You can <a href="viewcards.jsp">view all of the cards in the game</a>,
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including searching by text and filtering card set.</li>
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<li tabindex="0"><strong>The game list will not automatically update all the time now.</strong>
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You will need to start using the Refresh Games button. The game list will automatically update
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for new games, removed games, when games become passworded, or when you leave a game.</li>
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<li tabindex="0">A lot of custom card sets have been added.</li>
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<li tabindex="0">Cleaned up some error handling.</li>
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<li tabindex="0">Tried to fix some more of the server crashes.</li>
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</ul>
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<div id="nickbox">
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Nickname:
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@ -54,6 +54,14 @@ to, for instance, display the number of connected players.
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</p>
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<p>Recent Changes:</p>
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<ul>
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<li>7 August 2013:<ul>
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<li tabindex="0"><strong>The game list will not automatically update all the time now.</strong>
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You will need to start using the Refresh Games button. The game list will automatically update
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for new games, removed games, when games become passworded, or when you leave a game.</li>
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<li tabindex="0">A lot of custom card sets have been added.</li>
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<li tabindex="0">Cleaned up some error handling.</li>
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<li tabindex="0">Tried to fix some more of the server crashes.</li>
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</ul></li>
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<li>28 April 2013:<ul>
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<li tabindex="0">Version 1.3 of the base Cards Against Humanity game.</li>
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<li tabindex="0">Card sets are grouped by official or custom.</li>
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@ -195,7 +195,8 @@ public class Game {
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data.put(LongPollResponse.NICKNAME, user.getNickname());
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broadcastToPlayers(MessageType.GAME_PLAYER_EVENT, data);
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gameManager.broadcastGameListRefresh();
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// Don't do this anymore, it was driving up a crazy amount of traffic.
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// gameManager.broadcastGameListRefresh();
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}
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/**
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@ -263,7 +264,8 @@ public class Game {
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data.put(LongPollResponse.NICKNAME, user.getNickname());
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broadcastToPlayers(MessageType.GAME_PLAYER_EVENT, data);
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gameManager.broadcastGameListRefresh();
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// Don't do this anymore, it was driving up a crazy amount of traffic.
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// gameManager.broadcastGameListRefresh();
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if (host == player) {
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if (players.size() > 0) {
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@ -428,13 +430,13 @@ public class Game {
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info.put(GameInfo.PASSWORD, password);
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}
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info.put(GameInfo.HAS_PASSWORD, password != null && !password.equals(""));
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synchronized (players) {
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final List<String> playerNames = new ArrayList<String>(players.size());
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for (final Player player : players) {
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playerNames.add(player.toString());
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}
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info.put(GameInfo.PLAYERS, playerNames);
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final Player[] playersCopy = players.toArray(new Player[players.size()]);
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final List<String> playerNames = new ArrayList<String>(playersCopy.length);
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for (final Player player : playersCopy) {
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playerNames.add(player.toString());
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}
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info.put(GameInfo.PLAYERS, playerNames);
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return info;
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}
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@ -444,12 +446,11 @@ public class Game {
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*/
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public List<Map<GamePlayerInfo, Object>> getAllPlayerInfo() {
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final List<Map<GamePlayerInfo, Object>> info;
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synchronized (players) {
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info = new ArrayList<Map<GamePlayerInfo, Object>>(players.size());
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for (final Player player : players) {
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final Map<GamePlayerInfo, Object> playerInfo = getPlayerInfo(player);
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info.add(playerInfo);
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}
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final Player[] playersCopy = players.toArray(new Player[players.size()]);
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info = new ArrayList<Map<GamePlayerInfo, Object>>(playersCopy.length);
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for (final Player player : playersCopy) {
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final Map<GamePlayerInfo, Object> playerInfo = getPlayerInfo(player);
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info.add(playerInfo);
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}
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return info;
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}
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@ -549,14 +550,13 @@ public class Game {
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return false;
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}
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boolean started;
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synchronized (players) {
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if (players.size() >= 3) {
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// Pick a random start judge, though the "next" judge will actually go first.
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judgeIndex = (int) (Math.random() * players.size());
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started = true;
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} else {
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started = false;
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}
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final int numPlayers = players.size();
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if (numPlayers >= 3) {
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// Pick a random start judge, though the "next" judge will actually go first.
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judgeIndex = (int) (Math.random() * numPlayers);
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started = true;
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} else {
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started = false;
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}
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if (started) {
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logger.info(String.format("Starting game %d.", id));
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@ -587,21 +587,19 @@ public class Game {
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* Move the game into the {@code DEALING} state, and deal cards. The game immediately then moves
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* into the {@code PLAYING} state.
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* <br/>
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* Synchronizes on {@link #players}.
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*/
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private void dealState() {
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state = GameState.DEALING;
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synchronized (players) {
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for (final Player player : players) {
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final List<WhiteCard> hand = player.getHand();
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final List<WhiteCard> newCards = new LinkedList<WhiteCard>();
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while (hand.size() < 10) {
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final WhiteCard card = getNextWhiteCard();
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hand.add(card);
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newCards.add(card);
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}
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sendCardsToPlayer(player, newCards);
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final Player[] playersCopy = players.toArray(new Player[players.size()]);
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for (final Player player : playersCopy) {
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final List<WhiteCard> hand = player.getHand();
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final List<WhiteCard> newCards = new LinkedList<WhiteCard>();
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while (hand.size() < 10) {
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final WhiteCard card = getNextWhiteCard();
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hand.add(card);
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newCards.add(card);
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}
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sendCardsToPlayer(player, newCards);
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}
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playingState();
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}
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@ -761,15 +759,14 @@ public class Game {
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logger.info(String.format("Skipping idle player %s in game %d.",
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player.getUser().toString(), id));
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player.skipped();
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final HashMap<ReturnableData, Object> data = getEventMap();
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final HashMap<ReturnableData, Object> data = getEventMap();
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data.put(LongPollResponse.NICKNAME, player.getUser().getNickname());
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if (player.getSkipCount() >= MAX_SKIPS_BEFORE_KICK || playedCards.size() < 2) {
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data.put(LongPollResponse.EVENT, LongPollEvent.GAME_PLAYER_KICKED_IDLE.toString());
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data.put(LongPollResponse.NICKNAME, player.getUser().getNickname());
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playersToRemove.add(player.getUser());
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} else {
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data.put(LongPollResponse.EVENT, LongPollEvent.GAME_PLAYER_SKIPPED.toString());
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data.put(LongPollResponse.NICKNAME, player.getUser().getNickname());
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playersToUpdateStatus.add(player);
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}
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broadcastToPlayers(MessageType.GAME_EVENT, data);
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@ -913,6 +910,8 @@ public class Game {
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data.put(LongPollResponse.PLAYER_INFO, getPlayerInfo(judge));
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broadcastToPlayers(MessageType.GAME_PLAYER_EVENT, data);
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}
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gameManager.broadcastGameListRefresh();
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}
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/**
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@ -1015,19 +1014,16 @@ public class Game {
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/**
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* Get the {@code Player} object for a given {@code User} object.
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*
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* Synchronizes on {@link #players}.
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*
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* @param user
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* @return The {@code Player} object representing {@code user} in this game, or {@code null} if
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* {@code user} is not in this game.
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*/
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@Nullable
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private Player getPlayerForUser(final User user) {
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synchronized (players) {
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for (final Player player : players) {
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if (player.getUser() == user) {
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return player;
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}
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final Player[] playersCopy = players.toArray(new Player[players.size()]);
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for (final Player player : playersCopy) {
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if (player.getUser() == user) {
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return player;
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}
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}
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return null;
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@ -1159,11 +1155,10 @@ public class Game {
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*/
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private List<User> playersToUsers() {
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final List<User> users;
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synchronized (players) {
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users = new ArrayList<User>(players.size());
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for (final Player player : players) {
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users.add(player.getUser());
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}
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final Player[] playersCopy = players.toArray(new Player[players.size()]);
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users = new ArrayList<User>(playersCopy.length);
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for (final Player player : playersCopy) {
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users.add(player.getUser());
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}
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return users;
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}
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@ -51,6 +51,7 @@ public class ChangeGameOptionHandler extends GameWithPlayerHandler {
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Integer.parseInt(cardSetId)));
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}
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}
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final String oldPassword = game.getPassword();
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String password = request.getParameter(AjaxRequest.PASSWORD);
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if (password == null) {
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password = "";
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useTimer = Boolean.valueOf(useTimerString);
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}
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game.updateGameSettings(scoreLimit, playerLimit, cardSets, password, useTimer);
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// only broadcast an update if the password state has changed, because it needs to change
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// the text on the join button and the sort order
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if (!password.equals(oldPassword)) {
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gameManager.broadcastGameListRefresh();
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}
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} catch (final NumberFormatException nfe) {
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return error(ErrorCode.BAD_REQUEST);
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}
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gameManager.broadcastGameListRefresh();
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return data;
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}
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}
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@ -74,7 +74,6 @@ public class JoinGameHandler extends GameHandler {
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} catch (final TooManyPlayersException e) {
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return error(ErrorCode.GAME_FULL);
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}
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gameManager.broadcastGameListRefresh();
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return data;
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}
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}
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