* Game: improved fix command (more info and fixes);

* Game: improved game startup message (more info about private messages and players stats);
This commit is contained in:
Oleg Agafonov 2020-02-21 12:10:54 +04:00
parent b59c8b663d
commit 58d7a96031
4 changed files with 119 additions and 63 deletions

View file

@ -399,7 +399,8 @@ public class CallbackClientImpl implements CallbackClient {
} }
switch (usedPanel.getChatType()) { switch (usedPanel.getChatType()) {
case GAME: case GAME:
usedPanel.receiveMessage("", new StringBuilder("You may use hot keys to play faster:") usedPanel.receiveMessage("", new StringBuilder()
.append("HOTKEYS:")
.append("<br/>Turn mousewheel up (ALT-e) - enlarge image of card the mousepointer hovers over") .append("<br/>Turn mousewheel up (ALT-e) - enlarge image of card the mousepointer hovers over")
.append("<br/>Turn mousewheel down (ALT-s) - enlarge original/alternate image of card the mousepointer hovers over") .append("<br/>Turn mousewheel down (ALT-s) - enlarge original/alternate image of card the mousepointer hovers over")
.append("<br/><b>") .append("<br/><b>")
@ -429,12 +430,19 @@ public class CallbackClientImpl implements CallbackClient {
.append("<br/><b>") .append("<br/><b>")
.append(KeyEvent.getKeyText(PreferencesDialog.getCurrentControlKey(PreferencesDialog.KEY_CONTROL_SWITCH_CHAT))) .append(KeyEvent.getKeyText(PreferencesDialog.getCurrentControlKey(PreferencesDialog.KEY_CONTROL_SWITCH_CHAT)))
.append("</b> - Switth in/out to chat text field") .append("</b> - Switth in/out to chat text field")
/*
.append("<br/><b>") .append("<br/><b>")
.append(KeyEvent.getKeyText(PreferencesDialog.getCurrentControlKey(PreferencesDialog.KEY_CONTROL_TOGGLE_MACRO))) .append(KeyEvent.getKeyText(PreferencesDialog.getCurrentControlKey(PreferencesDialog.KEY_CONTROL_TOGGLE_MACRO)))
.append("</b> - Toggle recording a sequence of actions to repeat. Will not pause if interrupted and can fail if a selected card changes such as when scrying top card to bottom.") .append("</b> - Toggle recording a sequence of actions to repeat. Will not pause if interrupted and can fail if a selected card changes such as when scrying top card to bottom.")
.append("<br/><b>").append(System.getProperty("os.name").contains("Mac OS X") ? "Cmd" : "Ctrl").append(" + click</b> - Hold priority while casting a spell or activating an ability") .append("<br/><b>").append(System.getProperty("os.name").contains("Mac OS X") ? "Cmd" : "Ctrl").append(" + click</b> - Hold priority while casting a spell or activating an ability")
.append("<br/>").append("Type <b>/fix</b> message in chat to fix freezed game") */
.append("<br/>").append("Type <b>/pings</b> message in chat to show players and watchers ping") .append("<br/>")
.append("<br/>")
.append("CHAT COMMANDS:")
.append("<br/>").append("<b>/h username </b> - show player's stats (history)")
.append("<br/>").append("<b>/w username message</b> - send private message to player (whisper)")
.append("<br/>").append("<b>/pings</b> - show players and watchers ping")
.append("<br/>").append("<b>/fix</b> - fix freezed game")
.toString(), .toString(),
null, MessageType.USER_INFO, ChatMessage.MessageColor.BLUE); null, MessageType.USER_INFO, ChatMessage.MessageColor.BLUE);
break; break;

View file

@ -232,7 +232,7 @@ public enum ChatManager {
if (entry.getKey().equals(id)) { if (entry.getKey().equals(id)) {
GameController controller = entry.getValue(); GameController controller = entry.getValue();
if (controller != null) { if (controller != null) {
message += controller.attemptToFixGame(); message += controller.attemptToFixGame(user);
chatSessions.get(chatId).broadcastInfoToUser(user, message); chatSessions.get(chatId).broadcastInfoToUser(user, message);
} }
} }

View file

@ -37,7 +37,6 @@ public class User {
private static final Logger logger = Logger.getLogger(User.class); private static final Logger logger = Logger.getLogger(User.class);
public enum UserState { public enum UserState {
Created, // Used if user is created an not connected to the session Created, // Used if user is created an not connected to the session
Connected, // Used if user is correctly connected Connected, // Used if user is correctly connected
Disconnected, // Used if the user lost connection Disconnected, // Used if the user lost connection

View file

@ -1185,7 +1185,7 @@ public class GameController implements GameCallback {
} }
private String getName(Player player) { private String getName(Player player) {
return player != null ? player.getName() : "-"; return player != null ? player.getName() : "none";
} }
public String getPingsInfo() { public String getPingsInfo() {
@ -1211,7 +1211,19 @@ public class GameController implements GameCallback {
return String.join("<br>", usersInfo); return String.join("<br>", usersInfo);
} }
public String attemptToFixGame() { private String asGood(String text) {
return "<font color='green'><b>" + text + "</b></font>";
}
private String asBad(String text) {
return "<font color='red'><b>" + text + "</b></font>";
}
private String asWarning(String text) {
return "<font color='aqua'><b>" + text + "</b></font>";
}
public String attemptToFixGame(User user) {
// try to fix disconnects // try to fix disconnects
if (game == null) { if (game == null) {
@ -1222,7 +1234,7 @@ public class GameController implements GameCallback {
return ""; return "";
} }
logger.warn("FIX command was called for game " + game.getId() + " - players: " + logger.warn("FIX command was called by " + user.getName() + " for game " + game.getId() + " - players: " +
game.getPlayerList().stream() game.getPlayerList().stream()
.map(game::getPlayer) .map(game::getPlayer)
.filter(Objects::nonNull) .filter(Objects::nonNull)
@ -1230,100 +1242,137 @@ public class GameController implements GameCallback {
.collect(Collectors.joining(", "))); .collect(Collectors.joining(", ")));
StringBuilder sb = new StringBuilder(); StringBuilder sb = new StringBuilder();
sb.append("<br/>Game State:<br/><font size=-2>"); sb.append("<font color='red'>FIX command called by " + user.getName() + "</font>");
sb.append(state); sb.append("<font size='-2'>"); // font resize start for all next logs
sb.append("<br>Game ID: " + game.getId());
// pings info
sb.append("<br>");
sb.append(getPingsInfo());
boolean fixedAlready = false; boolean fixedAlready = false;
Player activePlayer = game.getPlayer(state.getActivePlayerId());
List<String> fixActions = new ArrayList<>(); // for logs info List<String> fixActions = new ArrayList<>(); // for logs info
// fix active // fix active
sb.append("<br>Checking active player: " + getName(activePlayer)); Player playerActive = game.getPlayer(state.getActivePlayerId());
if (activePlayer != null && activePlayer.hasLeft()) { sb.append("<br>Fixing active player: " + getName(playerActive));
fixActions.add("active player"); if (playerActive != null && !playerActive.canRespond()) {
sb.append("<br>Found disconnected player! Concede..."); fixActions.add("active player fix");
activePlayer.concede(game);
activePlayer.leave(); // abort any wait response actions
sb.append("<br><font color='red'>WARNING, active player can't respond.</font>");
sb.append("<br>Try to concede...");
playerActive.concede(game);
playerActive.leave(); // abort any wait response actions
sb.append(" (" + asWarning("OK") + ", concede done)");
sb.append("<br>Try to skip step...");
Phase currentPhase = game.getPhase(); Phase currentPhase = game.getPhase();
if (currentPhase != null) { if (currentPhase != null) {
currentPhase.getStep().skipStep(game, state.getActivePlayerId()); currentPhase.getStep().skipStep(game, state.getActivePlayerId());
sb.append("<br>Forcibly passing the phase!");
fixedAlready = true; fixedAlready = true;
sb.append(" (" + asWarning("OK") + ", skip step done)");
} else { } else {
sb.append("<br>Current phase null"); sb.append(" (" + asBad("FAIL") + ", step is null)");
} }
sb.append("<br>Active player has left"); } else {
sb.append(playerActive != null ? " (" + asGood("OK") + ", can respond)" : " (" + asGood("OK") + ", no player)");
} }
// fix lost choosing dialog // fix lost choosing dialog
sb.append("<br>Checking choosing player: " + getName(game.getPlayer(state.getChoosingPlayerId()))); Player choosingPlayer = game.getPlayer(state.getChoosingPlayerId());
if (state.getChoosingPlayerId() != null) { sb.append("<br>Fixing choosing player: " + getName(choosingPlayer));
if (game.getPlayer(state.getChoosingPlayerId()).hasLeft()) { if (choosingPlayer != null && !choosingPlayer.canRespond()) {
fixActions.add("choosing player"); fixActions.add("choosing player fix");
sb.append("<br>Found disconnected player! Concede...");
Player p = game.getPlayer(state.getChoosingPlayerId()); sb.append("<br><font color='red'>WARNING, choosing player can't respond.</font>");
if (p != null) { sb.append("<br>Try to concede...");
p.concede(game); choosingPlayer.concede(game);
p.leave(); // abort any wait response actions choosingPlayer.leave(); // abort any wait response actions
} sb.append(" (" + asWarning("OK") + ", concede done)");
sb.append("<br>Try to skip step...");
if (fixedAlready) {
sb.append(" (OK, already skipped before)");
} else {
Phase currentPhase = game.getPhase(); Phase currentPhase = game.getPhase();
if (currentPhase != null && !fixedAlready) { if (currentPhase != null) {
currentPhase.getStep().endStep(game, state.getActivePlayerId()); currentPhase.getStep().skipStep(game, state.getActivePlayerId());
fixedAlready = true; fixedAlready = true;
sb.append("<br>Forcibly passing the phase!"); sb.append(" (" + asWarning("OK") + ", skip step done)");
} else if (currentPhase == null) { } else {
sb.append("<br>Current phase null"); sb.append(" (" + asBad("FAIL") + ", step is null)");
} }
sb.append("<br>Choosing player has left");
} }
} else {
sb.append(choosingPlayer != null ? " (" + asGood("OK") + ", can respond)" : " (" + asGood("OK") + ", no player)");
} }
// fix lost priority // fix lost priority
Player p = game.getPlayer(state.getPriorityPlayerId()); Player priorityPlayer = game.getPlayer(state.getPriorityPlayerId());
sb.append("<br>Checking priority player: " + getName(game.getPlayer(state.getPriorityPlayerId()))); sb.append("<br>Fixing priority player: " + getName(priorityPlayer));
if (p != null) { if (priorityPlayer != null && !priorityPlayer.canRespond()) {
if (p.hasLeft()) { fixActions.add("priority player fix");
fixActions.add("priority player");
sb.append("<br>Found disconnected player! Concede...");
p.concede(game);
p.leave(); // abort any wait response actions
sb.append("<br><font color='red'>WARNING, priority player can't respond.</font>");
sb.append("<br>Try to concede...");
priorityPlayer.concede(game);
priorityPlayer.leave(); // abort any wait response actions
sb.append(" (" + asWarning("OK") + ", concede done)");
sb.append("<br>Try to skip step...");
if (fixedAlready) {
sb.append(" (" + asWarning("OK") + ", already skipped before)");
} else {
Phase currentPhase = game.getPhase(); Phase currentPhase = game.getPhase();
if (currentPhase != null && !fixedAlready) { if (currentPhase != null) {
currentPhase.getStep().skipStep(game, state.getActivePlayerId()); currentPhase.getStep().skipStep(game, state.getActivePlayerId());
fixedAlready = true; fixedAlready = true;
sb.append("<br>Forcibly passing the phase!"); sb.append(" (" + asWarning("OK") + ", skip step done)");
} else {
sb.append(" (" + asBad("FAIL") + ", step is null)");
} }
} }
sb.append("</font>"); } else {
sb.append(priorityPlayer != null ? " (" + asGood("OK") + ", can respond)" : " (" + asGood("OK") + ", no player)");
} }
// fix timeout // fix timeout
sb.append("<br>Checking Future Timeout: "); sb.append("<br>Fixing future timeout: ");
if (futureTimeout != null) { if (futureTimeout != null) {
sb.append("Cancelled?="); sb.append("cancelled?=" + futureTimeout.isCancelled());
sb.append(futureTimeout.isCancelled()); sb.append("...done?=" + futureTimeout.isDone());
sb.append(",,,Done?="); int delay = (int) futureTimeout.getDelay(TimeUnit.SECONDS);
sb.append(futureTimeout.isDone()); sb.append("...getDelay?=" + delay);
sb.append(",,,GetDelay?="); if (delay < 25) {
sb.append((int) futureTimeout.getDelay(TimeUnit.SECONDS)); fixActions.add("future timeout fix");
if ((int) futureTimeout.getDelay(TimeUnit.SECONDS) < 25) {
fixActions.add("future timeout"); sb.append("<br><font color='red'>WARNING, future timeout delay < 25</font>");
sb.append("<br>Try to pass...");
PassAbility pass = new PassAbility(); PassAbility pass = new PassAbility();
game.endTurn(pass); game.endTurn(pass);
sb.append("<br>Forcibly passing the turn!"); sb.append(" (" + asWarning("OK") + ", pass done)");
} else {
sb.append(" (" + asGood("OK") + ", delay > 25)");
} }
} else { } else {
sb.append("Not using future Timeout!"); sb.append(" (" + asGood("OK") + ", timeout is not using)");
} }
sb.append("</font>");
// TODO: fix non started game (send game started event to user?)
// ALL DONE
if (fixActions.isEmpty()) { if (fixActions.isEmpty()) {
fixActions.add("none actions"); fixActions.add("none");
} }
logger.warn("FIX command result for game " + game.getId() + ": " + fixActions.stream().collect(Collectors.joining(", "))); String appliedFixes = fixActions.stream().collect(Collectors.joining(", "));
sb.append("<br>Applied fixes: " + appliedFixes);
sb.append("</font>"); // font resize end
sb.append("<br>");
logger.warn("FIX command result for game " + game.getId() + ": " + appliedFixes);
System.out.println(sb.toString());
return sb.toString(); return sb.toString();
} }