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-rw-r--r--sw-server/src/main/kotlin/org/luxons/sevenwonders/server/controllers/GameController.kt52
1 files changed, 40 insertions, 12 deletions
diff --git a/sw-server/src/main/kotlin/org/luxons/sevenwonders/server/controllers/GameController.kt b/sw-server/src/main/kotlin/org/luxons/sevenwonders/server/controllers/GameController.kt
index 1fbabd59..bc800dea 100644
--- a/sw-server/src/main/kotlin/org/luxons/sevenwonders/server/controllers/GameController.kt
+++ b/sw-server/src/main/kotlin/org/luxons/sevenwonders/server/controllers/GameController.kt
@@ -40,14 +40,15 @@ class GameController(
}
val game = player.game
- player.isReady = true
-
- synchronized(lobby) {
- val players = lobby.getPlayers()
+ // This lock doesn't have a clear rationale, but it's cleaner to check the readiness state of everyone within a
+ // lock together with the code that updates the readiness status, to avoid interleaving surprises.
+ synchronized(game) {
+ player.isReady = true
sendPlayerReady(game.id, player)
logger.info("Game {}: player {} is ready for the next turn", game.id, player)
+ val players = lobby.getPlayers()
val allReady = players.all { it.isReady }
if (allReady) {
logger.info("Game {}: all players ready, sending turn info", game.id)
@@ -68,6 +69,22 @@ class GameController(
val player = principal.player
val lobby = player.lobby
val game = player.game
+
+ // We need this lock for multiple reasons:
+ // 1. we don't want the player to be able to unprepare his card between prepareMove and sendPreparedCard,
+ // because other players may receive the "unprepared" update before the "prepared" and thus end up still
+ // seeing the prepared card.
+ // 2. we don't want a player to unprepare a card between allPlayersPreparedTheirMove and playTurn, because the
+ // error thrown by playTurn would be received by the current (preparing) player instead of the player
+ // unpreparing his card, which would be confusing because the card preparation is a success in this case.
+ // It is therefore better for the player who unprepares his card to wait for the lock and then get rejected
+ // because the turn actually happened.
+ // 3. we don't want a player to prepare a card between the preparation and the turn-end check, because the check
+ // for the current player would then take into account that other card and maybe play the turn, which means
+ // that we would run the turn-end check of the other player right after this one. This seems benign but it
+ // actually doesn't respect the implicit assumption that a move in the current turn has just been prepared
+ // before the check. It shouldn't cause harm at the moment but could be harmful in the future.
+ // 4. we don't want this code to run in the middle of unprepareMove's own lock
synchronized(game) {
val preparedCardBack = game.prepareMove(player.index, action.move)
val preparedCard = PreparedCard(player.username, preparedCardBack)
@@ -92,12 +109,16 @@ class GameController(
fun unprepareMove(principal: Principal) {
val player = principal.player
val game = player.game
+
+ // We don't want the player to be able to prepare a card between unprepareMove and sendPreparedCard(null),
+ // otherwise other players may receive the "prepared" update before the "unprepared" and thus end up not seeing
+ // the prepared card. Note that this protection also requires the lock inside prepareMove.
synchronized(game) {
game.unprepareMove(player.index)
+ val preparedCard = PreparedCard(player.username, null)
+ logger.info("Game {}: player {} unprepared his move", game.id, player)
+ sendPreparedCard(game.id, preparedCard)
}
- val preparedCard = PreparedCard(player.username, null)
- logger.info("Game {}: player {} unprepared his move", game.id, player)
- sendPreparedCard(game.id, preparedCard)
}
private fun sendPlayerReady(gameId: Long, player: Player) =
@@ -120,11 +141,18 @@ class GameController(
val player = principal.player
val game = player.game
val lobby = player.lobby
- lobby.removePlayer(player.username)
- logger.info("Game {}: player {} left the game", game.id, player)
- if (lobby.getPlayers().isEmpty()) {
- lobbyRepository.remove(lobby.id)
- logger.info("Game {}: game deleted", game.id)
+
+ // This lock is for multiple reasons:
+ // 1. this ensures we don't remove players while the last sendTurnInfo is still notifying other players
+ // 2. we don't want another player to leave between removePlayer and the lobby deletion check, because if he's
+ // the last player, we would delete the game here, and he would also try to delete the game a second time.
+ synchronized(game) {
+ lobby.removePlayer(player.username)
+ logger.info("Game {}: player {} left the game", game.id, player)
+ if (lobby.getPlayers().isEmpty()) {
+ lobbyRepository.remove(lobby.id)
+ logger.info("Game {}: game deleted", game.id)
+ }
}
}
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