Implementing Game End Functions: `abortGame()` & `completeGame()`
In developing a networked Tic-Tac-Toe game, handling game termination scenarios is crucial for a smooth user experience. This article delves into the implementation of two key functions, abortGame() and completeGame(), which are essential for informing the server about different ways a game can end. Specifically, we'll explore how to send ABORT_GAME and COMPLETE_GAME requests to the server using SocketClient and AppExecutors classes, along with providing user feedback via Toast messages.
Understanding the Need for abortGame() and completeGame()
When building a multiplayer game, it's vital to manage situations where players might leave a game prematurely or decide not to play another round. This is where abortGame() and completeGame() come into play.
abortGame(): This function is called when a player leaves a game while it's still in progress. This could be due to various reasons, such as network issues, the player closing the app, or simply deciding to quit mid-game. WhenabortGame()is triggered, the server needs to be notified so it can update the game state and inform the other player (if any).completeGame(): This function is used when a player leaves the game after it has concluded, typically after refusing to play another match. This signals to the server that the game session is truly over and resources can be released.
Both functions ensure that the server has an accurate view of the game's status, allowing it to manage connections and game states effectively.
Implementing abortGame()
Let's dive into the implementation details of the abortGame() function. This function's primary responsibility is to send an ABORT_GAME request to the server. We'll leverage the SocketClient class to handle the communication and AppExecutors for managing background tasks. Displaying a Toast message to the user, indicating success or failure, provides valuable feedback.
// Snippet of abortGame() function implementation
/**
* Sends an ABORT_GAME request to the server.
*/
public void abortGame() {
AppExecutors.getInstance().networkIO().execute(() -> {
try {
// Construct the ABORT_GAME request message
String request = "ABORT_GAME"; // Or your specific format
// Send the request using SocketClient
boolean success = SocketClient.getInstance().sendMessage(request);
AppExecutors.getInstance().mainThread().execute(() -> {
if (success) {
// Display success message
Toast.makeText(context, "Game aborted successfully", Toast.LENGTH_SHORT).show();
} else {
// Display failure message
Toast.makeText(context, "Failed to abort game", Toast.LENGTH_SHORT).show();
}
});
} catch (Exception e) {
// Handle potential exceptions (e.g., network issues)
AppExecutors.getInstance().mainThread().execute(() -> {
Toast.makeText(context, "Error aborting game: " + e.getMessage(), Toast.LENGTH_SHORT).show();
});
e.printStackTrace(); // Log the exception for debugging
}
});
}
Key Steps in abortGame() implementation:
- Execute in Background: The operation is performed within a background thread using
AppExecutors.getInstance().networkIO().execute(). This prevents blocking the main thread, ensuring the UI remains responsive. - Construct the Request: A string representing the
ABORT_GAMErequest is created. The specific format of this request will depend on your server's protocol. - Send the Request: The
SocketClient.getInstance().sendMessage(request)method is used to send the request to the server. This method (which you've presumably implemented) handles the underlying socket communication. - Handle the Response (Indirectly): The
sendMessagemethod likely returns a boolean indicating whether the message was successfully sent. This does not guarantee the server received or processed it correctly, but it does confirm that the client-side send operation was successful. - Display Toast Message: Based on the success of sending the message, a Toast message is displayed on the main thread using
AppExecutors.getInstance().mainThread().execute(). This provides immediate feedback to the user. - Error Handling: A
try-catchblock is used to handle potential exceptions, such as network connectivity issues. If an exception occurs, an error message is displayed via Toast, and the exception is logged for debugging.
Key Considerations for abortGame():
- Request Format: Ensure the
ABORT_GAMErequest format aligns precisely with what the server expects. This might involve including game IDs, user IDs, or other relevant data. SocketClientImplementation: TheSocketClientclass should handle the complexities of socket communication, including connection management, message serialization, and error handling.- Thread Safety: If
SocketClientis a singleton or shared resource, ensure its methods are thread-safe. - User Experience: Consider providing more informative feedback to the user. For instance, instead of a generic