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santorini's Issues

checking client

You wrote:

private void pingClient() ...

where you are continually polling using a "magic" number 8000

  1. washy is 8000?
  2. are you sure this loop is not wasting CPU/Network?
    pls explain

mixing network and game logic

You do:

    //Server notifies this client that it have to login in the lobby
    virtualView.toDoLogin(client);

    //Server wait for a request from client
    try {
        InputStream in = client.getInputStream();

        while(true) {

            receiveXML(in);

            if(isEndMode()){
                break;
            }else{
                **if(!isLoginRequest())**
                    processRequest();
            }
        }

in clientHandler
but in this way you delegate some logic (login) to a network component.

it's a "distant relative" of "MB new monsters" ranking 1, "View e Rete nel Model"

A cleaner way should be:

  1. thread starts
    2)it loops waiting for a message from client
  2. read/parse command
  3. BASED ON command, will calculate what to send back to client (eventually having modified data in model, that behaves like a FSM)

in this way you code is:
a) model agnostic
b) process every message
c) expandable and reusable

In your code you manage code for login, for example: if(!isLoginRequest())

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