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https://github.com/2OOP/pism.git
synced 2026-02-04 19:04:49 +00:00
refactor
This commit is contained in:
57
game/src/main/java/org/toop/game/GameBase.java
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57
game/src/main/java/org/toop/game/GameBase.java
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package org.toop.game;
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// Todo: refactor
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public abstract class GameBase {
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public enum State {
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INVALID,
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NORMAL,
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DRAW,
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WIN,
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}
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public static char EMPTY = '-';
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protected int size;
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public char[] grid;
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protected Player[] players;
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public int currentPlayer;
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public GameBase(int size, Player player1, Player player2) {
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this.size = size;
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grid = new char[size * size];
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for (int i = 0; i < grid.length; i++) {
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grid[i] = EMPTY;
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}
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players = new Player[2];
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players[0] = player1;
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players[1] = player2;
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currentPlayer = 0;
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}
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public boolean isInside(int index) {
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return index >= 0 && index < size * size;
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}
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public int getSize() {
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return size;
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}
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public char[] getGrid() {
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return grid;
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}
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public Player[] getPlayers() {
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return players;
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}
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public Player getCurrentPlayer() {
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return players[currentPlayer];
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}
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public abstract State play(int index);
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}
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20
game/src/main/java/org/toop/game/Player.java
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20
game/src/main/java/org/toop/game/Player.java
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package org.toop.game;
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// Todo: refactor
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public class Player {
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String name;
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char symbol;
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Player(String name, char symbol) {
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this.name = name;
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this.symbol = symbol;
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}
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public String getName() {
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return this.name;
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}
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public char getSymbol() {
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return this.symbol;
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}
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}
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225
game/src/main/java/org/toop/tictactoe/TicTacToe.java
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225
game/src/main/java/org/toop/tictactoe/TicTacToe.java
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package org.toop.tictactoe;
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import java.util.concurrent.BlockingQueue;
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import java.util.concurrent.LinkedBlockingQueue;
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import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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import org.toop.game.GameBase;
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import org.toop.game.Player;
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import org.toop.backend.tictactoe.ParsedCommand;
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import org.toop.backend.tictactoe.TicTacToeServerCommand;
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// Todo: refactor
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public class TicTacToe extends GameBase implements Runnable {
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protected static final Logger logger = LogManager.getLogger(TicTacToe.class);
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public Thread gameThread;
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public String gameId;
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public BlockingQueue<ParsedCommand> commandQueue = new LinkedBlockingQueue<>();
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public BlockingQueue<String> sendQueue = new LinkedBlockingQueue<>();
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public int movesLeft;
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public TicTacToe(String player1, String player2) {
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super(3, new Player(player1, 'X'), new Player(player2, 'O'));
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movesLeft = size * size;
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}
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/**
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* Used for the server.
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*
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* @param player1
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* @param player2
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* @param gameId
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*/
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public TicTacToe(String player1, String player2, String gameId) {
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super(3, new Player(player1, 'X'), new Player(player2, 'O'));
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this.gameId = gameId;
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movesLeft = size * size;
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}
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public void addCommandToQueue(ParsedCommand command) {
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commandQueue.add(command);
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}
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private ParsedCommand takeFromCommandQueue() {
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try {
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return this.commandQueue.take();
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} catch (InterruptedException e) {
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logger.error("Taking from queue interrupted, in game with id: {}", this.gameId);
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return null;
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}
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}
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private void addSendToQueue(String send) {
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try {
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sendQueue.put(send);
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} catch (InterruptedException e) {
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logger.error("Sending to queue interrupted, in game with id: {}", this.gameId);
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}
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}
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@Override
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public void run() {
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this.gameThread = new Thread(this::gameThread);
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this.gameThread.start();
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}
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private void gameThread() {
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boolean running = true;
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while (running) {
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ParsedCommand cmd = takeFromCommandQueue();
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// Get next command if there was no command
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if (cmd == null) {
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continue;
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}
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// Do something based which command was given
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switch (cmd.command) {
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case TicTacToeServerCommand.MOVE:
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{
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// TODO: Check if it is this player's turn, not required for local play (I
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// think?).
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// Convert given argument to integer
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Object arg = cmd.arguments.getFirst();
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int index;
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try {
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index = Integer.parseInt((String) arg);
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} catch (Exception e) {
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logger.error("Error parsing argument to String or Integer");
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continue;
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}
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// Attempt to play the move
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State state = play(index);
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if (state != State.INVALID) {
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// Tell all players who made a move and what move was made
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// TODO: What is the reaction of the game? WIN, DRAW etc?
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String player = getCurrentPlayer().getName();
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addSendToQueue(
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"SVR GAME MOVE {PLAYER: \""
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+ player
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+ "\", DETAILS: \"<reactie spel op zet>\",MOVE: \""
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+ index
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+ "\"}\n");
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}
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// Check move result
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switch (state) {
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case State.WIN:
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{
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// Win
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running = false;
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addSendToQueue(
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"SVR GAME WIN {PLAYERONESCORE: \"<score speler1>\","
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+ " PLAYERTWOSCORE: \"<score speler2>\", COMMENT:"
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+ " \"<commentaar op resultaat>\"}\n");
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break;
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}
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case State.DRAW:
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{
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// Draw
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running = false;
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addSendToQueue(
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"SVR GAME DRAW {PLAYERONESCORE: \"<score speler1>\","
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+ " PLAYERTWOSCORE: \"<score speler2>\", COMMENT:"
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+ " \"<commentaar op resultaat>\"}\n");
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break;
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}
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case State.NORMAL:
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{
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// Valid move but not end of game
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addSendToQueue("SVR GAME YOURTURN");
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break;
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}
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case State.INVALID:
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{
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// Invalid move
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break;
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}
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}
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}
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}
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}
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}
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@Override
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public State play(int index) {
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if (!validateMove(index)) {
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return State.INVALID;
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}
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grid[index] = getCurrentPlayer().getSymbol();
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movesLeft--;
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if (checkWin()) {
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return State.WIN;
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}
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if (movesLeft <= 0) {
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return State.DRAW;
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}
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currentPlayer = (currentPlayer + 1) % players.length;
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return State.NORMAL;
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}
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public boolean validateMove(int index) {
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return movesLeft > 0 && isInside(index) && grid[index] == EMPTY;
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}
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public boolean checkWin() {
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// Horizontal
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for (int i = 0; i < 3; i++) {
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final int index = i * 3;
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if (grid[index] != EMPTY
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&& grid[index] == grid[index + 1]
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&& grid[index] == grid[index + 2]) {
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return true;
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}
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}
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// Vertical
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for (int i = 0; i < 3; i++) {
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int index = i;
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if (grid[index] != EMPTY
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&& grid[index] == grid[index + 3]
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&& grid[index] == grid[index + 6]) {
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return true;
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}
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}
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// B-Slash
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if (grid[0] != EMPTY && grid[0] == grid[4] && grid[0] == grid[8]) {
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return true;
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}
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// F-Slash
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if (grid[2] != EMPTY && grid[2] == grid[4] && grid[2] == grid[6]) {
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return true;
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}
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return false;
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}
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/** For AI use only. */
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public void decrementMovesLeft() {
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movesLeft--;
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}
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/** This method copies the board, mainly for AI use. */
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public TicTacToe copyBoard() {
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TicTacToe clone = new TicTacToe(players[0].getName(), players[1].getName());
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System.arraycopy(this.grid, 0, clone.grid, 0, this.grid.length);
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clone.movesLeft = this.movesLeft;
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clone.currentPlayer = this.currentPlayer;
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return clone;
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}
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}
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139
game/src/main/java/org/toop/tictactoe/TicTacToeAI.java
Normal file
139
game/src/main/java/org/toop/tictactoe/TicTacToeAI.java
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@@ -0,0 +1,139 @@
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package org.toop.tictactoe;
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import org.toop.game.GameBase;
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// Todo: refactor
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public class TicTacToeAI {
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/**
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* This method tries to find the best move by seeing if it can set a winning move, if not, it
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* will do a minimax.
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*/
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public int findBestMove(TicTacToe game) {
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int bestVal = -100; // set bestVal to something impossible
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int bestMove = 10; // set bestMove to something impossible
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int winningMove = -5;
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boolean empty = true;
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for (char cell : game.grid) {
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if (!(cell == GameBase.EMPTY)) {
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empty = false;
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break;
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}
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}
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if (empty) { // start in a random corner
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return switch ((int) (Math.random() * 4)) {
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case 1 -> 2;
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case 2 -> 6;
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case 3 -> 8;
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default -> 0;
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};
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}
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// simulate all possible moves on the field
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for (int i = 0; i < game.grid.length; i++) {
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if (game.validateMove(i)) { // check if the move is legal here
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TicTacToe copyGame = game.copyBoard(); // make a copy of the game
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GameBase.State result = copyGame.play(i); // play a move on the copy board
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int thisMoveValue;
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if (result == GameBase.State.WIN) {
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return i; // just return right away if you can win on the next move
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}
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for (int index = 0; index < game.grid.length; index++) {
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if (game.validateMove(index)) {
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TicTacToe opponentCopy = copyGame.copyBoard();
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GameBase.State opponentResult = opponentCopy.play(index);
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if (opponentResult == GameBase.State.WIN) {
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winningMove = index;
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}
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}
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}
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thisMoveValue =
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doMinimax(copyGame, game.movesLeft, false); // else look at other moves
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if (thisMoveValue
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> bestVal) { // if better move than the current best, change the move
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bestVal = thisMoveValue;
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bestMove = i;
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}
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}
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}
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if (winningMove > -5) {
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return winningMove;
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}
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return bestMove; // return the best move when we've done everything
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}
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/**
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* This method simulates all the possible future moves in the game through a copy in search of
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* the best move.
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*/
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public int doMinimax(TicTacToe game, int depth, boolean maximizing) {
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boolean state = game.checkWin(); // check for a win (base case stuff)
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if (state) {
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if (maximizing) {
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// it's the maximizing players turn and someone has won. this is not good, so return
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// a negative value
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return -10 + depth;
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} else {
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// it is the turn of the AI and it has won! this is good for us, so return a
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// positive value above 0
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return 10 - depth;
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}
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} else {
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boolean empty = false;
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for (char cell :
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game.grid) { // else, look at draw conditions. we check per cell if it's empty
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// or not
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if (cell == GameBase.EMPTY) {
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empty = true; // if a thing is empty, set to true
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break; // break the loop
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}
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}
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if (!empty
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|| depth == 0) { // if the grid is full or the depth is 0 (both meaning game is
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// over) return 0 for draw
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return 0;
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}
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}
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int bestVal; // set the value to the highest possible
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if (maximizing) { // it's the maximizing players turn, the AI
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bestVal = -100;
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for (int i = 0; i < game.grid.length; i++) { // loop through the grid
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if (game.validateMove(i)) {
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TicTacToe copyGame = game.copyBoard();
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copyGame.play(i); // play the move on a copy board
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int value =
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doMinimax(copyGame, depth - 1, false); // keep going with the minimax
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bestVal =
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Math.max(
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bestVal,
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value); // select the best value for the maximizing player (the
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// AI)
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}
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}
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} else { // it's the minimizing players turn, the player
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bestVal = 100;
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for (int i = 0; i < game.grid.length; i++) { // loop through the grid
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if (game.validateMove(i)) {
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TicTacToe copyGame = game.copyBoard();
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copyGame.play(i); // play the move on a copy board
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int value = doMinimax(copyGame, depth - 1, true); // keep miniMaxing
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bestVal =
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Math.min(
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bestVal,
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value); // select the lowest score for the minimizing player,
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// they want to make it hard for us
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}
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}
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}
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return bestVal;
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}
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}
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13
game/src/main/resources/log4j2.xml
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13
game/src/main/resources/log4j2.xml
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@@ -0,0 +1,13 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<Configuration status="debug" name="AppConfig">
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<Appenders>
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<Console name="Console" target="SYSTEM_OUT">
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<PatternLayout pattern="%d{yyyy-MM-dd HH:mm:ss.SSS} [%17.17t] %-5level %logger{36} - %msg%n"/>
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</Console>
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</Appenders>
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<Loggers>
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<Root level="info">
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<AppenderRef ref="Console"/>
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</Root>
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</Loggers>
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</Configuration>
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Reference in New Issue
Block a user