Fixed accidentally building the board from player2 perspective.
This commit is contained in:
@@ -1,4 +1,4 @@
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using Gameboard.ShogiUI.BoardState;
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using Gameboard.ShogiUI.Rules;
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using System.Collections.Concurrent;
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namespace Gameboard.ShogiUI.Sockets.Managers
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@@ -26,10 +26,5 @@ namespace Gameboard.ShogiUI.Sockets.Managers
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return board;
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return null;
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}
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public string GetBoardState()
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{
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return string.Empty;
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}
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}
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}
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@@ -12,16 +12,13 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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// It can be an API route and still tell socket connections about the new session.
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public class CreateGameHandler : IActionHandler
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{
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private readonly ILogger<CreateGameHandler> logger;
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private readonly IGameboardRepository repository;
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private readonly ISocketCommunicationManager communicationManager;
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public CreateGameHandler(
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ILogger<CreateGameHandler> logger,
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ISocketCommunicationManager communicationManager,
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IGameboardRepository repository)
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{
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this.logger = logger;
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this.repository = repository;
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this.communicationManager = communicationManager;
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}
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@@ -29,7 +26,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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public async Task Handle(string json, string userName)
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{
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var request = JsonConvert.DeserializeObject<CreateGameRequest>(json);
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var postSessionResponse = await repository.PostSession(new PostSession
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var sessionName = await repository.PostSession(new PostSession
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{
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SessionName = request.GameName,
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PlayerName = userName,
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@@ -41,12 +38,12 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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PlayerName = userName,
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Game = new Game
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{
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GameName = postSessionResponse.SessionName,
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GameName = sessionName,
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Players = new[] { userName }
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}
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};
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if (string.IsNullOrWhiteSpace(postSessionResponse.SessionName))
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if (string.IsNullOrWhiteSpace(sessionName))
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{
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response.Error = "Game already exists.";
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}
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@@ -2,7 +2,6 @@
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using Gameboard.ShogiUI.Sockets.Repositories;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
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using Microsoft.Extensions.Logging;
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using Newtonsoft.Json;
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using System.Threading.Tasks;
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@@ -10,16 +9,13 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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{
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public class JoinByCodeHandler : IActionHandler
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{
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private readonly ILogger<JoinByCodeHandler> logger;
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private readonly IGameboardRepository repository;
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private readonly ISocketCommunicationManager communicationManager;
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public JoinByCodeHandler(
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ILogger<JoinByCodeHandler> logger,
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ISocketCommunicationManager communicationManager,
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IGameboardRepository repository)
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{
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this.logger = logger;
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this.repository = repository;
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this.communicationManager = communicationManager;
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}
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@@ -27,38 +23,38 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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public async Task Handle(string json, string userName)
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{
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var request = JsonConvert.DeserializeObject<JoinByCode>(json);
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var joinGameResponse = await repository.PostJoinPrivateSession(new PostJoinPrivateSession
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var sessionName = await repository.PostJoinPrivateSession(new PostJoinPrivateSession
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{
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PlayerName = userName,
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JoinCode = request.JoinCode
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});
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if (joinGameResponse.JoinSucceeded)
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if (sessionName == null)
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{
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// Other members of the game see a regular JoinGame occur.
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var response = new JoinGameResponse(ClientAction.JoinGame)
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var response = new JoinGameResponse(ClientAction.JoinByCode)
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{
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PlayerName = userName,
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GameName = joinGameResponse.SessionName
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};
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// At this time, userName hasn't subscribed and won't receive this message.
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await communicationManager.BroadcastToGame(joinGameResponse.SessionName, response);
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// The player joining sees the JoinByCode occur.
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response = new JoinGameResponse(ClientAction.JoinByCode)
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{
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PlayerName = userName,
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GameName = joinGameResponse.SessionName
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GameName = sessionName,
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Error = "Error joining game."
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};
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await communicationManager.BroadcastToPlayers(response, userName);
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}
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else
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{
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var response = new JoinGameResponse(ClientAction.JoinByCode)
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// Other members of the game see a regular JoinGame occur.
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var response = new JoinGameResponse(ClientAction.JoinGame)
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{
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PlayerName = userName,
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GameName = joinGameResponse.SessionName,
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Error = "Error joining game."
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GameName = sessionName
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};
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// At this time, userName hasn't subscribed and won't receive this message.
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await communicationManager.BroadcastToGame(sessionName, response);
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// The player joining sees the JoinByCode occur.
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response = new JoinGameResponse(ClientAction.JoinByCode)
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{
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PlayerName = userName,
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GameName = sessionName
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};
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await communicationManager.BroadcastToPlayers(response, userName);
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}
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@@ -23,7 +23,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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{
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var request = JsonConvert.DeserializeObject<JoinGameRequest>(json);
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var joinGameResponse = await gameboardRepository.PutJoinPublicSession(new PutJoinPublicSession
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var joinSucceeded = await gameboardRepository.PutJoinPublicSession(new PutJoinPublicSession
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{
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PlayerName = userName,
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SessionName = request.GameName
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@@ -34,7 +34,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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PlayerName = userName,
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GameName = request.GameName
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};
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if (joinGameResponse.JoinSucceeded)
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if (joinSucceeded)
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{
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await communicationManager.BroadcastToAll(response);
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}
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@@ -1,4 +1,4 @@
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using Gameboard.ShogiUI.BoardState;
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using Gameboard.ShogiUI.Rules;
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using Gameboard.ShogiUI.Sockets.Repositories;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
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@@ -37,9 +37,8 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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var gameTask = gameboardRepository.GetGame(request.GameName);
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var moveTask = gameboardRepository.GetMoves(request.GameName);
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var getGameResponse = await gameTask;
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var getMovesResponse = await moveTask;
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if (getGameResponse == null || getMovesResponse == null)
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var sessionModel = await gameTask;
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if (sessionModel == null)
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{
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logger.LogWarning("{action} - {user} was unable to load session named {session}.", ClientAction.LoadGame, userName, request.GameName);
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var response = new LoadGameResponse(ClientAction.LoadGame) { Error = "Game not found." };
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@@ -47,17 +46,17 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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}
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else
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{
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var sessionModel = new Models.Session(getGameResponse.Session);
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var moveModels = getMovesResponse.Moves.Select(_ => new Models.Move(_)).ToList();
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var moveModels = await moveTask;
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communicationManager.SubscribeToGame(sessionModel, userName);
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var boardMoves = moveModels.Select(_ => _.ToBoardModel()).ToList();
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boardManager.Add(getGameResponse.Session.Name, new ShogiBoard(boardMoves));
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var shogiBoard = new ShogiBoard(boardMoves);
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boardManager.Add(sessionModel.Name, shogiBoard);
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var response = new LoadGameResponse(ClientAction.LoadGame)
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{
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Game = sessionModel.ToServiceModel(),
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Moves = moveModels.Select(_ => _.ToServiceModel()).ToList(),
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BoardState = new Models.BoardState(shogiBoard).ToServiceModel()
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};
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await communicationManager.BroadcastToPlayers(response, userName);
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}
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@@ -5,6 +5,7 @@ using Newtonsoft.Json;
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using System.Threading.Tasks;
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using Service = Gameboard.ShogiUI.Sockets.ServiceModels.Socket;
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namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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{
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public class MoveHandler : IActionHandler
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@@ -25,31 +26,40 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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public async Task Handle(string json, string userName)
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{
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var request = JsonConvert.DeserializeObject<Service.Messages.MoveRequest>(json);
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// Basic move validation
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if (request.Move.To.Equals(request.Move.From))
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{
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var error = new Service.Messages.ErrorResponse(Service.Types.ClientAction.Move)
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{
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Error = "Error: moving piece from tile to the same tile."
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};
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await communicationManager.BroadcastToPlayers(error, userName);
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return;
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}
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var moveModel = new Move(request.Move);
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var board = boardManager.Get(request.GameName);
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var boardMove = moveModel.ToBoardModel();
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//board.Move()
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await gameboardRepository.PostMove(request.GameName, new PostMove(moveModel.ToApiModel()));
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var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
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if (board == null)
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{
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GameName = request.GameName,
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PlayerName = userName,
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Move = moveModel.ToServiceModel()
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};
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await communicationManager.BroadcastToGame(request.GameName, response);
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// TODO: Find a flow for this
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var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
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{
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Error = $"Game isn't loaded. Send a message with the {Service.Types.ClientAction.LoadGame} action first."
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};
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await communicationManager.BroadcastToPlayers(response, userName);
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}
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var boardMove = moveModel.ToBoardModel();
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var moveSuccess = board.Move(boardMove);
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if (moveSuccess)
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{
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await gameboardRepository.PostMove(request.GameName, new PostMove(moveModel.ToApiModel()));
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var boardState = new BoardState(board);
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var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
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{
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GameName = request.GameName,
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PlayerName = userName,
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BoardState = boardState.ToServiceModel()
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};
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await communicationManager.BroadcastToGame(request.GameName, response);
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}
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else
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{
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var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
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{
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Error = "Invalid move."
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};
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await communicationManager.BroadcastToPlayers(response, userName);
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}
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}
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}
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}
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