Before changing Piece[,] to Dictionary<string,Piece>
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@@ -1,5 +1,5 @@
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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.Messages;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
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using System.Threading.Tasks;
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namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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@@ -10,40 +10,34 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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}
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public class JoinGameHandler : IJoinGameHandler
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{
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private readonly IGameboardRepository gameboardRepository;
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private readonly ISocketCommunicationManager communicationManager;
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private readonly IGameboardManager gameboardManager;
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private readonly ISocketConnectionManager connectionManager;
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public JoinGameHandler(
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ISocketCommunicationManager communicationManager,
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IGameboardRepository gameboardRepository)
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ISocketConnectionManager communicationManager,
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IGameboardManager gameboardManager)
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{
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this.gameboardRepository = gameboardRepository;
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this.communicationManager = communicationManager;
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this.gameboardManager = gameboardManager;
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this.connectionManager = communicationManager;
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}
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public async Task Handle(JoinGameRequest request, string userName)
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{
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//var request = JsonConvert.DeserializeObject<JoinGameRequest>(json);
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var joinSucceeded = await gameboardManager.AssignPlayer2ToSession(request.GameName, userName);
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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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//});
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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 = request.GameName
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//};
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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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//else
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//{
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// response.Error = "Game is full.";
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// await communicationManager.BroadcastToPlayers(response, userName);
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//}
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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 = request.GameName
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};
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if (joinSucceeded)
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{
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await connectionManager.BroadcastToAll(response);
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}
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else
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{
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response.Error = "Game is full or does not exist.";
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await connectionManager.BroadcastToPlayers(response, userName);
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}
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}
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}
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}
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