Before changing Piece[,] to Dictionary<string,Piece>
This commit is contained in:
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using FluentValidation;
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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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namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
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{
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public class CreateGameRequestValidator : AbstractValidator<CreateGameRequest>
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{
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public CreateGameRequestValidator()
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{
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RuleFor(_ => _.Action).Equal(ClientAction.CreateGame);
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RuleFor(_ => _.GameName).NotEmpty();
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}
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}
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}
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using FluentValidation;
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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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namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
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{
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public class JoinByCodeRequestValidator : AbstractValidator<JoinByCodeRequest>
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{
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public JoinByCodeRequestValidator()
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{
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RuleFor(_ => _.Action).Equal(ClientAction.JoinByCode);
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RuleFor(_ => _.JoinCode).NotEmpty();
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}
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}
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}
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using FluentValidation;
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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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namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
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{
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public class JoinGameRequestValidator : AbstractValidator<JoinGameRequest>
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{
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public JoinGameRequestValidator()
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{
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RuleFor(_ => _.Action).Equal(ClientAction.JoinGame);
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RuleFor(_ => _.GameName).NotEmpty();
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}
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}
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}
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@@ -0,0 +1,14 @@
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using FluentValidation;
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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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namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
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{
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public class ListGamesRequestValidator : AbstractValidator<ListGamesRequest>
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{
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public ListGamesRequestValidator()
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{
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RuleFor(_ => _.Action).Equal(ClientAction.ListGames);
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}
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}
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}
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using FluentValidation;
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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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namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
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{
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public class LoadGameRequestValidator : AbstractValidator<LoadGameRequest>
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{
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public LoadGameRequestValidator()
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{
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RuleFor(_ => _.Action).Equal(ClientAction.LoadGame);
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RuleFor(_ => _.GameName).NotEmpty();
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}
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}
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}
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@@ -0,0 +1,23 @@
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using FluentValidation;
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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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namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
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{
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public class MoveRequestValidator : AbstractValidator<MoveRequest>
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{
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public MoveRequestValidator()
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{
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RuleFor(_ => _.Action).Equal(ClientAction.Move);
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RuleFor(_ => _.GameName).NotEmpty();
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RuleFor(_ => _.Move.From)
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.Null()
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.When(_ => _.Move.PieceFromCaptured.HasValue)
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.WithMessage("Move.From and Move.PieceFromCaptured are mutually exclusive properties.");
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RuleFor(_ => _.Move.From)
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.NotEmpty()
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.When(_ => !_.Move.PieceFromCaptured.HasValue)
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.WithMessage("Move.From and Move.PieceFromCaptured are mutually exclusive properties.");
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}
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}
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}
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194
Gameboard.ShogiUI.Sockets/Services/SocketService.cs
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194
Gameboard.ShogiUI.Sockets/Services/SocketService.cs
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using FluentValidation;
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using Gameboard.ShogiUI.Sockets.Extensions;
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using Gameboard.ShogiUI.Sockets.Managers;
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using Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers;
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using Gameboard.ShogiUI.Sockets.Managers.Utility;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Interfaces;
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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.AspNetCore.Http;
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using Microsoft.Extensions.Logging;
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using Newtonsoft.Json;
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using System;
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using System.Linq;
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using System.Net;
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using System.Net.WebSockets;
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using System.Threading.Tasks;
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namespace Gameboard.ShogiUI.Sockets.Services
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{
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public interface ISocketService
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{
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Task HandleSocketRequest(HttpContext context);
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}
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/// <summary>
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/// Services a single websocket connection. Authenticates the socket connection, accepts messages, and sends messages.
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/// </summary>
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public class SocketService : ISocketService
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{
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private readonly ILogger<SocketService> logger;
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private readonly ISocketConnectionManager communicationManager;
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private readonly ISocketTokenManager tokenManager;
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private readonly ICreateGameHandler createGameHandler;
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private readonly IJoinByCodeHandler joinByCodeHandler;
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private readonly IJoinGameHandler joinGameHandler;
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private readonly IListGamesHandler listGamesHandler;
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private readonly ILoadGameHandler loadGameHandler;
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private readonly IMoveHandler moveHandler;
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private readonly IValidator<CreateGameRequest> createGameRequestValidator;
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private readonly IValidator<JoinByCodeRequest> joinByCodeRequestValidator;
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private readonly IValidator<JoinGameRequest> joinGameRequestValidator;
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private readonly IValidator<ListGamesRequest> listGamesRequestValidator;
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private readonly IValidator<LoadGameRequest> loadGameRequestValidator;
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private readonly IValidator<MoveRequest> moveRequestValidator;
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public SocketService(
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ILogger<SocketService> logger,
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ISocketConnectionManager communicationManager,
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ISocketTokenManager tokenManager,
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ICreateGameHandler createGameHandler,
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IJoinByCodeHandler joinByCodeHandler,
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IJoinGameHandler joinGameHandler,
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IListGamesHandler listGamesHandler,
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ILoadGameHandler loadGameHandler,
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IMoveHandler moveHandler,
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IValidator<CreateGameRequest> createGameRequestValidator,
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IValidator<JoinByCodeRequest> joinByCodeRequestValidator,
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IValidator<JoinGameRequest> joinGameRequestValidator,
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IValidator<ListGamesRequest> listGamesRequestValidator,
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IValidator<LoadGameRequest> loadGameRequestValidator,
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IValidator<MoveRequest> moveRequestValidator
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) : base()
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{
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this.logger = logger;
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this.communicationManager = communicationManager;
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this.tokenManager = tokenManager;
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this.createGameHandler = createGameHandler;
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this.joinByCodeHandler = joinByCodeHandler;
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this.joinGameHandler = joinGameHandler;
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this.listGamesHandler = listGamesHandler;
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this.loadGameHandler = loadGameHandler;
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this.moveHandler = moveHandler;
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this.createGameRequestValidator = createGameRequestValidator;
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this.joinByCodeRequestValidator = joinByCodeRequestValidator;
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this.joinGameRequestValidator = joinGameRequestValidator;
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this.listGamesRequestValidator = listGamesRequestValidator;
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this.loadGameRequestValidator = loadGameRequestValidator;
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this.moveRequestValidator = moveRequestValidator;
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}
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public async Task HandleSocketRequest(HttpContext context)
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{
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var hasToken = context.Request.Query.Keys.Contains("token");
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if (hasToken)
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{
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var oneTimeToken = context.Request.Query["token"][0];
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var tokenAsGuid = Guid.Parse(oneTimeToken);
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var userName = tokenManager.GetUsername(tokenAsGuid);
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if (userName != null)
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{
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var socket = await context.WebSockets.AcceptWebSocketAsync();
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communicationManager.SubscribeToBroadcast(socket, userName);
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while (socket.State == WebSocketState.Open)
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{
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try
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{
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var message = await socket.ReceiveTextAsync();
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if (string.IsNullOrWhiteSpace(message)) continue;
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logger.LogInformation("Request \n{0}\n", message);
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var request = JsonConvert.DeserializeObject<Request>(message);
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if (!Enum.IsDefined(typeof(ClientAction), request.Action))
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{
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await socket.SendTextAsync("Error: Action not recognized.");
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continue;
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}
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switch (request.Action)
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{
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case ClientAction.ListGames:
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{
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var req = JsonConvert.DeserializeObject<ListGamesRequest>(message);
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if (await ValidateRequestAndReplyIfInvalid(socket, listGamesRequestValidator, req))
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{
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await listGamesHandler.Handle(req, userName);
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}
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break;
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}
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case ClientAction.CreateGame:
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{
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var req = JsonConvert.DeserializeObject<CreateGameRequest>(message);
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if (await ValidateRequestAndReplyIfInvalid(socket, createGameRequestValidator, req))
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{
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await createGameHandler.Handle(req, userName);
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}
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break;
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}
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case ClientAction.JoinGame:
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{
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var req = JsonConvert.DeserializeObject<JoinGameRequest>(message);
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if (await ValidateRequestAndReplyIfInvalid(socket, joinGameRequestValidator, req))
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{
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await joinGameHandler.Handle(req, userName);
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}
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break;
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}
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case ClientAction.JoinByCode:
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{
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var req = JsonConvert.DeserializeObject<JoinByCodeRequest>(message);
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if (await ValidateRequestAndReplyIfInvalid(socket, joinByCodeRequestValidator, req))
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{
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await joinByCodeHandler.Handle(req, userName);
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}
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break;
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}
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case ClientAction.LoadGame:
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{
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var req = JsonConvert.DeserializeObject<LoadGameRequest>(message);
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if (await ValidateRequestAndReplyIfInvalid(socket, loadGameRequestValidator, req))
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{
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await loadGameHandler.Handle(req, userName);
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}
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break;
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}
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case ClientAction.Move:
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{
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var req = JsonConvert.DeserializeObject<MoveRequest>(message);
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if (await ValidateRequestAndReplyIfInvalid(socket, moveRequestValidator, req))
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{
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await moveHandler.Handle(req, userName);
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}
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break;
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}
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}
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}
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catch (OperationCanceledException ex)
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{
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logger.LogError(ex.Message);
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}
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catch (WebSocketException ex)
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{
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logger.LogInformation($"{nameof(WebSocketException)} in {nameof(SocketConnectionManager)}.");
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logger.LogInformation("Probably tried writing to a closed socket.");
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logger.LogError(ex.Message);
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}
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}
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communicationManager.UnsubscribeFromBroadcastAndGames(userName);
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return;
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}
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}
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context.Response.StatusCode = (int)HttpStatusCode.Unauthorized;
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return;
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}
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public async Task<bool> ValidateRequestAndReplyIfInvalid<TRequest>(WebSocket socket, IValidator<TRequest> validator, TRequest request)
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{
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var results = validator.Validate(request);
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if (!results.IsValid)
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{
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await socket.SendTextAsync(string.Join('\n', results.Errors.Select(_ => _.ErrorMessage).ToString()));
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}
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return results.IsValid;
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}
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}
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}
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Block a user