checkpoint
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@@ -5,34 +5,34 @@ using System.Net.WebSockets;
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namespace Gameboard.ShogiUI.Sockets.Models
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{
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public class Session
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{
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// TODO: Separate subscriptions to the Session from the Session.
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[JsonIgnore] public ConcurrentDictionary<string, WebSocket> Subscriptions { get; }
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public string Name { get; }
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public User Player1 { get; }
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public User? Player2 { get; private set; }
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public bool IsPrivate { get; }
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public class Session
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{
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// TODO: Separate subscriptions to the Session from the Session.
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[JsonIgnore] public ConcurrentDictionary<string, WebSocket> Subscriptions { get; }
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public string Name { get; }
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public User Player1 { get; }
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public User? Player2 { get; private set; }
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public bool IsPrivate { get; }
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// TODO: Don't retain the entire rules system within the Session model. It just needs the board state after rules are applied.
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public Shogi Shogi { get; }
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// TODO: Don't retain the entire rules system within the Session model. It just needs the board state after rules are applied.
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public Shogi Shogi { get; }
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public Session(string name, bool isPrivate, Shogi shogi, User player1, User? player2 = null)
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{
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Subscriptions = new ConcurrentDictionary<string, WebSocket>();
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public Session(string name, bool isPrivate, Shogi shogi, User player1, User? player2 = null)
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{
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Subscriptions = new ConcurrentDictionary<string, WebSocket>();
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Name = name;
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Player1 = player1;
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Player2 = player2;
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IsPrivate = isPrivate;
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Shogi = shogi;
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}
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Name = name;
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Player1 = player1;
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Player2 = player2;
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IsPrivate = isPrivate;
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Shogi = shogi;
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}
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public void SetPlayer2(User user)
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{
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Player2 = user;
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}
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public void SetPlayer2(User user)
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{
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Player2 = user;
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}
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public Game ToServiceModel() => new() { GameName = Name, Player1 = Player1.DisplayName, Player2 = Player2?.DisplayName };
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}
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public Game ToServiceModel() => new(Name, Player1.DisplayName, Player2?.DisplayName);
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}
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}
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