checkpoint

This commit is contained in:
2021-11-21 10:07:35 -06:00
parent cf3fbbbc1d
commit 433ab2772a
23 changed files with 1556 additions and 1487 deletions

View File

@@ -6,7 +6,10 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Api
public class GetSessionResponse
{
public Game Game { get; set; }
public WhichPlayer PlayerPerspective { get; set; }
/// <summary>
/// The perspective on the game of the requesting user.
/// </summary>
public WhichPerspective PlayerPerspective { get; set; }
public BoardState BoardState { get; set; }
public IList<Move> MoveHistory { get; set; }
}

View File

@@ -1,5 +1,4 @@
using Gameboard.ShogiUI.Sockets.ServiceModels.Api;
using Gameboard.ShogiUI.Sockets.ServiceModels.Types;
using Gameboard.ShogiUI.Sockets.ServiceModels.Types;
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket
{

View File

@@ -8,7 +8,7 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
public Dictionary<string, Piece?> Board { get; set; } = new Dictionary<string, Piece?>();
public IReadOnlyCollection<Piece> Player1Hand { get; set; } = Array.Empty<Piece>();
public IReadOnlyCollection<Piece> Player2Hand { get; set; } = Array.Empty<Piece>();
public WhichPlayer? PlayerInCheck { get; set; }
public WhichPlayer WhoseTurn { get; set; }
public WhichPerspective? PlayerInCheck { get; set; }
public WhichPerspective WhoseTurn { get; set; }
}
}

View File

@@ -2,32 +2,37 @@
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
{
public class Game
{
public string Player1 { get; set; } = string.Empty;
public string? Player2 { get; set; } = string.Empty;
public string GameName { get; set; } = string.Empty;
/// <summary>
/// Players[0] is the session owner, Players[1] is the other person.
/// </summary>
public IReadOnlyList<string> Players
{
get
{
var list = new List<string>(2) { Player1 };
if (!string.IsNullOrEmpty(Player2)) list.Add(Player2);
return list;
}
}
public class Game
{
public string Player1 { get; set; }
public string? Player2 { get; set; }
public string GameName { get; set; } = string.Empty;
public Game()
{
}
public Game(string gameName, string player1, string? player2 = null)
{
GameName = gameName;
Player1 = player1;
Player2 = player2;
}
}
/// <summary>
/// Players[0] is the session owner, Players[1] is the other person.
/// </summary>
public IReadOnlyList<string> Players
{
get
{
var list = new List<string>(2) { Player1 };
if (!string.IsNullOrEmpty(Player2)) list.Add(Player2);
return list;
}
}
/// <summary>
/// Constructor for serialization.
/// </summary>
public Game()
{
}
public Game(string gameName, string player1, string? player2 = null)
{
GameName = gameName;
Player1 = player1;
Player2 = player2;
}
}
}

View File

@@ -4,6 +4,6 @@
{
public bool IsPromoted { get; set; }
public WhichPiece WhichPiece { get; set; }
public WhichPlayer Owner { get; set; }
public WhichPerspective Owner { get; set; }
}
}

View File

@@ -0,0 +1,9 @@
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
{
public class User
{
public string Id { get; set; } = string.Empty;
public string Name { get; set; } = string.Empty;
}
}

View File

@@ -0,0 +1,9 @@
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
{
public enum WhichPerspective
{
Player1,
Player2,
Spectator
}
}

View File

@@ -1,8 +0,0 @@
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
{
public enum WhichPlayer
{
Player1,
Player2
}
}

View File

@@ -16,226 +16,239 @@ using System.Threading.Tasks;
namespace Gameboard.ShogiUI.Sockets.Controllers
{
[ApiController]
[Route("[controller]")]
[Authorize(Roles = "Shogi")]
public class GameController : ControllerBase
{
private readonly IGameboardManager gameboardManager;
private readonly IGameboardRepository gameboardRepository;
private readonly ISocketConnectionManager communicationManager;
[ApiController]
[Route("[controller]")]
[Authorize(Roles = "Shogi")]
public class GameController : ControllerBase
{
private readonly IGameboardManager gameboardManager;
private readonly IGameboardRepository gameboardRepository;
private readonly ISocketConnectionManager communicationManager;
public GameController(
IGameboardRepository repository,
IGameboardManager manager,
ISocketConnectionManager communicationManager)
{
gameboardManager = manager;
gameboardRepository = repository;
this.communicationManager = communicationManager;
}
public GameController(
IGameboardRepository repository,
IGameboardManager manager,
ISocketConnectionManager communicationManager)
{
gameboardManager = manager;
gameboardRepository = repository;
this.communicationManager = communicationManager;
}
[HttpPost("JoinCode")]
public async Task<IActionResult> PostGameInvitation([FromBody] PostGameInvitation request)
{
[HttpPost("JoinCode")]
public async Task<IActionResult> PostGameInvitation([FromBody] PostGameInvitation request)
{
//var isPlayer1 = await gameboardManager.IsPlayer1(request.SessionName, userName);
//if (isPlayer1)
//{
// var code = await gameboardRepository.PostJoinCode(request.SessionName, userName);
// return new CreatedResult("", new PostGameInvitationResponse(code));
//}
//else
//{
return new UnauthorizedResult();
//}
}
//var isPlayer1 = await gameboardManager.IsPlayer1(request.SessionName, userName);
//if (isPlayer1)
//{
// var code = await gameboardRepository.PostJoinCode(request.SessionName, userName);
// return new CreatedResult("", new PostGameInvitationResponse(code));
//}
//else
//{
return new UnauthorizedResult();
//}
}
[AllowAnonymous]
[HttpPost("GuestJoinCode")]
public async Task<IActionResult> PostGuestGameInvitation([FromBody] PostGuestGameInvitation request)
{
[AllowAnonymous]
[HttpPost("GuestJoinCode")]
public async Task<IActionResult> PostGuestGameInvitation([FromBody] PostGuestGameInvitation request)
{
//var isGuest = gameboardManager.IsGuest(request.GuestId);
//var isPlayer1 = gameboardManager.IsPlayer1(request.SessionName, request.GuestId);
//if (isGuest && await isPlayer1)
//{
// var code = await gameboardRepository.PostJoinCode(request.SessionName, request.GuestId);
// return new CreatedResult("", new PostGameInvitationResponse(code));
//}
//else
//{
return new UnauthorizedResult();
//}
}
//var isGuest = gameboardManager.IsGuest(request.GuestId);
//var isPlayer1 = gameboardManager.IsPlayer1(request.SessionName, request.GuestId);
//if (isGuest && await isPlayer1)
//{
// var code = await gameboardRepository.PostJoinCode(request.SessionName, request.GuestId);
// return new CreatedResult("", new PostGameInvitationResponse(code));
//}
//else
//{
return new UnauthorizedResult();
//}
}
[HttpPost("{gameName}/Move")]
public async Task<IActionResult> PostMove([FromRoute] string gameName, [FromBody] PostMove request)
{
var user = await gameboardManager.ReadUser(User);
var session = await gameboardRepository.ReadSession(gameName);
if (session == null)
{
return NotFound();
}
if (user == null || (session.Player1.Id != user.Id && session.Player2?.Id != user.Id))
{
return Forbid("User is not seated at this game.");
}
[HttpPost("{gameName}/Move")]
public async Task<IActionResult> PostMove([FromRoute] string gameName, [FromBody] PostMove request)
{
var user = await gameboardManager.ReadUser(User);
var session = await gameboardRepository.ReadSession(gameName);
if (session == null)
{
return NotFound();
}
if (user == null || (session.Player1.Id != user.Id && session.Player2?.Id != user.Id))
{
return Forbid("User is not seated at this game.");
}
var move = request.Move;
var moveModel = move.PieceFromCaptured.HasValue
? new Models.Move(move.PieceFromCaptured.Value, move.To, move.IsPromotion)
: new Models.Move(move.From!, move.To, move.IsPromotion);
var moveSuccess = session.Shogi.Move(moveModel);
var move = request.Move;
var moveModel = move.PieceFromCaptured.HasValue
? new Models.Move(move.PieceFromCaptured.Value, move.To, move.IsPromotion)
: new Models.Move(move.From!, move.To, move.IsPromotion);
var moveSuccess = session.Shogi.Move(moveModel);
if (moveSuccess)
{
var createSuccess = await gameboardRepository.CreateBoardState(session);
if (!createSuccess)
{
throw new ApplicationException("Unable to persist board state.");
}
await communicationManager.BroadcastToPlayers(new MoveResponse
{
GameName = session.Name,
PlayerName = user.Id
}, session.Player1.Id, session.Player2?.Id);
return Ok();
}
return Conflict("Illegal move.");
}
if (moveSuccess)
{
var createSuccess = await gameboardRepository.CreateBoardState(session);
if (!createSuccess)
{
throw new ApplicationException("Unable to persist board state.");
}
await communicationManager.BroadcastToPlayers(new MoveResponse
{
GameName = session.Name,
PlayerName = user.Id
}, session.Player1.Id, session.Player2?.Id);
return Ok();
}
return Conflict("Illegal move.");
}
// TODO: Use JWT tokens for guests so they can authenticate and use API routes, too.
//[Route("")]
//public async Task<IActionResult> PostSession([FromBody] PostSession request)
//{
// var model = new Models.Session(request.Name, request.IsPrivate, request.Player1, request.Player2);
// var success = await repository.CreateSession(model);
// if (success)
// {
// var message = new ServiceModels.Socket.Messages.CreateGameResponse(ServiceModels.Types.ClientAction.CreateGame)
// {
// Game = model.ToServiceModel(),
// PlayerName =
// }
// var task = request.IsPrivate
// ? communicationManager.BroadcastToPlayers(response, userName)
// : communicationManager.BroadcastToAll(response);
// return new CreatedResult("", null);
// }
// return new ConflictResult();
//}
// TODO: Use JWT tokens for guests so they can authenticate and use API routes, too.
//[Route("")]
//public async Task<IActionResult> PostSession([FromBody] PostSession request)
//{
// var model = new Models.Session(request.Name, request.IsPrivate, request.Player1, request.Player2);
// var success = await repository.CreateSession(model);
// if (success)
// {
// var message = new ServiceModels.Socket.Messages.CreateGameResponse(ServiceModels.Types.ClientAction.CreateGame)
// {
// Game = model.ToServiceModel(),
// PlayerName =
// }
// var task = request.IsPrivate
// ? communicationManager.BroadcastToPlayers(response, userName)
// : communicationManager.BroadcastToAll(response);
// return new CreatedResult("", null);
// }
// return new ConflictResult();
//}
[HttpPost]
public async Task<IActionResult> PostSession([FromBody] PostSession request)
{
var user = await ReadUserOrThrow();
var session = new Models.SessionMetadata(request.Name, request.IsPrivate, user!);
var success = await gameboardRepository.CreateSession(session);
[HttpPost]
public async Task<IActionResult> PostSession([FromBody] PostSession request)
{
var user = await ReadUserOrThrow();
var session = new Models.SessionMetadata(request.Name, request.IsPrivate, user!);
var success = await gameboardRepository.CreateSession(session);
if (success)
{
await communicationManager.BroadcastToAll(new CreateGameResponse
{
Game = session.ToServiceModel(),
PlayerName = user.Id
}).ContinueWith(cont =>
{
if (cont.Exception != null)
{
Console.Error.WriteLine("Yep");
}
});
return Ok();
}
return Conflict();
if (success)
{
try
{
}
await communicationManager.BroadcastToAll(new CreateGameResponse
{
Game = session.ToServiceModel(),
PlayerName = user.Id
});
}
catch (Exception e)
{
Console.Error.WriteLine("Error broadcasting during PostSession");
}
/// <summary>
/// Reads the board session and subscribes the caller to socket events for that session.
/// </summary>
[HttpGet("{gameName}")]
public async Task<IActionResult> GetSession([FromRoute] string gameName)
{
var user = await ReadUserOrThrow();
var session = await gameboardRepository.ReadSession(gameName);
if (session == null)
{
return NotFound();
}
return Ok();
}
return Conflict();
communicationManager.SubscribeToGame(session, user!.Id);
var response = new GetSessionResponse()
{
Game = new Models.SessionMetadata(session).ToServiceModel(user),
BoardState = session.Shogi.ToServiceModel(),
MoveHistory = session.Shogi.MoveHistory.Select(_ => _.ToServiceModel()).ToList(),
PlayerPerspective = user.Id == session.Player1.Id ? WhichPlayer.Player1 : WhichPlayer.Player2
};
return new JsonResult(response);
}
}
[HttpGet]
public async Task<GetSessionsResponse> GetSessions()
{
var user = await ReadUserOrThrow();
var sessions = await gameboardRepository.ReadSessionMetadatas();
/// <summary>
/// Reads the board session and subscribes the caller to socket events for that session.
/// </summary>
[HttpGet("{gameName}")]
public async Task<IActionResult> GetSession([FromRoute] string gameName)
{
var user = await ReadUserOrThrow();
var session = await gameboardRepository.ReadSession(gameName);
if (session == null)
{
return NotFound();
}
var sessionsJoinedByUser = sessions
.Where(s => s.IsSeated(user))
.Select(s => s.ToServiceModel())
.ToList();
var sessionsNotJoinedByUser = sessions
.Where(s => !s.IsSeated(user))
.Select(s => s.ToServiceModel())
.ToList();
var playerPerspective = WhichPerspective.Spectator;
if (session.Player1.Id == user.Id)
{
playerPerspective = WhichPerspective.Player1;
}
else if (session.Player2?.Id == user.Id)
{
playerPerspective = WhichPerspective.Player2;
}
return new GetSessionsResponse
{
PlayerHasJoinedSessions = new Collection<Game>(sessionsJoinedByUser),
AllOtherSessions = new Collection<Game>(sessionsNotJoinedByUser)
};
}
communicationManager.SubscribeToGame(session, user!.Id);
var response = new GetSessionResponse()
{
Game = new Models.SessionMetadata(session).ToServiceModel(),
BoardState = session.Shogi.ToServiceModel(),
MoveHistory = session.Shogi.MoveHistory.Select(_ => _.ToServiceModel()).ToList(),
PlayerPerspective = playerPerspective
};
return new JsonResult(response);
}
[HttpPut("{gameName}")]
public async Task<IActionResult> PutJoinSession([FromRoute] string gameName)
{
var user = await ReadUserOrThrow();
var session = await gameboardRepository.ReadSessionMetaData(gameName);
if (session == null)
{
return NotFound();
}
if (session.Player2 != null)
{
return this.Conflict("This session already has two seated players and is full.");
}
[HttpGet]
public async Task<GetSessionsResponse> GetSessions()
{
var user = await ReadUserOrThrow();
var sessions = await gameboardRepository.ReadSessionMetadatas();
session.SetPlayer2(user);
var success = await gameboardRepository.UpdateSession(session);
if (!success) return this.Problem(detail: "Unable to update session.");
var sessionsJoinedByUser = sessions
.Where(s => s.IsSeated(user))
.Select(s => s.ToServiceModel())
.ToList();
var sessionsNotJoinedByUser = sessions
.Where(s => !s.IsSeated(user))
.Select(s => s.ToServiceModel())
.ToList();
var opponentName = user.Id == session.Player1.Id
? session.Player2!.Id
: session.Player1.Id;
await communicationManager.BroadcastToPlayers(new JoinGameResponse
{
GameName = session.Name,
PlayerName = user.Id
}, opponentName);
return Ok();
}
return new GetSessionsResponse
{
PlayerHasJoinedSessions = new Collection<Game>(sessionsJoinedByUser),
AllOtherSessions = new Collection<Game>(sessionsNotJoinedByUser)
};
}
private async Task<Models.User> ReadUserOrThrow()
{
var user = await gameboardManager.ReadUser(User);
if (user == null)
{
throw new UnauthorizedAccessException("Unknown user claims.");
}
return user;
}
}
[HttpPut("{gameName}")]
public async Task<IActionResult> PutJoinSession([FromRoute] string gameName)
{
var user = await ReadUserOrThrow();
var session = await gameboardRepository.ReadSessionMetaData(gameName);
if (session == null)
{
return NotFound();
}
if (session.Player2 != null)
{
return this.Conflict("This session already has two seated players and is full.");
}
session.SetPlayer2(user);
var success = await gameboardRepository.UpdateSession(session);
if (!success) return this.Problem(detail: "Unable to update session.");
var opponentName = user.Id == session.Player1.Id
? session.Player2!.Id
: session.Player1.Id;
await communicationManager.BroadcastToPlayers(new JoinGameResponse
{
GameName = session.Name,
PlayerName = user.Id
}, opponentName);
return Ok();
}
private async Task<Models.User> ReadUserOrThrow()
{
var user = await gameboardManager.ReadUser(User);
if (user == null)
{
throw new UnauthorizedAccessException("Unknown user claims.");
}
return user;
}
}
}

View File

@@ -15,89 +15,101 @@ using System.Threading.Tasks;
namespace Gameboard.ShogiUI.Sockets.Controllers
{
[ApiController]
[Route("[controller]")]
[Authorize(Roles = "Shogi")]
public class SocketController : ControllerBase
{
private readonly ILogger<SocketController> logger;
private readonly ISocketTokenCache tokenCache;
private readonly IGameboardManager gameboardManager;
private readonly IGameboardRepository gameboardRepository;
private readonly AuthenticationProperties authenticationProps;
[ApiController]
[Route("[controller]")]
[Authorize(Roles = "Shogi")]
public class SocketController : ControllerBase
{
private readonly ILogger<SocketController> logger;
private readonly ISocketTokenCache tokenCache;
private readonly IGameboardManager gameboardManager;
private readonly IGameboardRepository gameboardRepository;
private readonly ISocketConnectionManager connectionManager;
private readonly AuthenticationProperties authenticationProps;
public SocketController(
ILogger<SocketController> logger,
ISocketTokenCache tokenCache,
IGameboardManager gameboardManager,
IGameboardRepository gameboardRepository)
{
this.logger = logger;
this.tokenCache = tokenCache;
this.gameboardManager = gameboardManager;
this.gameboardRepository = gameboardRepository;
authenticationProps = new AuthenticationProperties
{
AllowRefresh = true,
IsPersistent = true
};
}
public SocketController(
ILogger<SocketController> logger,
ISocketTokenCache tokenCache,
IGameboardManager gameboardManager,
IGameboardRepository gameboardRepository,
ISocketConnectionManager connectionManager)
{
this.logger = logger;
this.tokenCache = tokenCache;
this.gameboardManager = gameboardManager;
this.gameboardRepository = gameboardRepository;
this.connectionManager = connectionManager;
[HttpGet("GuestLogout")]
[AllowAnonymous]
public async Task<IActionResult> GuestLogout()
{
await HttpContext.SignOutAsync(CookieAuthenticationDefaults.AuthenticationScheme);
return Ok();
}
authenticationProps = new AuthenticationProperties
{
AllowRefresh = true,
IsPersistent = true
};
}
[HttpGet("Token")]
public async Task<IActionResult> GetToken()
{
var user = await gameboardManager.ReadUser(User);
if (user == null)
{
if (await gameboardManager.CreateUser(User))
{
user = await gameboardManager.ReadUser(User);
}
}
[HttpGet("GuestLogout")]
[AllowAnonymous]
public async Task<IActionResult> GuestLogout()
{
var signoutTask = HttpContext.SignOutAsync(CookieAuthenticationDefaults.AuthenticationScheme);
var userId = User?.UserId();
if (!string.IsNullOrEmpty(userId))
{
connectionManager.UnsubscribeFromBroadcastAndGames(userId);
}
await signoutTask;
return Ok();
}
if (user == null)
{
return Unauthorized();
}
[HttpGet("Token")]
public async Task<IActionResult> GetToken()
{
var user = await gameboardManager.ReadUser(User);
if (user == null)
{
if (await gameboardManager.CreateUser(User))
{
user = await gameboardManager.ReadUser(User);
}
}
var token = tokenCache.GenerateToken(user.Id);
return new JsonResult(new GetTokenResponse(token));
}
if (user == null)
{
return Unauthorized();
}
[HttpGet("GuestToken")]
[AllowAnonymous]
public async Task<IActionResult> GetGuestToken()
{
var user = await gameboardManager.ReadUser(User);
if (user == null)
{
// Create a guest user.
var newUser = Models.User.CreateGuestUser(Guid.NewGuid().ToString());
var success = await gameboardRepository.CreateUser(newUser);
if (!success)
{
return Conflict();
}
var token = tokenCache.GenerateToken(user.Id);
return new JsonResult(new GetTokenResponse(token));
}
var identity = newUser.CreateClaimsIdentity();
await HttpContext.SignInAsync(
CookieAuthenticationDefaults.AuthenticationScheme,
new ClaimsPrincipal(identity),
authenticationProps
);
user = newUser;
}
[HttpGet("GuestToken")]
[AllowAnonymous]
public async Task<IActionResult> GetGuestToken()
{
var user = await gameboardManager.ReadUser(User);
if (user == null)
{
// Create a guest user.
var newUser = Models.User.CreateGuestUser(Guid.NewGuid().ToString());
var success = await gameboardRepository.CreateUser(newUser);
if (!success)
{
return Conflict();
}
var token = tokenCache.GenerateToken(user.Id.ToString());
return this.Ok(new GetGuestTokenResponse(user.Id, user.DisplayName, token));
}
}
var identity = newUser.CreateClaimsIdentity();
await HttpContext.SignInAsync(
CookieAuthenticationDefaults.AuthenticationScheme,
new ClaimsPrincipal(identity),
authenticationProps
);
user = newUser;
}
var token = tokenCache.GenerateToken(user.Id.ToString());
return this.Ok(new GetGuestTokenResponse(user.Id, user.DisplayName, token));
}
}
}

View File

@@ -1,43 +1,50 @@
using Microsoft.AspNetCore.Builder;
using Microsoft.AspNetCore.Http;
using Microsoft.Extensions.Logging;
using System.IO;
using System.Text;
using System.Threading.Tasks;
namespace Gameboard.ShogiUI.Sockets.Extensions
{
public class LogMiddleware
{
private readonly RequestDelegate next;
private readonly ILogger logger;
public class LogMiddleware
{
private readonly RequestDelegate next;
private readonly ILogger logger;
public LogMiddleware(RequestDelegate next, ILoggerFactory factory)
{
this.next = next;
logger = factory.CreateLogger<LogMiddleware>();
}
public async Task Invoke(HttpContext context)
{
try
{
await next(context);
}
finally
{
logger.LogInformation("Request {method} {url} => {statusCode}",
context.Request?.Method,
context.Request?.Path.Value,
context.Response?.StatusCode);
}
}
}
public LogMiddleware(RequestDelegate next, ILoggerFactory factory)
{
this.next = next;
logger = factory.CreateLogger<LogMiddleware>();
}
public static class IApplicationBuilderExtensions
{
public static IApplicationBuilder UseRequestResponseLogging(this IApplicationBuilder builder)
{
builder.UseMiddleware<LogMiddleware>();
return builder;
}
}
public async Task Invoke(HttpContext context)
{
try
{
await next(context);
}
finally
{
using var stream = new MemoryStream();
context.Request?.Body.CopyToAsync(stream);
logger.LogInformation("Request {method} {url} => {statusCode} \n Body: {body}",
context.Request?.Method,
context.Request?.Path.Value,
context.Response?.StatusCode,
Encoding.UTF8.GetString(stream.ToArray()));
}
}
}
public static class IApplicationBuilderExtensions
{
public static IApplicationBuilder UseRequestResponseLogging(this IApplicationBuilder builder)
{
builder.UseMiddleware<LogMiddleware>();
return builder;
}
}
}

View File

@@ -1,5 +1,4 @@
using Gameboard.ShogiUI.Sockets.ServiceModels.Types;
using System;
using System.Text;
using System.Text.RegularExpressions;
@@ -21,7 +20,7 @@ namespace Gameboard.ShogiUI.Sockets.Extensions
WhichPiece.Pawn => self.IsPromoted ? "^P " : " P ",
_ => " ? ",
};
if (self.Owner == WhichPlayer.Player2)
if (self.Owner == WhichPerspective.Player2)
name = Regex.Replace(name, @"([^\s]+)\s", "$1.");
return name;
}

View File

@@ -11,151 +11,152 @@ using System.Threading.Tasks;
namespace Gameboard.ShogiUI.Sockets.Managers
{
public interface ISocketConnectionManager
{
Task BroadcastToAll(IResponse response);
//Task BroadcastToGame(string gameName, IResponse response);
//Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2);
void SubscribeToGame(Session session, string playerName);
void SubscribeToBroadcast(WebSocket socket, string playerName);
void UnsubscribeFromBroadcastAndGames(string playerName);
void UnsubscribeFromGame(string gameName, string playerName);
Task BroadcastToPlayers(IResponse response, params string?[] playerNames);
}
public interface ISocketConnectionManager
{
Task BroadcastToAll(IResponse response);
//Task BroadcastToGame(string gameName, IResponse response);
//Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2);
void SubscribeToGame(Session session, string playerName);
void SubscribeToBroadcast(WebSocket socket, string playerName);
void UnsubscribeFromBroadcastAndGames(string playerName);
void UnsubscribeFromGame(string gameName, string playerName);
Task BroadcastToPlayers(IResponse response, params string?[] playerNames);
}
/// <summary>
/// Retains all active socket connections and provides convenient methods for sending messages to clients.
/// </summary>
public class SocketConnectionManager : ISocketConnectionManager
{
/// <summary>Dictionary key is player name.</summary>
private readonly ConcurrentDictionary<string, WebSocket> connections;
/// <summary>Dictionary key is game name.</summary>
private readonly ConcurrentDictionary<string, Session> sessions;
private readonly ILogger<SocketConnectionManager> logger;
/// <summary>
/// Retains all active socket connections and provides convenient methods for sending messages to clients.
/// </summary>
public class SocketConnectionManager : ISocketConnectionManager
{
/// <summary>Dictionary key is player name.</summary>
private readonly ConcurrentDictionary<string, WebSocket> connections;
/// <summary>Dictionary key is game name.</summary>
private readonly ConcurrentDictionary<string, Session> sessions;
private readonly ILogger<SocketConnectionManager> logger;
public SocketConnectionManager(ILogger<SocketConnectionManager> logger)
{
this.logger = logger;
connections = new ConcurrentDictionary<string, WebSocket>();
sessions = new ConcurrentDictionary<string, Session>();
}
public SocketConnectionManager(ILogger<SocketConnectionManager> logger)
{
this.logger = logger;
connections = new ConcurrentDictionary<string, WebSocket>();
sessions = new ConcurrentDictionary<string, Session>();
}
public void SubscribeToBroadcast(WebSocket socket, string playerName)
{
connections.TryAdd(playerName, socket);
}
public void SubscribeToBroadcast(WebSocket socket, string playerName)
{
connections.TryRemove(playerName, out var _);
connections.TryAdd(playerName, socket);
}
public void UnsubscribeFromBroadcastAndGames(string playerName)
{
connections.TryRemove(playerName, out _);
foreach (var kvp in sessions)
{
var sessionName = kvp.Key;
UnsubscribeFromGame(sessionName, playerName);
}
}
public void UnsubscribeFromBroadcastAndGames(string playerName)
{
connections.TryRemove(playerName, out _);
foreach (var kvp in sessions)
{
var sessionName = kvp.Key;
UnsubscribeFromGame(sessionName, playerName);
}
}
/// <summary>
/// Unsubscribes the player from their current game, then subscribes to the new game.
/// </summary>
public void SubscribeToGame(Session session, string playerName)
{
// Unsubscribe from any other games
foreach (var kvp in sessions)
{
var gameNameKey = kvp.Key;
UnsubscribeFromGame(gameNameKey, playerName);
}
/// <summary>
/// Unsubscribes the player from their current game, then subscribes to the new game.
/// </summary>
public void SubscribeToGame(Session session, string playerName)
{
// Unsubscribe from any other games
foreach (var kvp in sessions)
{
var gameNameKey = kvp.Key;
UnsubscribeFromGame(gameNameKey, playerName);
}
// Subscribe
if (connections.TryGetValue(playerName, out var socket))
{
var s = sessions.GetOrAdd(session.Name, session);
s.Subscriptions.TryAdd(playerName, socket);
}
}
// Subscribe
if (connections.TryGetValue(playerName, out var socket))
{
var s = sessions.GetOrAdd(session.Name, session);
s.Subscriptions.TryAdd(playerName, socket);
}
}
public void UnsubscribeFromGame(string gameName, string playerName)
{
if (sessions.TryGetValue(gameName, out var s))
{
s.Subscriptions.TryRemove(playerName, out _);
if (s.Subscriptions.IsEmpty) sessions.TryRemove(gameName, out _);
}
}
public void UnsubscribeFromGame(string gameName, string playerName)
{
if (sessions.TryGetValue(gameName, out var s))
{
s.Subscriptions.TryRemove(playerName, out _);
if (s.Subscriptions.IsEmpty) sessions.TryRemove(gameName, out _);
}
}
public async Task BroadcastToPlayers(IResponse response, params string?[] playerNames)
{
var tasks = new List<Task>(playerNames.Length);
foreach (var name in playerNames)
{
if (!string.IsNullOrEmpty(name) && connections.TryGetValue(name, out var socket))
{
var serialized = JsonConvert.SerializeObject(response);
logger.LogInformation("Response to {0} \n{1}\n", name, serialized);
tasks.Add(socket.SendTextAsync(serialized));
}
}
await Task.WhenAll(tasks);
}
public Task BroadcastToAll(IResponse response)
{
var message = JsonConvert.SerializeObject(response);
logger.LogInformation($"Broadcasting\n{0}", message);
var tasks = new List<Task>(connections.Count);
foreach (var kvp in connections)
{
var socket = kvp.Value;
try
{
public async Task BroadcastToPlayers(IResponse response, params string?[] playerNames)
{
var tasks = new List<Task>(playerNames.Length);
foreach (var name in playerNames)
{
if (!string.IsNullOrEmpty(name) && connections.TryGetValue(name, out var socket))
{
var serialized = JsonConvert.SerializeObject(response);
logger.LogInformation("Response to {0} \n{1}\n", name, serialized);
tasks.Add(socket.SendTextAsync(serialized));
}
}
await Task.WhenAll(tasks);
}
public Task BroadcastToAll(IResponse response)
{
var message = JsonConvert.SerializeObject(response);
logger.LogInformation($"Broadcasting\n{0}", message);
var tasks = new List<Task>(connections.Count);
foreach (var kvp in connections)
{
var socket = kvp.Value;
try
{
tasks.Add(socket.SendTextAsync(message));
}
catch (WebSocketException webSocketException)
{
logger.LogInformation("Tried sending a message to socket connection for user [{user}], but found the connection has closed.", kvp.Key);
UnsubscribeFromBroadcastAndGames(kvp.Key);
}
catch (Exception exception)
{
logger.LogInformation("Tried sending a message to socket connection for user [{user}], but found the connection has closed.", kvp.Key);
UnsubscribeFromBroadcastAndGames(kvp.Key);
}
}
try
{
var task = Task.WhenAll(tasks);
return task;
}
catch (Exception e)
{
Console.WriteLine("Yo");
}
return Task.FromResult(0);
}
tasks.Add(socket.SendTextAsync(message));
}
catch (WebSocketException webSocketException)
{
logger.LogInformation("Tried sending a message to socket connection for user [{user}], but found the connection has closed.", kvp.Key);
UnsubscribeFromBroadcastAndGames(kvp.Key);
}
catch (Exception exception)
{
logger.LogInformation("Tried sending a message to socket connection for user [{user}], but found the connection has closed.", kvp.Key);
UnsubscribeFromBroadcastAndGames(kvp.Key);
}
}
try
{
var task = Task.WhenAll(tasks);
return task;
}
catch (Exception e)
{
Console.WriteLine("Yo");
}
return Task.FromResult(0);
}
//public Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2)
//{
// if (sessions.TryGetValue(gameName, out var session))
// {
// var serialized1 = JsonConvert.SerializeObject(forPlayer1);
// var serialized2 = JsonConvert.SerializeObject(forPlayer2);
// return Task.WhenAll(
// session.SendToPlayer1(serialized1),
// session.SendToPlayer2(serialized2));
// }
// return Task.CompletedTask;
//}
//public Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2)
//{
// if (sessions.TryGetValue(gameName, out var session))
// {
// var serialized1 = JsonConvert.SerializeObject(forPlayer1);
// var serialized2 = JsonConvert.SerializeObject(forPlayer2);
// return Task.WhenAll(
// session.SendToPlayer1(serialized1),
// session.SendToPlayer2(serialized2));
// }
// return Task.CompletedTask;
//}
//public Task BroadcastToGame(string gameName, IResponse messageForAllPlayers)
//{
// if (sessions.TryGetValue(gameName, out var session))
// {
// var serialized = JsonConvert.SerializeObject(messageForAllPlayers);
// return session.Broadcast(serialized);
// }
// return Task.CompletedTask;
//}
}
//public Task BroadcastToGame(string gameName, IResponse messageForAllPlayers)
//{
// if (sessions.TryGetValue(gameName, out var session))
// {
// var serialized = JsonConvert.SerializeObject(messageForAllPlayers);
// return session.Broadcast(serialized);
// }
// return Task.CompletedTask;
//}
}
}

View File

@@ -8,11 +8,11 @@ namespace Gameboard.ShogiUI.Sockets.Models
public class Piece : IPlanarElement
{
public WhichPiece WhichPiece { get; }
public WhichPlayer Owner { get; private set; }
public WhichPerspective Owner { get; private set; }
public bool IsPromoted { get; private set; }
public bool IsUpsideDown => Owner == WhichPlayer.Player2;
public bool IsUpsideDown => Owner == WhichPerspective.Player2;
public Piece(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
public Piece(WhichPiece piece, WhichPerspective owner, bool isPromoted = false)
{
WhichPiece = piece;
Owner = owner;
@@ -28,9 +28,9 @@ namespace Gameboard.ShogiUI.Sockets.Models
public void ToggleOwnership()
{
Owner = Owner == WhichPlayer.Player1
? WhichPlayer.Player2
: WhichPlayer.Player1;
Owner = Owner == WhichPerspective.Player1
? WhichPerspective.Player2
: WhichPerspective.Player1;
}
public void Promote() => IsPromoted = CanPromote;

View File

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

View File

@@ -1,51 +1,37 @@
namespace Gameboard.ShogiUI.Sockets.Models
{
/// <summary>
/// A representation of a Session without the board and game-rules.
/// </summary>
public class SessionMetadata
{
public string Name { get; }
public User Player1 { get; }
public User? Player2 { get; private set; }
public bool IsPrivate { get; }
/// <summary>
/// A representation of a Session without the board and game-rules.
/// </summary>
public class SessionMetadata
{
public string Name { get; }
public User Player1 { get; }
public User? Player2 { get; private set; }
public bool IsPrivate { get; }
public SessionMetadata(string name, bool isPrivate, User player1, User? player2 = null)
{
Name = name;
IsPrivate = isPrivate;
Player1 = player1;
Player2 = player2;
}
public SessionMetadata(Session sessionModel)
{
Name = sessionModel.Name;
IsPrivate = sessionModel.IsPrivate;
Player1 = sessionModel.Player1;
Player2 = sessionModel.Player2;
}
public SessionMetadata(string name, bool isPrivate, User player1, User? player2 = null)
{
Name = name;
IsPrivate = isPrivate;
Player1 = player1;
Player2 = player2;
}
public SessionMetadata(Session sessionModel)
{
Name = sessionModel.Name;
IsPrivate = sessionModel.IsPrivate;
Player1 = sessionModel.Player1;
Player2 = sessionModel.Player2;
}
public void SetPlayer2(User user)
{
Player2 = user;
}
public void SetPlayer2(User user)
{
Player2 = user;
}
public bool IsSeated(User user) => user.Id == Player1.Id || user.Id == Player2?.Id;
public bool IsSeated(User user) => user.Id == Player1.Id || user.Id == Player2?.Id;
public ServiceModels.Types.Game ToServiceModel(User? user = null)
{
// TODO: Find a better way for the UI to know whether or not they are seated at a given game than client-side ID matching.
var player1 = Player1.DisplayName;
var player2 = Player2?.DisplayName;
if (user != null)
{
if (user.Id == Player1.Id) player1 = Player1.Id;
if (Player2 != null && user.Id == Player2.Id)
{
player2 = Player2.DisplayName;
}
}
return new(Name, player1, player2);
}
}
public ServiceModels.Types.Game ToServiceModel() => new(Name, Player1.DisplayName, Player2?.DisplayName);
}
}

View File

@@ -8,451 +8,456 @@ using System.Numerics;
namespace Gameboard.ShogiUI.Sockets.Models
{
/// <summary>
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
/// The board is always from Player1's perspective.
/// [0,0] is the lower-left position, [8,8] is the higher-right position
/// </summary>
public class Shogi
{
private delegate void MoveSetCallback(Piece piece, Vector2 position);
private readonly PathFinder2D<Piece> pathFinder;
private Shogi? validationBoard;
private Vector2 player1King;
private Vector2 player2King;
private List<Piece> Hand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
public List<Piece> Player1Hand { get; }
public List<Piece> Player2Hand { get; }
public CoordsToNotationCollection Board { get; } //TODO: Hide this being a getter method
public List<Move> MoveHistory { get; }
public WhichPlayer WhoseTurn => MoveHistory.Count % 2 == 0 ? WhichPlayer.Player1 : WhichPlayer.Player2;
public WhichPlayer? InCheck { get; private set; }
public bool IsCheckmate { get; private set; }
/// <summary>
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
/// The board is always from Player1's perspective.
/// [0,0] is the lower-left position, [8,8] is the higher-right position
/// </summary>
public class Shogi
{
private delegate void MoveSetCallback(Piece piece, Vector2 position);
private readonly PathFinder2D<Piece> pathFinder;
private Shogi? validationBoard;
private Vector2 player1King;
private Vector2 player2King;
private List<Piece> Hand => WhoseTurn == WhichPerspective.Player1 ? Player1Hand : Player2Hand;
public List<Piece> Player1Hand { get; }
public List<Piece> Player2Hand { get; }
public CoordsToNotationCollection Board { get; } //TODO: Hide this being a getter method
public List<Move> MoveHistory { get; }
public WhichPerspective WhoseTurn => MoveHistory.Count % 2 == 0 ? WhichPerspective.Player1 : WhichPerspective.Player2;
public WhichPerspective? InCheck { get; private set; }
public bool IsCheckmate { get; private set; }
public string Error { get; private set; }
public string Error { get; private set; }
public Shogi()
{
Board = new CoordsToNotationCollection();
MoveHistory = new List<Move>(20);
Player1Hand = new List<Piece>();
Player2Hand = new List<Piece>();
pathFinder = new PathFinder2D<Piece>(Board, 9, 9);
player1King = new Vector2(4, 0);
player2King = new Vector2(4, 8);
Error = string.Empty;
public Shogi()
{
Board = new CoordsToNotationCollection();
MoveHistory = new List<Move>(20);
Player1Hand = new List<Piece>();
Player2Hand = new List<Piece>();
pathFinder = new PathFinder2D<Piece>(Board, 9, 9);
player1King = new Vector2(4, 0);
player2King = new Vector2(4, 8);
Error = string.Empty;
InitializeBoardState();
}
InitializeBoardState();
}
public Shogi(IList<Move> moves) : this()
{
for (var i = 0; i < moves.Count; i++)
{
if (!Move(moves[i]))
{
// Todo: Add some smarts to know why a move was invalid. In check? Piece not found? etc.
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}. {Error}");
}
}
}
public Shogi(IList<Move> moves) : this()
{
for (var i = 0; i < moves.Count; i++)
{
if (!Move(moves[i]))
{
// Todo: Add some smarts to know why a move was invalid. In check? Piece not found? etc.
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}. {Error}");
}
}
}
private Shogi(Shogi toCopy)
{
Board = new CoordsToNotationCollection();
foreach (var kvp in toCopy.Board)
{
Board[kvp.Key] = kvp.Value == null ? null : new Piece(kvp.Value);
}
private Shogi(Shogi toCopy)
{
Board = new CoordsToNotationCollection();
foreach (var kvp in toCopy.Board)
{
Board[kvp.Key] = kvp.Value == null ? null : new Piece(kvp.Value);
}
pathFinder = new PathFinder2D<Piece>(Board, 9, 9);
MoveHistory = new List<Move>(toCopy.MoveHistory);
Player1Hand = new List<Piece>(toCopy.Player1Hand);
Player2Hand = new List<Piece>(toCopy.Player2Hand);
player1King = toCopy.player1King;
player2King = toCopy.player2King;
Error = toCopy.Error;
}
pathFinder = new PathFinder2D<Piece>(Board, 9, 9);
MoveHistory = new List<Move>(toCopy.MoveHistory);
Player1Hand = new List<Piece>(toCopy.Player1Hand);
Player2Hand = new List<Piece>(toCopy.Player2Hand);
player1King = toCopy.player1King;
player2King = toCopy.player2King;
Error = toCopy.Error;
}
public bool Move(Move move)
{
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
var moveSuccess = TryMove(move);
public bool Move(Move move)
{
var otherPlayer = WhoseTurn == WhichPerspective.Player1 ? WhichPerspective.Player2 : WhichPerspective.Player1;
var moveSuccess = TryMove(move);
if (!moveSuccess)
{
return false;
}
if (!moveSuccess)
{
return false;
}
// Evaluate check
if (EvaluateCheckAfterMove(move, otherPlayer))
{
InCheck = otherPlayer;
IsCheckmate = EvaluateCheckmate();
}
return true;
}
/// <summary>
/// Attempts a given move. Returns false if the move is illegal.
/// </summary>
private bool TryMove(Move move)
{
// Try making the move in a "throw away" board.
if (validationBoard == null)
{
validationBoard = new Shogi(this);
}
// Evaluate check
if (EvaluateCheckAfterMove(move, otherPlayer))
{
InCheck = otherPlayer;
IsCheckmate = EvaluateCheckmate();
}
else
{
InCheck = null;
}
return true;
}
/// <summary>
/// Attempts a given move. Returns false if the move is illegal.
/// </summary>
private bool TryMove(Move move)
{
// Try making the move in a "throw away" board.
if (validationBoard == null)
{
validationBoard = new Shogi(this);
}
var isValid = move.PieceFromHand.HasValue
? validationBoard.PlaceFromHand(move)
: validationBoard.PlaceFromBoard(move);
if (!isValid)
{
// Surface the error description.
Error = validationBoard.Error;
// Invalidate the "throw away" board.
validationBoard = null;
return false;
}
// If already in check, assert the move that resulted in check no longer results in check.
if (InCheck == WhoseTurn)
{
if (validationBoard.EvaluateCheckAfterMove(MoveHistory[^1], WhoseTurn))
{
// Sneakily using this.WhoseTurn instead of validationBoard.WhoseTurn;
return false;
}
}
var isValid = move.PieceFromHand.HasValue
? validationBoard.PlaceFromHand(move)
: validationBoard.PlaceFromBoard(move);
if (!isValid)
{
// Surface the error description.
Error = validationBoard.Error;
// Invalidate the "throw away" board.
validationBoard = null;
return false;
}
// If already in check, assert the move that resulted in check no longer results in check.
if (InCheck == WhoseTurn)
{
if (validationBoard.EvaluateCheckAfterMove(MoveHistory[^1], WhoseTurn))
{
// Sneakily using this.WhoseTurn instead of validationBoard.WhoseTurn;
return false;
}
}
// The move is valid and legal; update board state.
if (move.PieceFromHand.HasValue) PlaceFromHand(move);
else PlaceFromBoard(move);
return true;
}
/// <returns>True if the move was successful.</returns>
private bool PlaceFromHand(Move move)
{
var index = Hand.FindIndex(p => p.WhichPiece == move.PieceFromHand);
if (index < 0)
{
Error = $"{move.PieceFromHand} does not exist in the hand.";
return false;
}
if (Board[move.To] != null)
{
Error = $"Illegal move - attempting to capture while playing a piece from the hand.";
return false;
}
// The move is valid and legal; update board state.
if (move.PieceFromHand.HasValue) PlaceFromHand(move);
else PlaceFromBoard(move);
return true;
}
/// <returns>True if the move was successful.</returns>
private bool PlaceFromHand(Move move)
{
var index = Hand.FindIndex(p => p.WhichPiece == move.PieceFromHand);
if (index < 0)
{
Error = $"{move.PieceFromHand} does not exist in the hand.";
return false;
}
if (Board[move.To] != null)
{
Error = $"Illegal move - attempting to capture while playing a piece from the hand.";
return false;
}
switch (move.PieceFromHand!.Value)
{
case WhichPiece.Knight:
{
// Knight cannot be placed onto the farthest two ranks from the hand.
if ((WhoseTurn == WhichPlayer.Player1 && move.To.Y > 6)
|| (WhoseTurn == WhichPlayer.Player2 && move.To.Y < 2))
{
Error = $"Knight has no valid moves after placed.";
return false;
}
break;
}
case WhichPiece.Lance:
case WhichPiece.Pawn:
{
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
if ((WhoseTurn == WhichPlayer.Player1 && move.To.Y == 8)
|| (WhoseTurn == WhichPlayer.Player2 && move.To.Y == 0))
{
Error = $"{move.PieceFromHand} has no valid moves after placed.";
return false;
}
break;
}
}
switch (move.PieceFromHand!.Value)
{
case WhichPiece.Knight:
{
// Knight cannot be placed onto the farthest two ranks from the hand.
if ((WhoseTurn == WhichPerspective.Player1 && move.To.Y > 6)
|| (WhoseTurn == WhichPerspective.Player2 && move.To.Y < 2))
{
Error = $"Knight has no valid moves after placed.";
return false;
}
break;
}
case WhichPiece.Lance:
case WhichPiece.Pawn:
{
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
if ((WhoseTurn == WhichPerspective.Player1 && move.To.Y == 8)
|| (WhoseTurn == WhichPerspective.Player2 && move.To.Y == 0))
{
Error = $"{move.PieceFromHand} has no valid moves after placed.";
return false;
}
break;
}
}
// Mutate the board.
Board[move.To] = Hand[index];
Hand.RemoveAt(index);
// Mutate the board.
Board[move.To] = Hand[index];
Hand.RemoveAt(index);
MoveHistory.Add(move);
return true;
}
/// <returns>True if the move was successful.</returns>
private bool PlaceFromBoard(Move move)
{
var fromPiece = Board[move.From!.Value];
if (fromPiece == null)
{
Error = $"No piece exists at {nameof(move)}.{nameof(move.From)}.";
return false; // Invalid move
}
if (fromPiece.Owner != WhoseTurn)
{
Error = "Not allowed to move the opponents piece";
return false; // Invalid move; cannot move other players pieces.
}
if (IsPathable(move.From.Value, move.To) == false)
{
Error = $"Illegal move for {fromPiece.WhichPiece}. {nameof(move)}.{nameof(move.To)} is not part of the move-set.";
return false; // Invalid move; move not part of move-set.
}
return true;
}
/// <returns>True if the move was successful.</returns>
private bool PlaceFromBoard(Move move)
{
var fromPiece = Board[move.From!.Value];
if (fromPiece == null)
{
Error = $"No piece exists at {nameof(move)}.{nameof(move.From)}.";
return false; // Invalid move
}
if (fromPiece.Owner != WhoseTurn)
{
Error = "Not allowed to move the opponents piece";
return false; // Invalid move; cannot move other players pieces.
}
if (IsPathable(move.From.Value, move.To) == false)
{
Error = $"Illegal move for {fromPiece.WhichPiece}. {nameof(move)}.{nameof(move.To)} is not part of the move-set.";
return false; // Invalid move; move not part of move-set.
}
var captured = Board[move.To];
if (captured != null)
{
if (captured.Owner == WhoseTurn) return false; // Invalid move; cannot capture your own piece.
captured.Capture();
Hand.Add(captured);
}
var captured = Board[move.To];
if (captured != null)
{
if (captured.Owner == WhoseTurn) return false; // Invalid move; cannot capture your own piece.
captured.Capture();
Hand.Add(captured);
}
//Mutate the board.
if (move.IsPromotion)
{
if (WhoseTurn == WhichPlayer.Player1 && (move.To.Y > 5 || move.From.Value.Y > 5))
{
fromPiece.Promote();
}
else if (WhoseTurn == WhichPlayer.Player2 && (move.To.Y < 3 || move.From.Value.Y < 3))
{
fromPiece.Promote();
}
}
Board[move.To] = fromPiece;
Board[move.From!.Value] = null;
if (fromPiece.WhichPiece == WhichPiece.King)
{
if (fromPiece.Owner == WhichPlayer.Player1)
{
player1King.X = move.To.X;
player1King.Y = move.To.Y;
}
else if (fromPiece.Owner == WhichPlayer.Player2)
{
player2King.X = move.To.X;
player2King.Y = move.To.Y;
}
}
MoveHistory.Add(move);
return true;
}
//Mutate the board.
if (move.IsPromotion)
{
if (WhoseTurn == WhichPerspective.Player1 && (move.To.Y > 5 || move.From.Value.Y > 5))
{
fromPiece.Promote();
}
else if (WhoseTurn == WhichPerspective.Player2 && (move.To.Y < 3 || move.From.Value.Y < 3))
{
fromPiece.Promote();
}
}
Board[move.To] = fromPiece;
Board[move.From!.Value] = null;
if (fromPiece.WhichPiece == WhichPiece.King)
{
if (fromPiece.Owner == WhichPerspective.Player1)
{
player1King.X = move.To.X;
player1King.Y = move.To.Y;
}
else if (fromPiece.Owner == WhichPerspective.Player2)
{
player2King.X = move.To.X;
player2King.Y = move.To.Y;
}
}
MoveHistory.Add(move);
return true;
}
private bool IsPathable(Vector2 from, Vector2 to)
{
var piece = Board[from];
if (piece == null) return false;
private bool IsPathable(Vector2 from, Vector2 to)
{
var piece = Board[from];
if (piece == null) return false;
var isObstructed = false;
var isPathable = pathFinder.PathTo(from, to, (other, position) =>
{
if (other.Owner == piece.Owner) isObstructed = true;
});
return !isObstructed && isPathable;
}
var isObstructed = false;
var isPathable = pathFinder.PathTo(from, to, (other, position) =>
{
if (other.Owner == piece.Owner) isObstructed = true;
});
return !isObstructed && isPathable;
}
#region Rules Validation
private bool EvaluateCheckAfterMove(Move move, WhichPlayer whichPlayer)
{
if (whichPlayer == InCheck) return true; // If we already know the player is in check, don't bother.
#region Rules Validation
private bool EvaluateCheckAfterMove(Move move, WhichPerspective WhichPerspective)
{
if (WhichPerspective == InCheck) return true; // If we already know the player is in check, don't bother.
var isCheck = false;
var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1King : player2King;
var isCheck = false;
var kingPosition = WhichPerspective == WhichPerspective.Player1 ? player1King : player2King;
// Check if the move put the king in check.
if (pathFinder.PathTo(move.To, kingPosition)) return true;
// Check if the move put the king in check.
if (pathFinder.PathTo(move.To, kingPosition)) return true;
if (move.From.HasValue)
{
// Get line equation from king through the now-unoccupied location.
var direction = Vector2.Subtract(kingPosition, move.From!.Value);
var slope = Math.Abs(direction.Y / direction.X);
// If absolute slope is 45°, look for a bishop along the line.
// If absolute slope is 0° or 90°, look for a rook along the line.
// if absolute slope is 0°, look for lance along the line.
if (float.IsInfinity(slope))
{
// if slope of the move is also infinity...can skip this?
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
{
if (piece.Owner != whichPlayer)
{
switch (piece.WhichPiece)
{
case WhichPiece.Rook:
isCheck = true;
break;
case WhichPiece.Lance:
if (!piece.IsPromoted) isCheck = true;
break;
}
}
});
}
else if (slope == 1)
{
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
{
if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Bishop)
{
isCheck = true;
}
});
}
else if (slope == 0)
{
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
{
if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Rook)
{
isCheck = true;
}
});
}
}
else
{
// TODO: Check for illegal move from hand. It is illegal to place from the hand such that you check-mate your opponent.
// Go read the shogi rules to be sure this is true.
}
if (move.From.HasValue)
{
// Get line equation from king through the now-unoccupied location.
var direction = Vector2.Subtract(kingPosition, move.From!.Value);
var slope = Math.Abs(direction.Y / direction.X);
// If absolute slope is 45°, look for a bishop along the line.
// If absolute slope is 0° or 90°, look for a rook along the line.
// if absolute slope is 0°, look for lance along the line.
if (float.IsInfinity(slope))
{
// if slope of the move is also infinity...can skip this?
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
{
if (piece.Owner != WhichPerspective)
{
switch (piece.WhichPiece)
{
case WhichPiece.Rook:
isCheck = true;
break;
case WhichPiece.Lance:
if (!piece.IsPromoted) isCheck = true;
break;
}
}
});
}
else if (slope == 1)
{
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
{
if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Bishop)
{
isCheck = true;
}
});
}
else if (slope == 0)
{
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
{
if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Rook)
{
isCheck = true;
}
});
}
}
else
{
// TODO: Check for illegal move from hand. It is illegal to place from the hand such that you check-mate your opponent.
// Go read the shogi rules to be sure this is true.
}
return isCheck;
}
private bool EvaluateCheckmate()
{
if (!InCheck.HasValue) return false;
return isCheck;
}
private bool EvaluateCheckmate()
{
if (!InCheck.HasValue) return false;
// Assume true and try to disprove.
var isCheckmate = true;
Board.ForEachNotNull((piece, from) => // For each piece...
{
// Short circuit
if (!isCheckmate) return;
// Assume true and try to disprove.
var isCheckmate = true;
Board.ForEachNotNull((piece, from) => // For each piece...
{
// Short circuit
if (!isCheckmate) return;
if (piece.Owner == InCheck) // ...owned by the player in check...
{
// ...evaluate if any move gets the player out of check.
pathFinder.PathEvery(from, (other, position) =>
{
if (validationBoard == null) validationBoard = new Shogi(this);
var moveToTry = new Move(from, position);
var moveSuccess = validationBoard.TryMove(moveToTry);
if (moveSuccess)
{
validationBoard = null;
if (!EvaluateCheckAfterMove(moveToTry, InCheck.Value))
{
isCheckmate = false;
}
}
});
}
});
return isCheckmate;
}
#endregion
if (piece.Owner == InCheck) // ...owned by the player in check...
{
// ...evaluate if any move gets the player out of check.
pathFinder.PathEvery(from, (other, position) =>
{
if (validationBoard == null) validationBoard = new Shogi(this);
var moveToTry = new Move(from, position);
var moveSuccess = validationBoard.TryMove(moveToTry);
if (moveSuccess)
{
validationBoard = null;
if (!EvaluateCheckAfterMove(moveToTry, InCheck.Value))
{
isCheckmate = false;
}
}
});
}
});
return isCheckmate;
}
#endregion
private void InitializeBoardState()
{
Board["A1"] = new Piece(WhichPiece.Lance, WhichPlayer.Player1);
Board["B1"] = new Piece(WhichPiece.Knight, WhichPlayer.Player1);
Board["C1"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player1);
Board["D1"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player1);
Board["E1"] = new Piece(WhichPiece.King, WhichPlayer.Player1);
Board["F1"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player1);
Board["G1"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player1);
Board["H1"] = new Piece(WhichPiece.Knight, WhichPlayer.Player1);
Board["I1"] = new Piece(WhichPiece.Lance, WhichPlayer.Player1);
private void InitializeBoardState()
{
Board["A1"] = new Piece(WhichPiece.Lance, WhichPerspective.Player1);
Board["B1"] = new Piece(WhichPiece.Knight, WhichPerspective.Player1);
Board["C1"] = new Piece(WhichPiece.SilverGeneral, WhichPerspective.Player1);
Board["D1"] = new Piece(WhichPiece.GoldGeneral, WhichPerspective.Player1);
Board["E1"] = new Piece(WhichPiece.King, WhichPerspective.Player1);
Board["F1"] = new Piece(WhichPiece.GoldGeneral, WhichPerspective.Player1);
Board["G1"] = new Piece(WhichPiece.SilverGeneral, WhichPerspective.Player1);
Board["H1"] = new Piece(WhichPiece.Knight, WhichPerspective.Player1);
Board["I1"] = new Piece(WhichPiece.Lance, WhichPerspective.Player1);
Board["A2"] = null;
Board["B2"] = new Piece(WhichPiece.Bishop, WhichPlayer.Player1);
Board["C2"] = null;
Board["D2"] = null;
Board["E2"] = null;
Board["F2"] = null;
Board["G2"] = null;
Board["H2"] = new Piece(WhichPiece.Rook, WhichPlayer.Player1);
Board["I2"] = null;
Board["A2"] = null;
Board["B2"] = new Piece(WhichPiece.Bishop, WhichPerspective.Player1);
Board["C2"] = null;
Board["D2"] = null;
Board["E2"] = null;
Board["F2"] = null;
Board["G2"] = null;
Board["H2"] = new Piece(WhichPiece.Rook, WhichPerspective.Player1);
Board["I2"] = null;
Board["A3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
Board["B3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
Board["C3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
Board["D3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
Board["E3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
Board["F3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
Board["G3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
Board["H3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
Board["I3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
Board["A3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
Board["B3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
Board["C3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
Board["D3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
Board["E3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
Board["F3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
Board["G3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
Board["H3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
Board["I3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
Board["A4"] = null;
Board["B4"] = null;
Board["C4"] = null;
Board["D4"] = null;
Board["E4"] = null;
Board["F4"] = null;
Board["G4"] = null;
Board["H4"] = null;
Board["I4"] = null;
Board["A4"] = null;
Board["B4"] = null;
Board["C4"] = null;
Board["D4"] = null;
Board["E4"] = null;
Board["F4"] = null;
Board["G4"] = null;
Board["H4"] = null;
Board["I4"] = null;
Board["A5"] = null;
Board["B5"] = null;
Board["C5"] = null;
Board["D5"] = null;
Board["E5"] = null;
Board["F5"] = null;
Board["G5"] = null;
Board["H5"] = null;
Board["I5"] = null;
Board["A5"] = null;
Board["B5"] = null;
Board["C5"] = null;
Board["D5"] = null;
Board["E5"] = null;
Board["F5"] = null;
Board["G5"] = null;
Board["H5"] = null;
Board["I5"] = null;
Board["A6"] = null;
Board["B6"] = null;
Board["C6"] = null;
Board["D6"] = null;
Board["E6"] = null;
Board["F6"] = null;
Board["G6"] = null;
Board["H6"] = null;
Board["I6"] = null;
Board["A6"] = null;
Board["B6"] = null;
Board["C6"] = null;
Board["D6"] = null;
Board["E6"] = null;
Board["F6"] = null;
Board["G6"] = null;
Board["H6"] = null;
Board["I6"] = null;
Board["A7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
Board["B7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
Board["C7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
Board["D7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
Board["E7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
Board["F7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
Board["G7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
Board["H7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
Board["I7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
Board["A7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
Board["B7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
Board["C7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
Board["D7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
Board["E7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
Board["F7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
Board["G7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
Board["H7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
Board["I7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
Board["A8"] = null;
Board["B8"] = new Piece(WhichPiece.Rook, WhichPlayer.Player2);
Board["C8"] = null;
Board["D8"] = null;
Board["E8"] = null;
Board["F8"] = null;
Board["G8"] = null;
Board["H8"] = new Piece(WhichPiece.Bishop, WhichPlayer.Player2);
Board["I8"] = null;
Board["A8"] = null;
Board["B8"] = new Piece(WhichPiece.Rook, WhichPerspective.Player2);
Board["C8"] = null;
Board["D8"] = null;
Board["E8"] = null;
Board["F8"] = null;
Board["G8"] = null;
Board["H8"] = new Piece(WhichPiece.Bishop, WhichPerspective.Player2);
Board["I8"] = null;
Board["A9"] = new Piece(WhichPiece.Lance, WhichPlayer.Player2);
Board["B9"] = new Piece(WhichPiece.Knight, WhichPlayer.Player2);
Board["C9"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player2);
Board["D9"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player2);
Board["E9"] = new Piece(WhichPiece.King, WhichPlayer.Player2);
Board["F9"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player2);
Board["G9"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player2);
Board["H9"] = new Piece(WhichPiece.Knight, WhichPlayer.Player2);
Board["I9"] = new Piece(WhichPiece.Lance, WhichPlayer.Player2);
}
Board["A9"] = new Piece(WhichPiece.Lance, WhichPerspective.Player2);
Board["B9"] = new Piece(WhichPiece.Knight, WhichPerspective.Player2);
Board["C9"] = new Piece(WhichPiece.SilverGeneral, WhichPerspective.Player2);
Board["D9"] = new Piece(WhichPiece.GoldGeneral, WhichPerspective.Player2);
Board["E9"] = new Piece(WhichPiece.King, WhichPerspective.Player2);
Board["F9"] = new Piece(WhichPiece.GoldGeneral, WhichPerspective.Player2);
Board["G9"] = new Piece(WhichPiece.SilverGeneral, WhichPerspective.Player2);
Board["H9"] = new Piece(WhichPiece.Knight, WhichPerspective.Player2);
Board["I9"] = new Piece(WhichPiece.Lance, WhichPerspective.Player2);
}
public BoardState ToServiceModel()
{
return new BoardState
{
Board = Board.ToDictionary(kvp => kvp.Key, kvp => kvp.Value?.ToServiceModel()),
PlayerInCheck = InCheck,
WhoseTurn = WhoseTurn,
Player1Hand = Player1Hand.Select(_ => _.ToServiceModel()).ToList(),
Player2Hand = Player2Hand.Select(_ => _.ToServiceModel()).ToList()
};
}
}
public BoardState ToServiceModel()
{
return new BoardState
{
Board = Board.ToDictionary(kvp => kvp.Key, kvp => kvp.Value?.ToServiceModel()),
PlayerInCheck = InCheck,
WhoseTurn = WhoseTurn,
Player1Hand = Player1Hand.Select(_ => _.ToServiceModel()).ToList(),
Player2Hand = Player2Hand.Select(_ => _.ToServiceModel()).ToList()
};
}
}
}

View File

@@ -8,72 +8,78 @@ using System.Security.Claims;
namespace Gameboard.ShogiUI.Sockets.Models
{
public class User
{
public static readonly ReadOnlyCollection<string> Adjectives = new(new[] {
"Fortuitous", "Retractable", "Happy", "Habbitable", "Creative", "Fluffy", "Impervious", "Kingly"
});
public static readonly ReadOnlyCollection<string> Subjects = new(new[] {
"Hippo", "Basil", "Mouse", "Walnut", "Prince", "Lima Bean", "Coala", "Potato"
});
public static User CreateMsalUser(string id) => new(id, id, WhichLoginPlatform.Microsoft);
public static User CreateGuestUser(string id)
{
var random = new Random();
// Adjective
var index = (int)Math.Floor(random.NextDouble() * Adjectives.Count);
var adj = Adjectives[index];
// Subject
index = (int)Math.Floor(random.NextDouble() * Subjects.Count);
var subj = Subjects[index];
public class User
{
public static readonly ReadOnlyCollection<string> Adjectives = new(new[] {
"Fortuitous", "Retractable", "Happy", "Habbitable", "Creative", "Fluffy", "Impervious", "Kingly"
});
public static readonly ReadOnlyCollection<string> Subjects = new(new[] {
"Hippo", "Basil", "Mouse", "Walnut", "Prince", "Lima Bean", "Coala", "Potato", "Penguin"
});
public static User CreateMsalUser(string id) => new(id, id, WhichLoginPlatform.Microsoft);
public static User CreateGuestUser(string id)
{
var random = new Random();
// Adjective
var index = (int)Math.Floor(random.NextDouble() * Adjectives.Count);
var adj = Adjectives[index];
// Subject
index = (int)Math.Floor(random.NextDouble() * Subjects.Count);
var subj = Subjects[index];
return new User(id, $"{adj} {subj}", WhichLoginPlatform.Guest);
}
return new User(id, $"{adj} {subj}", WhichLoginPlatform.Guest);
}
public string Id { get; }
public string DisplayName { get; }
public string Id { get; }
public string DisplayName { get; }
public WhichLoginPlatform LoginPlatform { get; }
public WhichLoginPlatform LoginPlatform { get; }
public bool IsGuest => LoginPlatform == WhichLoginPlatform.Guest;
public bool IsGuest => LoginPlatform == WhichLoginPlatform.Guest;
public User(string id, string displayName, WhichLoginPlatform platform)
{
Id = id;
DisplayName = displayName;
LoginPlatform = platform;
}
public User(string id, string displayName, WhichLoginPlatform platform)
{
Id = id;
DisplayName = displayName;
LoginPlatform = platform;
}
public User(UserDocument document)
{
Id = document.Id;
DisplayName = document.DisplayName;
LoginPlatform = document.Platform;
}
public User(UserDocument document)
{
Id = document.Id;
DisplayName = document.DisplayName;
LoginPlatform = document.Platform;
}
public ClaimsIdentity CreateClaimsIdentity()
{
if (LoginPlatform == WhichLoginPlatform.Guest)
{
var claims = new List<Claim>(4)
{
new Claim(ClaimTypes.NameIdentifier, Id),
new Claim(ClaimTypes.Name, DisplayName),
new Claim(ClaimTypes.Role, "Guest"),
new Claim(ClaimTypes.Role, "Shogi") // The Shogi role grants access to api controllers.
public ClaimsIdentity CreateClaimsIdentity()
{
if (LoginPlatform == WhichLoginPlatform.Guest)
{
var claims = new List<Claim>(4)
{
new Claim(ClaimTypes.NameIdentifier, Id),
new Claim(ClaimTypes.Name, DisplayName),
new Claim(ClaimTypes.Role, "Guest"),
new Claim(ClaimTypes.Role, "Shogi") // The Shogi role grants access to api controllers.
};
return new ClaimsIdentity(claims, CookieAuthenticationDefaults.AuthenticationScheme);
}
else
{
var claims = new List<Claim>(3)
{
new Claim(ClaimTypes.NameIdentifier, Id),
new Claim(ClaimTypes.Name, DisplayName),
new Claim(ClaimTypes.Role, "Shogi") // The Shogi role grants access to api controllers.
return new ClaimsIdentity(claims, CookieAuthenticationDefaults.AuthenticationScheme);
}
else
{
var claims = new List<Claim>(3)
{
new Claim(ClaimTypes.NameIdentifier, Id),
new Claim(ClaimTypes.Name, DisplayName),
new Claim(ClaimTypes.Role, "Shogi") // The Shogi role grants access to api controllers.
};
return new ClaimsIdentity(claims, JwtBearerDefaults.AuthenticationScheme);
}
}
}
return new ClaimsIdentity(claims, JwtBearerDefaults.AuthenticationScheme);
}
}
public ServiceModels.Types.User ToServiceModel() => new()
{
Id = Id,
Name = DisplayName
};
}
}

View File

@@ -5,7 +5,7 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
public class Piece
{
public bool IsPromoted { get; set; }
public WhichPlayer Owner { get; set; }
public WhichPerspective Owner { get; set; }
public WhichPiece WhichPiece { get; set; }
/// <summary>

View File

@@ -1,8 +1,5 @@
using Gameboard.ShogiUI.Sockets.Repositories;
using Microsoft.AspNetCore.Authentication;
using Microsoft.AspNetCore.Authentication.JwtBearer;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Claims;
using System.Threading.Tasks;

View File

@@ -3,7 +3,7 @@ using Gameboard.ShogiUI.Sockets.Models;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using System.Linq;
using System.Numerics;
using WhichPlayer = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPlayer;
using WhichPerspective = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPerspective;
using WhichPiece = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPiece;
namespace Gameboard.ShogiUI.UnitTests.Rules
{

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