More organized communication strategy.
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@@ -2,7 +2,6 @@
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using Gameboard.ShogiUI.Sockets.Repositories;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
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using Microsoft.Extensions.Logging;
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using Newtonsoft.Json;
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using System.Net.WebSockets;
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using System.Threading.Tasks;
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@@ -11,31 +10,28 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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{
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public class JoinGameHandler : IActionHandler
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{
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private readonly ILogger<JoinGameHandler> logger;
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private readonly IGameboardRepository gameboardRepository;
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private readonly ISocketCommunicationManager communicationManager;
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public JoinGameHandler(
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ILogger<JoinGameHandler> logger,
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ISocketCommunicationManager communicationManager,
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IGameboardRepository gameboardRepository)
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{
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this.logger = logger;
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this.gameboardRepository = gameboardRepository;
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this.communicationManager = communicationManager;
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}
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public async Task Handle(WebSocket socket, string json, string userName)
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{
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logger.LogInformation("Socket Request \n{0}\n", new[] { json });
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var request = JsonConvert.DeserializeObject<JoinGameRequest>(json);
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var response = new JoinGameResponse(ClientAction.JoinGame)
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{
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PlayerName = userName
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};
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var joinGameResponse = await gameboardRepository.PutJoinPublicSession(request.GameName, new PutJoinPublicSession
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var joinGameResponse = await gameboardRepository.PutJoinPublicSession(new PutJoinPublicSession
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{
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PlayerName = userName
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PlayerName = userName,
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SessionName = request.GameName
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});
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if (joinGameResponse.JoinSucceeded)
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@@ -44,11 +40,9 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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}
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else
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{
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response.Error = "Game is full or code is incorrect.";
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response.Error = "Game is full.";
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}
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var serialized = JsonConvert.SerializeObject(response);
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logger.LogInformation("Socket Response \n{0}\n", new[] { serialized });
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await communicationManager.BroadcastToAll(serialized);
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await communicationManager.BroadcastToAll(response);
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}
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}
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}
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