More organized communication strategy.
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@@ -1,5 +1,6 @@
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using Gameboard.ShogiUI.Sockets.Extensions;
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using Gameboard.ShogiUI.Sockets.Managers.Utility;
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using Gameboard.ShogiUI.Sockets.Models;
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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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@@ -29,33 +30,28 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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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", json);
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var request = JsonConvert.DeserializeObject<LoadGameRequest>(json);
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var response = new LoadGameResponse(ClientAction.LoadGame);
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var getGameResponse = await gameboardRepository.GetGame(request.GameName);
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var getMovesResponse = await gameboardRepository.GetMoves(request.GameName);
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var response = new LoadGameResponse(ClientAction.LoadGame);
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if (getGameResponse == null || getMovesResponse == null)
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{
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response.Error = $"Could not find game.";
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}
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else
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{
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var session = getGameResponse.Session;
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var players = new[] { session.Player1, session.Player2 }
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.Where(p => !string.IsNullOrWhiteSpace(p))
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.ToArray();
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response.Game = new Game { GameName = session.Name, Players = players };
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var session = new Session(getGameResponse.Session);
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communicationManager.SubscribeToGame(socket, session, userName);
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response.Game = session.ToServiceModel();
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response.Moves = userName.Equals(session.Player1)
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? getMovesResponse.Moves.Select(_ => Mapper.Map(_))
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: getMovesResponse.Moves.Select(_ => Move.ConvertPerspective(Mapper.Map(_)));
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communicationManager.SubscribeToGame(socket, session.Name, userName);
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}
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var serialized = JsonConvert.SerializeObject(response);
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logger.LogInformation("Socket Response \n{0}\n", serialized);
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logger.LogInformation("Response to {0} \n{1}\n", userName, serialized);
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await socket.SendTextAsync(serialized);
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}
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}
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