More organized communication strategy.
This commit is contained in:
@@ -1,6 +1,8 @@
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using Gameboard.ShogiUI.Sockets.Extensions;
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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.Models;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Interfaces;
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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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@@ -16,10 +18,10 @@ namespace Gameboard.ShogiUI.Sockets.Managers
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public interface ISocketCommunicationManager
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{
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Task CommunicateWith(WebSocket w, string s);
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Task BroadcastToAll(string msg);
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Task BroadcastToGame(string gameName, Func<string, WebSocket, string> msgBuilder);
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Task BroadcastToGame(string gameName, string msg);
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void SubscribeToGame(WebSocket socket, string gameName, string playerName);
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Task BroadcastToAll(IResponse response);
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Task BroadcastToGame(string gameName, IResponse response);
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Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2);
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void SubscribeToGame(WebSocket socket, Session session, string playerName);
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void SubscribeToBroadcast(WebSocket socket, string playerName);
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void UnsubscribeFromBroadcastAndGames(string playerName);
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void UnsubscribeFromGame(string gameName, string playerName);
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@@ -27,8 +29,10 @@ namespace Gameboard.ShogiUI.Sockets.Managers
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public class SocketCommunicationManager : ISocketCommunicationManager
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{
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/// <summary>Dictionary key is player name.</summary>
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private readonly ConcurrentDictionary<string, WebSocket> connections;
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private readonly ConcurrentDictionary<string, List<string>> gameSeats;
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/// <summary>Dictionary key is game name.</summary>
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private readonly ConcurrentDictionary<string, Session> sessions;
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private readonly ILogger<SocketCommunicationManager> logger;
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private readonly ActionHandlerResolver handlerResolver;
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@@ -39,7 +43,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers
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this.logger = logger;
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this.handlerResolver = handlerResolver;
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connections = new ConcurrentDictionary<string, WebSocket>();
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gameSeats = new ConcurrentDictionary<string, List<string>>();
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sessions = new ConcurrentDictionary<string, Session>();
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}
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public async Task CommunicateWith(WebSocket socket, string userName)
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@@ -52,7 +56,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers
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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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@@ -68,7 +72,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers
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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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catch (WebSocketException ex)
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{
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logger.LogInformation($"{nameof(WebSocketException)} in {nameof(SocketCommunicationManager)}.");
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logger.LogInformation("Probably tried writing to a closed socket.");
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@@ -80,93 +84,79 @@ namespace Gameboard.ShogiUI.Sockets.Managers
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public void SubscribeToBroadcast(WebSocket socket, string playerName)
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{
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logger.LogInformation("Subscribing [{0}] to broadcast", playerName);
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connections.TryAdd(playerName, socket);
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}
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public void UnsubscribeFromBroadcastAndGames(string playerName)
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{
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logger.LogInformation("Unsubscribing [{0}] from broadcast", playerName);
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connections.TryRemove(playerName, out _);
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foreach (var game in gameSeats)
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foreach (var kvp in sessions)
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{
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game.Value.Remove(playerName);
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var sessionName = kvp.Key;
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UnsubscribeFromGame(sessionName, playerName);
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}
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}
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/// <summary>
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/// Unsubscribes the player from their current game, then subscribes to the new game.
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/// </summary>
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public void SubscribeToGame(WebSocket socket, string gameName, string playerName)
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public void SubscribeToGame(WebSocket socket, Session session, string playerName)
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{
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// Unsubscribe from any other games
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foreach (var kvp in gameSeats)
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foreach (var kvp in sessions)
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{
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var gameNameKey = kvp.Key;
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UnsubscribeFromGame(gameNameKey, playerName);
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}
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// Subscribe
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logger.LogInformation("Subscribing player [{0}] to game [{1}]", playerName, gameName);
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var addSuccess = gameSeats.TryAdd(gameName, new List<string> { playerName });
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if (!addSuccess && !gameSeats[gameName].Contains(playerName))
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{
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gameSeats[gameName].Add(playerName);
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}
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var s = sessions.GetOrAdd(session.Name, session);
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s.Subscriptions.TryAdd(playerName, socket);
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}
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public void UnsubscribeFromGame(string gameName, string playerName)
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{
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if (gameSeats.ContainsKey(gameName))
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if (sessions.TryGetValue(gameName, out var s))
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{
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logger.LogInformation("Unsubscribing player [{0}] from game [{1}]", playerName, gameName);
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gameSeats[gameName].Remove(playerName);
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if (gameSeats[gameName].Count == 0) gameSeats.TryRemove(gameName, out _);
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s.Subscriptions.TryRemove(playerName, out _);
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if (s.Subscriptions.IsEmpty) sessions.TryRemove(gameName, out _);
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}
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}
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public async Task BroadcastToAll(string msg)
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public Task BroadcastToAll(IResponse response)
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{
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var tasks = connections.Select(kvp =>
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var message = JsonConvert.SerializeObject(response);
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logger.LogInformation($"Broadcasting\n{0}", message);
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var tasks = new List<Task>(connections.Count);
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foreach (var kvp in connections)
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{
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var player = kvp.Key;
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var socket = kvp.Value;
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logger.LogInformation("Broadcasting to player [{0}] \n{1}\n", new[] { player, msg });
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return socket.SendTextAsync(msg);
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});
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await Task.WhenAll(tasks);
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tasks.Add(socket.SendTextAsync(message));
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}
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return Task.WhenAll(tasks);
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}
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public async Task BroadcastToGame(string gameName, string msg)
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public Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2)
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{
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if (gameSeats.ContainsKey(gameName))
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if (sessions.TryGetValue(gameName, out var session))
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{
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var tasks = gameSeats[gameName]
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.Select(playerName =>
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{
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logger.LogInformation("Broadcasting to game [{0}], player [{0}] \n{1}\n", gameName, playerName, msg);
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return connections[playerName];
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})
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.Where(stream => stream != null)
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.Select(socket => socket.SendTextAsync(msg));
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await Task.WhenAll(tasks);
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var serialized1 = JsonConvert.SerializeObject(forPlayer1);
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var serialized2 = JsonConvert.SerializeObject(forPlayer2);
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return Task.WhenAll(
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session.SendToPlayer1(serialized1),
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session.SendToPlayer2(serialized2));
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}
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return Task.CompletedTask;
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}
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public async Task BroadcastToGame(string gameName, Func<string, WebSocket, string> msgBuilder)
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public Task BroadcastToGame(string gameName, IResponse messageForAllPlayers)
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{
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if (gameSeats.ContainsKey(gameName))
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if (sessions.TryGetValue(gameName, out var session))
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{
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var tasks = gameSeats[gameName]
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.Select(playerName =>
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{
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var socket = connections[playerName];
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var msg = msgBuilder(playerName, socket);
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logger.LogInformation("Broadcasting to game [{0}], player [{0}] \n{1}\n", gameName, playerName, msg);
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return socket.SendTextAsync(msg);
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});
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await Task.WhenAll(tasks);
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var serialized = JsonConvert.SerializeObject(messageForAllPlayers);
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return session.Broadcast(serialized);
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}
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return Task.CompletedTask;
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}
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}
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}
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