More organized communication strategy.
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68
Gameboard.ShogiUI.Sockets/Models/Session.cs
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68
Gameboard.ShogiUI.Sockets/Models/Session.cs
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using Gameboard.ShogiUI.Sockets.Extensions;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Net.WebSockets;
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using System.Threading.Tasks;
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namespace Gameboard.ShogiUI.Sockets.Models
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{
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public class Session
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{
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public string Name { get; }
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public string Player1 { get; }
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public string Player2 { get; }
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public ConcurrentDictionary<string, WebSocket> Subscriptions { get; }
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public Session(Shogi.Api.ServiceModels.Types.Session session)
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{
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Name = session.Name;
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Player1 = session.Player1;
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Player2 = session.Player2;
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Subscriptions = new ConcurrentDictionary<string, WebSocket>();
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}
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public bool Subscribe(string playerName, WebSocket socket) => Subscriptions.TryAdd(playerName, socket);
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public Task Broadcast(string message)
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{
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var tasks = new List<Task>(Subscriptions.Count);
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foreach (var kvp in Subscriptions)
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{
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var socket = kvp.Value;
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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 Task SendToPlayer1(string message)
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{
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if (Subscriptions.TryGetValue(Player1, out var socket))
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{
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return socket.SendTextAsync(message);
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}
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return Task.CompletedTask;
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}
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public Task SendToPlayer2(string message)
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{
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if (Subscriptions.TryGetValue(Player2, out var socket))
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{
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return socket.SendTextAsync(message);
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}
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return Task.CompletedTask;
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}
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public Game ToServiceModel()
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{
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var players = new List<string>(2) { Player1 };
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if (!string.IsNullOrWhiteSpace(Player2)) players.Add(Player2);
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return new Game
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{
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GameName = Name,
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Players = players.ToArray()
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};
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}
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}
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}
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