checkpoint
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@@ -1,15 +1,15 @@
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using Gameboard.Shogi.Api.ServiceModels.Messages;
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using Gameboard.ShogiUI.Sockets.Extensions;
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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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namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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{
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// TODO: This doesn't need to be a socket action.
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// It can be an API route and still tell socket connections about the new session.
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public class CreateGameHandler : IActionHandler
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{
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private readonly ILogger<CreateGameHandler> logger;
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@@ -26,13 +26,13 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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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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public async Task Handle(string json, string userName)
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{
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var request = JsonConvert.DeserializeObject<CreateGameRequest>(json);
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var postSessionResponse = await repository.PostSession(new PostSession
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{
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SessionName = request.GameName,
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PlayerName = userName, // TODO : Investigate if needed by UI
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PlayerName = userName,
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IsPrivate = request.IsPrivate
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});
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@@ -53,9 +53,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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if (request.IsPrivate)
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{
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var serialized = JsonConvert.SerializeObject(response);
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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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await communicationManager.BroadcastToPlayers(response, userName);
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}
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else
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{
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