checkpoint
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@@ -1,11 +1,9 @@
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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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@@ -26,7 +24,7 @@ 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<JoinByCode>(json);
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var joinGameResponse = await repository.PostJoinPrivateSession(new PostJoinPrivateSession
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@@ -37,37 +35,32 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
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if (joinGameResponse.JoinSucceeded)
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{
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var gameName = (await repository.GetGame(joinGameResponse.SessionName)).Session.Name;
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// Other members of the game see a regular JoinGame occur.
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var response = new JoinGameResponse(ClientAction.JoinGame)
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{
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PlayerName = userName,
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GameName = gameName
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GameName = joinGameResponse.SessionName
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};
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// At this time, userName hasn't subscribed and won't receive this broadcasted messages.
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await communicationManager.BroadcastToGame(gameName, response);
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// At this time, userName hasn't subscribed and won't receive this message.
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await communicationManager.BroadcastToGame(joinGameResponse.SessionName, response);
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// But the player joining sees the JoinByCode occur.
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// The player joining sees the JoinByCode occur.
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response = new JoinGameResponse(ClientAction.JoinByCode)
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{
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PlayerName = userName,
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GameName = gameName
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GameName = joinGameResponse.SessionName
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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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var response = new JoinGameResponse(ClientAction.JoinByCode)
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{
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PlayerName = userName,
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GameName = joinGameResponse.SessionName,
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Error = "Error joining game."
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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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}
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}
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