using Gameboard.Shogi.Api.ServiceModels.Messages; using Gameboard.ShogiUI.Sockets.Extensions; using Gameboard.ShogiUI.Sockets.Repositories; using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages; using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types; using Microsoft.Extensions.Logging; using Newtonsoft.Json; using System.Net.WebSockets; using System.Threading.Tasks; namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers { public class JoinByCodeHandler : IActionHandler { private readonly ILogger logger; private readonly IGameboardRepository repository; private readonly ISocketCommunicationManager communicationManager; public JoinByCodeHandler( ILogger logger, ISocketCommunicationManager communicationManager, IGameboardRepository repository) { this.logger = logger; this.repository = repository; this.communicationManager = communicationManager; } public async Task Handle(WebSocket socket, string json, string userName) { var request = JsonConvert.DeserializeObject(json); var joinGameResponse = await repository.PostJoinPrivateSession(new PostJoinPrivateSession { PlayerName = userName, JoinCode = request.JoinCode }); if (joinGameResponse.JoinSucceeded) { var gameName = (await repository.GetGame(joinGameResponse.SessionName)).Session.Name; // Other members of the game see a regular JoinGame occur. var response = new JoinGameResponse(ClientAction.JoinGame) { PlayerName = userName, GameName = gameName }; // At this time, userName hasn't subscribed and won't receive this broadcasted messages. await communicationManager.BroadcastToGame(gameName, response); // But the player joining sees the JoinByCode occur. response = new JoinGameResponse(ClientAction.JoinByCode) { PlayerName = userName, GameName = gameName }; var serialized = JsonConvert.SerializeObject(response); logger.LogInformation("Response to {0} \n{1}\n", userName, serialized); await socket.SendTextAsync(serialized); } else { var response = new JoinGameResponse(ClientAction.JoinByCode) { PlayerName = userName, Error = "Error joining game." }; var serialized = JsonConvert.SerializeObject(response); logger.LogInformation("Response to {0} \n{1}\n", userName, serialized); await socket.SendTextAsync(serialized); } } } }