using Gameboard.Shogi.Api.ServiceModels.Messages; 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 JoinGameHandler : IActionHandler { private readonly ILogger logger; private readonly IGameboardRepository gameboardRepository; private readonly ISocketCommunicationManager communicationManager; public JoinGameHandler( ILogger logger, ISocketCommunicationManager communicationManager, IGameboardRepository gameboardRepository) { this.logger = logger; this.gameboardRepository = gameboardRepository; this.communicationManager = communicationManager; } public async Task Handle(WebSocket socket, string json, string userName) { logger.LogInformation("Socket Request \n{0}\n", new[] { json }); var request = JsonConvert.DeserializeObject(json); var response = new JoinGameResponse(ClientAction.JoinGame) { PlayerName = userName }; var joinGameResponse = await gameboardRepository.PutJoinPublicSession(request.GameName, new PutJoinPublicSession { PlayerName = userName, SessionName = request.GameName }); if (joinGameResponse.JoinSucceeded) { response.GameName = request.GameName; } else { response.Error = "Game is full or code is incorrect."; } var serialized = JsonConvert.SerializeObject(response); logger.LogInformation("Socket Response \n{0}\n", new[] { serialized }); await communicationManager.BroadcastToAll(serialized); } } }