Files
Shogi/Gameboard.ShogiUI.Sockets/Managers/ClientActionHandlers/LoadGameHandler.cs

63 lines
2.2 KiB
C#

using AspShogiSockets.Extensions;
using Microsoft.Extensions.Logging;
using Newtonsoft.Json;
using System.Linq;
using System.Net.WebSockets;
using System.Threading.Tasks;
using Websockets.Managers.Utility;
using Websockets.Repositories;
using Websockets.ServiceModels.Messages;
using Websockets.ServiceModels.Types;
namespace Websockets.Managers.ClientActionHandlers
{
public class LoadGameHandler : IActionHandler
{
private readonly ILogger<LoadGameHandler> logger;
private readonly IGameboardRepository gameboardRepository;
private readonly ISocketCommunicationManager communicationManager;
public LoadGameHandler(
ILogger<LoadGameHandler> 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", json);
var request = JsonConvert.DeserializeObject<LoadGameRequest>(json);
var response = new LoadGameResponse(ClientAction.LoadGame);
var getGameResponse = await gameboardRepository.GetGame(request.GameName);
var getMovesResponse = await gameboardRepository.GetMoves(request.GameName);
if (getGameResponse == null || getMovesResponse == null)
{
response.Error = $"Could not find game.";
}
else
{
var session = getGameResponse.Session;
var players = new[] { session.Player1, session.Player2 }
.Where(p => !string.IsNullOrWhiteSpace(p))
.ToArray();
response.Game = new Game { GameName = session.Name, Players = players };
response.Moves = userName.Equals(session.Player1)
? getMovesResponse.Moves.Select(_ => Mapper.Map(_))
: getMovesResponse.Moves.Select(_ => Move.ConvertPerspective(Mapper.Map(_)));
communicationManager.SubscribeToGame(socket, session.Name, userName);
}
var serialized = JsonConvert.SerializeObject(response);
logger.LogInformation("Socket Response \n{0}\n", serialized);
await socket.SendTextAsync(serialized);
}
}
}