65 lines
2.0 KiB
C#
65 lines
2.0 KiB
C#
using Gameboard.Shogi.Api.ServiceModels.Messages;
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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.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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private readonly IGameboardRepository repository;
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private readonly ISocketCommunicationManager communicationManager;
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public CreateGameHandler(
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ILogger<CreateGameHandler> logger,
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ISocketCommunicationManager communicationManager,
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IGameboardRepository repository)
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{
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this.logger = logger;
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this.repository = repository;
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this.communicationManager = communicationManager;
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}
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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,
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IsPrivate = request.IsPrivate
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});
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var response = new CreateGameResponse(request.Action)
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{
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PlayerName = userName,
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Game = new Game
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{
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GameName = postSessionResponse.SessionName,
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Players = new[] { userName }
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}
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};
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if (string.IsNullOrWhiteSpace(postSessionResponse.SessionName))
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{
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response.Error = "Game already exists.";
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}
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if (request.IsPrivate)
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{
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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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await communicationManager.BroadcastToAll(response);
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}
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}
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}
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}
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