Files
Shogi/Gameboard.ShogiUI.Sockets/Managers/ClientActionHandlers/JoinByCodeHandler.cs
2021-02-23 18:03:23 -06:00

68 lines
2.3 KiB
C#

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.Threading.Tasks;
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
{
public class JoinByCodeHandler : IActionHandler
{
private readonly ILogger<JoinByCodeHandler> logger;
private readonly IGameboardRepository repository;
private readonly ISocketCommunicationManager communicationManager;
public JoinByCodeHandler(
ILogger<JoinByCodeHandler> logger,
ISocketCommunicationManager communicationManager,
IGameboardRepository repository)
{
this.logger = logger;
this.repository = repository;
this.communicationManager = communicationManager;
}
public async Task Handle(string json, string userName)
{
var request = JsonConvert.DeserializeObject<JoinByCode>(json);
var joinGameResponse = await repository.PostJoinPrivateSession(new PostJoinPrivateSession
{
PlayerName = userName,
JoinCode = request.JoinCode
});
if (joinGameResponse.JoinSucceeded)
{
// Other members of the game see a regular JoinGame occur.
var response = new JoinGameResponse(ClientAction.JoinGame)
{
PlayerName = userName,
GameName = joinGameResponse.SessionName
};
// At this time, userName hasn't subscribed and won't receive this message.
await communicationManager.BroadcastToGame(joinGameResponse.SessionName, response);
// The player joining sees the JoinByCode occur.
response = new JoinGameResponse(ClientAction.JoinByCode)
{
PlayerName = userName,
GameName = joinGameResponse.SessionName
};
await communicationManager.BroadcastToPlayers(response, userName);
}
else
{
var response = new JoinGameResponse(ClientAction.JoinByCode)
{
PlayerName = userName,
GameName = joinGameResponse.SessionName,
Error = "Error joining game."
};
await communicationManager.BroadcastToPlayers(response, userName);
}
}
}
}