Not force closing all rooms may be a good idea

This commit is contained in:
2023-03-22 20:50:37 +01:00
parent 6baefc875b
commit 8debac4f70
4 changed files with 65 additions and 14 deletions

View File

@@ -25,7 +25,7 @@ public class Room
{
var slicedBuffer = buffer[0..result.Count];
var action = JsonSerializer.Deserialize<ActionDTO>(slicedBuffer);
_game.handleAction(socketId, action);
_game.HandleAction(socketId, action);
BroadcastGameState();
buffer = EmptyBuffer();
result = await ReceiveAsync(socket, buffer);
@@ -58,7 +58,7 @@ public class Room
_connections.Remove(socketId);
}
private async Task<WebSocketReceiveResult?> ReceiveAsync(WebSocket webSocket, byte[] buffer)
private static async Task<WebSocketReceiveResult?> ReceiveAsync(WebSocket webSocket, byte[] buffer)
{
var arraySegment = new ArraySegment<byte>(buffer);
var result = await webSocket.ReceiveAsync(arraySegment, CancellationToken.None);
@@ -83,7 +83,7 @@ public class Room
}
}
private void SendAsync(WebSocket socket, string message)
private static void SendAsync(WebSocket socket, string message)
{
var bytes = Encoding.Default.GetBytes(message);
var arraySegment = new ArraySegment<byte>(bytes);
@@ -94,4 +94,9 @@ public class Room
{
return new byte[4096];
}
public bool IsEmpty()
{
return _connections.Count == 0;
}
}