Not force closing all rooms may be a good idea
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@@ -25,7 +25,7 @@ public class Room
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{
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var slicedBuffer = buffer[0..result.Count];
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var action = JsonSerializer.Deserialize<ActionDTO>(slicedBuffer);
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_game.handleAction(socketId, action);
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_game.HandleAction(socketId, action);
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BroadcastGameState();
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buffer = EmptyBuffer();
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result = await ReceiveAsync(socket, buffer);
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@@ -58,7 +58,7 @@ public class Room
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_connections.Remove(socketId);
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}
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private async Task<WebSocketReceiveResult?> ReceiveAsync(WebSocket webSocket, byte[] buffer)
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private static async Task<WebSocketReceiveResult?> ReceiveAsync(WebSocket webSocket, byte[] buffer)
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{
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var arraySegment = new ArraySegment<byte>(buffer);
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var result = await webSocket.ReceiveAsync(arraySegment, CancellationToken.None);
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@@ -83,7 +83,7 @@ public class Room
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}
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}
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private void SendAsync(WebSocket socket, string message)
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private static void SendAsync(WebSocket socket, string message)
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{
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var bytes = Encoding.Default.GetBytes(message);
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var arraySegment = new ArraySegment<byte>(bytes);
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@@ -94,4 +94,9 @@ public class Room
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{
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return new byte[4096];
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}
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public bool IsEmpty()
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{
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return _connections.Count == 0;
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}
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}
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