Small refactor for receiving messages from websockets

This commit is contained in:
2023-04-22 13:57:10 +02:00
parent fa51c76279
commit b2fb4b33dd
4 changed files with 46 additions and 27 deletions

View File

@@ -2,12 +2,12 @@
public class ChatOutput
{
public string Playername { get; set; }
public string PlayerName { get; set; }
public string Message { get; set; }
public ChatOutput(string playername, string message)
public ChatOutput(string playerName, string message)
{
Playername = playername;
PlayerName = playerName;
Message = message;
}

View File

@@ -27,45 +27,42 @@ public class Room
var connection = AddConnection(socket);
if (IsEmpty()) _host = connection;
_game.AddPlayerToGame(connection);
await HandleConnection(connection.Socket, connection.ConnectionId);
await HandleConnection(connection);
}
private async Task HandleConnection(WebSocket webSocket, string connectionId)
private async Task HandleConnection(ConnectionInstance connection)
{
BroadcastGameState();
var buffer = EmptyBuffer();
var result = await ReceiveAsync(webSocket, buffer);
while (!result.CloseStatus.HasValue)
var webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
while (!webSocketResponse.Result!.CloseStatus.HasValue)
{
var slicedBuffer = buffer[0..result.Count];
var message = JsonSerializer.Deserialize<MessageDTO>(slicedBuffer);
var message = JsonSerializer.Deserialize<MessageDTO>(webSocketResponse.SlicedBuffer);
switch (message.Type)
{
case "GAME":
{
var gameInput = JsonSerializer.Deserialize<ActionDTO>(message.Payload);
_game.HandleAction(connectionId, gameInput);
_game.HandleAction(connection.ConnectionId, gameInput);
break;
}
case "CHAT":
{
_chat.SendChatMessage(connectionId, message.Payload);
_chat.SendChatMessage(connection.ConnectionId, message.Payload);
break;
}
}
BroadcastGameState();
buffer = EmptyBuffer();
result = await ReceiveAsync(webSocket, buffer);
}
await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription,
CancellationToken.None);
HandleDisconnect(connectionId);
BroadcastGameState();
webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
}
WebsocketManager.CloseAsync(connection.Socket, webSocketResponse.Result);
HandleDisconnect(connection.ConnectionId);
}
private ConnectionInstance AddConnection(WebSocket socket)
{
var connectionId = Guid.NewGuid().ToString();
// TODO: Why does every connection have the same connectionId?
var connection = new ConnectionInstance(connectionId, socket);
_connections.Add(connection);
return connection;
@@ -76,13 +73,6 @@ public class Room
_connections.RemoveAll(connection => connection.ConnectionId == socketId);
}
private static async Task<WebSocketReceiveResult?> ReceiveAsync(WebSocket webSocket, byte[] buffer)
{
var arraySegment = new ArraySegment<byte>(buffer);
var result = await webSocket.ReceiveAsync(arraySegment, CancellationToken.None);
return result;
}
private void BroadcastGameState()
{
foreach (var connection in _connections)

View File

@@ -0,0 +1,15 @@
using System.Net.WebSockets;
namespace MauMau_Server.Websockets;
public class WebSocketResponse
{
public readonly WebSocketReceiveResult? Result;
public readonly byte[] SlicedBuffer;
public WebSocketResponse(WebSocketReceiveResult? result, byte[] slicedBuffer)
{
Result = result;
SlicedBuffer = slicedBuffer;
}
}

View File

@@ -19,4 +19,18 @@ public static class WebsocketManager
SendAsync(socket, message);
}
}
public static async Task<WebSocketResponse> ReceiveAsync(WebSocket webSocket)
{
var buffer = new byte[4096];
var arraySegment = new ArraySegment<byte>(buffer);
var result = await webSocket.ReceiveAsync(arraySegment, CancellationToken.None);
var slicedBuffer = buffer[0..result.Count];
return new WebSocketResponse(result, slicedBuffer);
}
public static async void CloseAsync(WebSocket webSocket, WebSocketReceiveResult result)
{
await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription, CancellationToken.None);
}
}