using System.Web; using Newtonsoft.Json; using WebSocketSharp.Server; namespace TableturfBattleServer; internal class TableturfWebSocketBehaviour : WebSocketBehavior { public Guid GameID { get; private set; } public Guid ClientToken { get; private set; } public Game? Game { get; private set; } public Player? Player { get; private set; } protected override void OnOpen() { var args = this.Context.RequestUri.Query[1..].Split('&').Select(s => s.Split('=', 2)).Where(a => a.Length == 2) .ToDictionary(a => HttpUtility.UrlDecode(a[0]), a => HttpUtility.UrlDecode(a[1])); if (args.TryGetValue("gameID", out var gameIDString) && Guid.TryParse(gameIDString, out var gameID)) this.GameID = gameID; if (args.TryGetValue("clientToken", out var clientTokenString) && Guid.TryParse(clientTokenString, out var clientToken)) this.ClientToken = clientToken; // Send an initial state payload. if (Program.TryGetGame(this.GameID, out var game)) { this.Game = game; DTO.PlayerData? playerData = null; for (int i = 0; i < game.Players.Count; i++) { var player = game.Players[i]; if (player.Token == this.ClientToken) { this.Player = player; playerData = new(i, player); break; } } this.Send(JsonConvert.SerializeObject(new DTO.WebSocketPayloadWithPlayerData("sync", game, playerData))); } else this.Send(JsonConvert.SerializeObject(new DTO.WebSocketPayloadWithPlayerData("sync", null, null))); } internal void SendInternal(string data) => this.Send(data); }