Beispiel #1
0
        protected override void OnWebSocketOpen()
        {
            var userToken   = JwtHelper.DecodeToken(this.Context.QueryString.Get("auth_token"));
            var mapIdString = this.Context.QueryString.Get("map_id");

            Guid mapId;

            if (userToken == null || string.IsNullOrEmpty(mapIdString) || !Guid.TryParse(mapIdString, out mapId))
            {
                this.Sessions.CloseSession(this.ID, 2000, "Invalid query parameters");
                return;
            }

            this._warsimUser = this._gameManager.GetUser(userToken.UserId);

            if (this._warsimUser == null)
            {
                this.Sessions.CloseSession(this.ID, 2001, "This user isn't connected");
                return;
            }

            var mapRepo = new MapRepository(new ApplicationDbContext());

            var map = mapRepo.GetMapById(mapId);

            if (map == null)
            {
                this.Sessions.CloseSession(this.ID, 2002, "This map doesn't exist");
                return;
            }

            var password = this.Context.QueryString.Get("map_password");

            if (!map.ValidatePassword(password))
            {
                this.Sessions.CloseSession(this.ID, 2003, "Wrong map password");
                return;
            }

            if (map.IsLocked)
            {
                this.Sessions.CloseSession(this.ID, 2004, "This map is locked");
                return;
            }

            this._localGame = new LocalGame
            {
                Map    = map,
                UserId = this._warsimUser.UserId
            };

            this._warsimUser.LocalGameWebSocketId = this.ID;
            this._gameManager.StartLocalGame(this._localGame);

            var localGameState = new LocalGameStateMessage
            {
                SceneObjects = map.SceneObjects
            };

            this.Sessions.SendTo(EventBuilder.Build(localGameState).Serialize(), this._warsimUser.LocalGameWebSocketId);
        }
Beispiel #2
0
 private void OnGameStateMessage(LocalGameStateMessage msg, DateTime timestamp)
 {
     this._localGame.Map.SceneObjects = msg.SceneObjects;
 }