private async void HandleMessage(WebSocketSession session, string message) { switch (message) { case "PokemonList": await PokemonListTask.Execute(_session); break; case "EggsList": await EggsListTask.Execute(_session); break; case "InventoryList": await InventoryListTask.Execute(_session); break; case "PokemonSnipeList": await HumanWalkSnipeTask.ExecuteFetchData(_session); break; } // Setup to only send data back to the session that requested it. try { dynamic decodedMessage = JObject.Parse(message); var handle = _websocketHandler?.Handle(_session, session, decodedMessage); if (handle != null) { await handle; } } catch (Exception ex) { #if DEBUG //Logger.Write(ex.Message); #endif } // When we first get a message from the web socket, turn off log buffering. // This allows us to flush out buffered LogEvent messages to the GUI. Logger.TurnOffLogBuffering(); }
private async void HandleMessage(WebSocketSession session, string message) { switch (message) { case "PokemonList": await PokemonListTask.Execute(_session); break; case "EggsList": await EggsListTask.Execute(_session); break; case "InventoryList": await InventoryListTask.Execute(_session); break; case "PokemonSnipeList": await HumanWalkSnipeTask.ExecuteFetchData(_session); break; } // Setup to only send data back to the session that requested it. try { dynamic decodedMessage = JObject.Parse(message); var handle = _websocketHandler?.Handle(_session, session, decodedMessage); if (handle != null) { await handle; } } catch { // ignored } }
public async Task Handle(ISession session, WebSocketSession webSocketSession, dynamic message) { await HumanWalkSnipeTask.ExecuteFetchData(session); //await GetPokemonSnipeListTask.Execute(session, webSocketSession, (string)message.RequestID); }