Exemplo n.º 1
0
        // GET to /deck => show current deck
        protected override Response GetHandler(Request request)
        {
            if (request.Authorization.IsNullOrWhiteSpace())
            {
                return(ResponseManager.BadRequest("Authoriazion Header required"));
            }

            if (!Authorized(request.Authorization))
            {
                return(ResponseManager.Unauthorized("check your username and password"));
            }

            string username = Session.GetUsername(ExtractAuthorizationToken(request.Authorization));

            var deckRepo = new DecksRepository();

            if (deckRepo.Empty(username))
            {
                return(ResponseManager.OK($"the deck for user {username} is empty"));
            }

            CardData[] cards = deckRepo.GetDeck(username);
            string     deck  = JsonSerializer.Serialize <CardData[]>(cards);

            return(ResponseManager.OK(deck));
        }
Exemplo n.º 2
0
        // post to battles => requst for a battle
        protected override Response PostHandler(Request request)
        {
            if (request.Authorization.IsNullOrWhiteSpace())
            {
                return(ResponseManager.BadRequest("Authoriazion Header required"));
            }

            if (!Authorized(request.Authorization))
            {
                return(ResponseManager.Unauthorized("This action requires authorization"));
            }

            string username = Session.GetUsername(ExtractAuthorizationToken(request.Authorization));
            Player player   = new Player(username);

            var decksRepo = new DecksRepository();

            if (decksRepo.Empty(username))
            {
                return(ResponseManager.BadRequest($"The Deck for user {username} is empty, Configure your deck before entering a battle"));
            }

            var deck = decksRepo.GetDeck(username);

            player.MakeDeck(deck);

            if (GameHandler.Instance.Enqueued(username))
            {
                return(ResponseManager.BadRequest($"Player {username} is allready enqueued for a battle! You can't fight yourself"));
            }

            var resp = ResponseManager.Created();

            //  https://www.c-sharpcorner.com/UploadFile/1d42da/synchronization-events-and-wait-handles-in-C-Sharp/
            //  https://docs.microsoft.com/en-us/dotnet/api/system.threading.manualresetevent?view=net-5.0

            GameHandler.Instance.BattleEnded += (object sender, BattleEndedEventArgs args) =>
            {
                resp.AddPayload(args.BattleLog);
                GameHandler.Instance.ResetEvent.Set();      // send the signal, all waiting threads will start running (open the door)
                GameHandler.Instance.ResetEvent.Reset();    // reset the flag, new threads can wait (close the door)
            };

            GameHandler.Instance.EnqueuePlayer(player);
            GameHandler.Instance.ResetEvent.WaitOne(); // block thread untill it gets a signal

            return(resp);
        }