public GameDataService( IMapper mapper, IUnitOfWork unitOfWork, ICurrentUserProvider currentUserProvider, ISignalRNotificationService notificationService ) : base(mapper, unitOfWork) { _notificationService = notificationService; _currentUserProvider = currentUserProvider; }
public UserService( IMapper mapper, IUnitOfWork uow, ICurrentUserProvider currentUserProvider, ISignalRNotificationService notificationService, ISearchService searchService ) : base(mapper, uow) { _currentUserProvider = currentUserProvider; _notificationService = notificationService; _searchService = searchService; }
public ActorViewerActor(ISignalRNotificationService signalRNotificationService) { ActorDebugUpdateMessages = new List <ActorDebugUpdateMessage>(); SignalRNotificationService = signalRNotificationService; Receive <ActorDebugUpdateMessage>(message => { ActorDebugUpdateMessages.Add(message); UniqueMessages[message.SourceActor] = message; UniqueMessages[message.DestinationActor] = message; }); Receive <UpdateClients>(_ => { var last = ActorDebugUpdateMessages.Count - 1; if (last < 0) { return; } var lattestUpdate = ActorDebugUpdateMessages[last]; SignalRNotificationService.SendLastUpdate(lattestUpdate); Console.WriteLine(ActorDebugUpdateMessages.Count + " Messages so far - " + lattestUpdate?.ToString()); }); Receive <QueryDebugUpdatesMessage>(message => { var resultSet = // ActorDebugUpdateMessages/*.Where(x => x.ReceivedOn >= message.From && x.ReceivedOn <= message.To)*/ UniqueMessages.Select(x => x.Value) .Skip(message.Skip) .Take(message.Take) .ToList(); Sender.Tell(new QueryDebugUpdatesCompletedMessage(resultSet)); SignalRNotificationService.SendDebugUpdates(new QueryDebugUpdatesCompletedMessage(resultSet)); }); ReceiveAny(Console.WriteLine); Context.System.Scheduler.ScheduleTellRepeatedly(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(3), Self, new UpdateClients(), Self); }
public WebNotificationManager(ISignalRNotificationService notificationHub) { _notificationHub = notificationHub; }