Tech-Debt-Cleanup: Doku, Security-Hardening, Server-Validierung, Client-Stabilitaet
Some checks failed
Build / build (pull_request) Has been cancelled
Some checks failed
Build / build (pull_request) Has been cancelled
Doku/Repo: - README.md mit Setup, Run-Anleitung, Konfiguration und Sprachpolicy neu geschrieben - appsettings.json: committed JWT-Key und irreführende LocalDB-Connection-String entfernt - appsettings.Development.json: expliziter Dev-Only JWT-Key hinterlegt - build.yml: Build-CI für master/PRs hinzugefügt - slnx/aspire.config.json: Pfad-Casing korrigiert (Linux-kompatibel) - .gitignore: Kommentar zu den Legacy-SQLite-Einträgen Server: - Jwt:Key ist in Production Pflicht (Fail-fast statt Fallback-Secret) - Passwort-Mindestlänge 8 Zeichen bei Registrierung - StartGame: nur aus Lobby, mindestens 2 Spieler - SetPlayerReady: gameId/Status geprüft - SubmitSlip: Game-/Round-Status, Round-Membership, IsUsed validiert - CreateChallenge: Round-Bindung, kein Self-Challenge, nur gespielte Karten, keine Doppel-Challenges - ResolveChallenge: Pending-Guard, Scoring (Score/SuccessfulSlips/FailedSlips), Approved-Transfer gefixt - GetPlayerHand: nur Karten der aktiven Runde - RoundTimeRemaining: StartedAt wird bei Round-Aktivierung gesetzt - Lobby-Code: crypto-random mit Kollisions-Retry - EF: explizite NpgsqlDataSource-Auflösung aus DI - Hub: Reconnect-Gruppenbeitritt, ConnectionId-Cleanup beim Disconnect, ChallengingPlayerName gesetzt, SlipChallenged/ChallengeResolved konsistent Client: - Offline-Start löscht Session nicht mehr (NetworkError vs. Invalid unterschieden) - ResolveChallenge geht durch die Offline-Queue (kein Crash mehr bei Disconnect) - Queue: Poison-Entries werden nach 3 Retries verworfen statt die Queue ewig zu blockieren - SignalR: Verbindung wird sauber disposed/rebuildet, Token immer zur Laufzeit gelesen, Connect-Lock gegen parallele Starts - ViewModels: Thread-Marshaling in allen Receive-Handlern, kein async void mehr - LobbyViewModel: Logout deaktiviert den Singleton (kein stale-Navigation mehr), Reaktivierung via Activate() - GameBoard: lokaler 1s-Timer für RoundTimeRemaining - Overlay: x:DataType für kompilierte Bindings, Frame→Border - csproj: Preview-Logging-Package auf 10.0.10, Template-Cruft entfernt
This commit is contained in:
@@ -142,6 +142,7 @@ public class GameHub : Hub
|
||||
}
|
||||
catch (InvalidOperationException ex)
|
||||
{
|
||||
// Geprüfte Fachfehler mit festen, harmonsierten Texten dürfen an den Client.
|
||||
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||
}
|
||||
catch (Exception ex)
|
||||
@@ -242,6 +243,11 @@ public class GameHub : Hub
|
||||
{
|
||||
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||
}
|
||||
catch (InvalidOperationException ex)
|
||||
{
|
||||
// Geprüfte Fachfehler (z. B. "Round is not active") dürfen an den Client.
|
||||
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogError(ex, "Error submitting slip");
|
||||
@@ -259,10 +265,16 @@ public class GameHub : Hub
|
||||
var challenge = await _gameService.CreateChallengeAsync(gameId, challengingPlayerId, targetCardId);
|
||||
var game = await _gameService.GetGameAsync(gameId);
|
||||
|
||||
using var context = _contextFactory.CreateDbContext();
|
||||
var challengingPlayer = await context.Players
|
||||
.Include(p => p.User)
|
||||
.FirstOrDefaultAsync(p => p.Id == challengingPlayerId);
|
||||
|
||||
var challengeDto = new SlipChallengeDto
|
||||
{
|
||||
ChallengeId = challenge.Id,
|
||||
ChallengingPlayerId = challengingPlayerId,
|
||||
ChallengingPlayerName = challengingPlayer?.User.Username ?? string.Empty,
|
||||
TargetPlayerId = challenge.TargetPlayerId,
|
||||
TargetCardId = targetCardId,
|
||||
Status = challenge.Status.ToString(),
|
||||
@@ -272,7 +284,6 @@ public class GameHub : Hub
|
||||
await Clients.Group(game.LobbyCode).SendAsync("SlipChallenged", challengeDto);
|
||||
|
||||
// Sende direkte Notification an den beschuldigten Spieler
|
||||
using var context = _contextFactory.CreateDbContext();
|
||||
var targetPlayer = await context.Players.FindAsync(challenge.TargetPlayerId);
|
||||
if (targetPlayer?.ConnectionId != null)
|
||||
{
|
||||
@@ -283,6 +294,11 @@ public class GameHub : Hub
|
||||
{
|
||||
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||
}
|
||||
catch (InvalidOperationException ex)
|
||||
{
|
||||
// Geprüfte Fachfehler (z. B. "Card does not belong to the active round") dürfen an den Client.
|
||||
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogError(ex, "Error challenging slip");
|
||||
@@ -372,9 +388,26 @@ public class GameHub : Hub
|
||||
{
|
||||
player.ConnectionId = Context.ConnectionId;
|
||||
await context.SaveChangesAsync();
|
||||
|
||||
// (Re-)Join der Lobby-Gruppe, damit Group-Broadcasts nach einem Reconnect wieder ankommen.
|
||||
var lobbyCode = await context.Games
|
||||
.Where(g => g.Id == player.GameId)
|
||||
.Select(g => g.LobbyCode)
|
||||
.FirstAsync();
|
||||
await Groups.AddToGroupAsync(Context.ConnectionId, lobbyCode);
|
||||
|
||||
// Der Client bekommt nach einem Reconnect keinen vollständigen Zustand
|
||||
// mehr aus der Queue gespielt — er muss RequestGameState aufrufen.
|
||||
}
|
||||
}
|
||||
catch { /* Ignorieren falls nicht authentifiziert */ }
|
||||
catch (UnauthorizedAccessException)
|
||||
{
|
||||
// Nicht authentifiziert — ConnectionId wird nicht gespeichert.
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogWarning(ex, "Failed to register connection for authenticated user");
|
||||
}
|
||||
|
||||
await base.OnConnectedAsync();
|
||||
}
|
||||
@@ -382,6 +415,23 @@ public class GameHub : Hub
|
||||
public override async Task OnDisconnectedAsync(Exception? exception)
|
||||
{
|
||||
_logger.LogInformation("Client {ConnectionId} disconnected", Context.ConnectionId);
|
||||
|
||||
// ConnectionId zurücksetzen, damit keine Nachrichten an eine tote Verbindung gehen.
|
||||
try
|
||||
{
|
||||
using var context = _contextFactory.CreateDbContext();
|
||||
var players = await context.Players
|
||||
.Where(p => p.ConnectionId == Context.ConnectionId)
|
||||
.ToListAsync();
|
||||
foreach (var player in players)
|
||||
player.ConnectionId = null;
|
||||
await context.SaveChangesAsync();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogWarning(ex, "Failed to clear connection id on disconnect");
|
||||
}
|
||||
|
||||
await base.OnDisconnectedAsync(exception);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user