Projektplan und technische Spezifikation hinzugefügt
Detaillierter Projektplan für "Slip It In" ergänzt, inkl. Entwicklungsphasen, Architektur (EF Core, SignalR, DTOs), Spiellogik (Slip-/Challenge-Mechanik) und Testplan. Enthält C#-Codebeispiele für Entitäten, DbContext, GameHub, GameService sowie Grundkonfiguration für ASP.NET Core Backend. Dient als Leitfaden für die Implementierung mit .NET MAUI und ASP.NET Core.
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# Projektplan: Slip It In
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Dieses Dokument beschreibt die Phasen und Aufgaben zur Implementierung des Spiels "Slip It In" mit .NET MAUI (.NET 10) und einem ASP.NET Core Backend.
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## Phase 1: Vorbereitung & Architektur-Setup
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- [ ] Erstellung der Verzeichnisstruktur im Workspace
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- [ ] Aufsetzen der gemeinsamen Datenmodelle (Shared Class Library)
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- `User`, `Game`, `Phrase`, `PlayerCard`
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- [ ] Initialisierung des ASP.NET Core Web API & SignalR Backends
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## Phase 2: Backend-Entwicklung (Web API & SignalR)
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- [ ] **Datenbank & Persistenz**: Entity Framework Core Setup mit SQLite
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- [ ] **User Management**: Simple Registrierung, Login und JWT-basierte Authentifizierung
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- [ ] **Game Engine & Hub**:
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- `GameHub` für Echtzeit-Kommunikation
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- Logik für Lobby-Erstellung und Beitritt via Code
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- Logik für das Austeilen von 5 zufälligen Phrasen pro Spieler
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- **Slip-Mechanik:**
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- Spieler submittet "Slip" zu einer eigenen Phrase
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- Gegner **beschuldigt** Spieler des "SlipIns" (= falsche Phrase)
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- Beschuldigter **bestätigt oder lehnt ab**
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- Bei **falscher Beschuldigung**: Beschuldiger erhält die gelöschte Phrase (Spieler hat dann >5 Phrasen)
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- Bei **berechtigter Beschuldigung**: Beschuldigter muss Phrase abgeben
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- Timer-gesteuerte Logik für Slip-Runden (30-60s pro Slip)
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## Phase 3: Client-Entwicklung (.NET MAUI)
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- [ ] **Infrastruktur**:
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- MVVM-Setup mit CommunityToolkit.Mvvm
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- Integration von Dependency Injection für Services
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- [ ] **Services**:
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- `ApiService` für REST-Anfragen
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- `SignalRService` für Echtzeit-Events
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- [ ] **UI/Views**:
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- `LoginPage` & `RegisterPage`
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- `LobbyPage` (Spielerliste & Start-Button für Host)
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- `GameBoardPage` (Anzeige aller eigenen Phrasen, "Slip"-Button pro Phrase, Timer-Anzeige, gegnerische Spieler-Liste mit "Beschuldigen"-Button)
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- `ChallengeNotificationOverlay` (Eingangende Beschuldigung: "Bestätigen" oder "Ablehnen"-Button)
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## Phase 4: Testen & Optimierung
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- [ ] Integrationstest der SignalR-Kommunikation zwischen mehreren MAUI-Clients
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- [ ] Behandlung von Verbindungsabbrüchen (Reconnection Logic in SignalR)
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- [ ] UI/UX-Polishing
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---
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## Implementierungsplan: Datenbank-Entitäten & SignalR GameHub
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**Datenbank-Entscheidung:** SQLite wird für Development und Production verwendet. Die `slipitIn.db` Datei wird im Server-Projekt abgelegt und über Connection String konfiguriert.
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### Spielmechanik-Übersicht
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**Grundkonzept:**
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1. Jeder Spieler erhält **mindestens 5 Phrasen** (später können es >5 sein)
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2. Ein Spieler **"slippt"** zu einer Phrase (behauptet, diese Phrase war in der Runde)
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3. **Andere Spieler können beschuldigen**: "Das war kein echtes SlipIn! Diese Phrase stammte von dir!"
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4. Der **beschuldigte Spieler antwortet**:
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- ✅ **"Stimmt!"** (Beschuldigung berechtigt) → Phrase bleibt beim Beschuldiger
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- ❌ **"Nein!"** (Beschuldigung falsch) → Beschuldiger erhält die Phrase
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**Auswirkungen:**
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- Erfolgreiche Beschuldigung → Beschuldiger hat eine neue Phrase
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- Falsche Beschuldigung → Beschuldiger muss Phrase abgeben (hat danach evtl. >5)
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- Spieler haben immer mindestens 5 Phrasen zum Spielen
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### Datenbankentitäten (EF Core)
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#### 1. Shared-Modelle (SlipItIn.Shared/Models/)
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##### User.cs
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```csharp
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public class User
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{
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public int Id { get; set; }
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public string Username { get; set; } = string.Empty;
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public string Email { get; set; } = string.Empty;
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public string PasswordHash { get; set; } = string.Empty;
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public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
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public DateTime? UpdatedAt { get; set; }
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public bool IsActive { get; set; } = true;
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// Navigation
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public ICollection<Player> Players { get; set; } = [];
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}
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```
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##### Phrase.cs
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```csharp
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public class Phrase
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{
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public int Id { get; set; }
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public string Text { get; set; } = string.Empty;
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public int CreatorId { get; set; }
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public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
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public bool IsActive { get; set; } = true;
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// Navigation
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public User Creator { get; set; } = null!;
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public ICollection<PlayerCard> PlayerCards { get; set; } = [];
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}
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```
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##### Game.cs
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```csharp
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public enum GameStatus
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{
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Lobby,
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InProgress,
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Completed,
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Cancelled
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}
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public class Game
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{
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public int Id { get; set; }
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public string LobbyCode { get; set; } = string.Empty; // 4-6 stelliger Code
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public int HostId { get; set; }
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public GameStatus Status { get; set; } = GameStatus.Lobby;
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public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
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public DateTime? StartedAt { get; set; }
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public DateTime? EndedAt { get; set; }
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public int MaxPlayers { get; set; } = 8;
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public int RoundDurationSeconds { get; set; } = 45;
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// Navigation
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public User Host { get; set; } = null!;
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public ICollection<Player> Players { get; set; } = [];
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public ICollection<GameRound> Rounds { get; set; } = [];
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}
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```
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##### Player.cs
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```csharp
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public class Player
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{
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public int Id { get; set; }
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public int UserId { get; set; }
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public int GameId { get; set; }
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public int Score { get; set; } = 0;
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public int SuccessfulSlips { get; set; } = 0;
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public int FailedSlips { get; set; } = 0;
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public DateTime JoinedAt { get; set; } = DateTime.UtcNow;
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public bool IsReady { get; set; } = false;
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public string? ConnectionId { get; set; } // SignalR-Verbindungs-ID
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// Navigation
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public User User { get; set; } = null!;
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public Game Game { get; set; } = null!;
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public ICollection<PlayerCard> Cards { get; set; } = [];
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}
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```
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##### PlayerCard.cs
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```csharp
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public class PlayerCard
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{
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public int Id { get; set; }
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public int PlayerId { get; set; }
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public int PhraseId { get; set; }
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public int GameRoundId { get; set; }
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public bool IsUsed { get; set; } = false;
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public DateTime AssignedAt { get; set; } = DateTime.UtcNow;
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// Navigation
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public Player Player { get; set; } = null!;
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public Phrase Phrase { get; set; } = null!;
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public GameRound GameRound { get; set; } = null!;
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}
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```
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##### GameRound.cs
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```csharp
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public enum RoundStatus
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{
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Waiting,
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Active,
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Resolving,
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Completed
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}
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public class GameRound
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{
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public int Id { get; set; }
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public int GameId { get; set; }
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public int RoundNumber { get; set; }
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public RoundStatus Status { get; set; } = RoundStatus.Waiting;
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public DateTime StartedAt { get; set; } = DateTime.UtcNow;
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public DateTime? EndedAt { get; set; }
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// Navigation
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public Game Game { get; set; } = null!;
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public ICollection<PlayerCard> ActiveCards { get; set; } = [];
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public ICollection<SlipChallenge> Challenges { get; set; } = [];
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}
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```
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##### SlipChallenge.cs
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```csharp
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public enum ChallengeStatus
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{
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Pending, // Beschuldigung eingegangen, wartet auf Bestätigung/Ablehnung
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Approved, // Beschuldigung war berechtigt → Phrase bleibt bei Beschuldiger
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Rejected // Beschuldigung falsch → Beschuldiger erhält die Phrase
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}
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public class SlipChallenge
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{
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public int Id { get; set; }
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public int GameRoundId { get; set; }
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public int ChallengingPlayerId { get; set; } // Wer beschuldigt
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public int TargetPlayerId { get; set; } // Wer beschuldigt wird
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public int TargetCardId { get; set; } // Welche Phrase wird als falsch behauptet
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public ChallengeStatus Status { get; set; } = ChallengeStatus.Pending;
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public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
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public DateTime? ResolvedAt { get; set; }
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// Navigation
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public GameRound GameRound { get; set; } = null!;
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public Player ChallengingPlayer { get; set; } = null!; // Der Beschuldiger
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public Player TargetPlayer { get; set; } = null!; // Der Beschuldigte
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public PlayerCard TargetCard { get; set; } = null!; // Die angefochtene Phrase
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}
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```
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#### 2. DbContext (SlipItIn.Server/Data/SlipItInDbContext.cs)
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```csharp
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public class SlipItInDbContext : DbContext
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{
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public SlipItInDbContext(DbContextOptions<SlipItInDbContext> options) : base(options) { }
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public DbSet<User> Users { get; set; }
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public DbSet<Phrase> Phrases { get; set; }
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public DbSet<Game> Games { get; set; }
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public DbSet<Player> Players { get; set; }
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public DbSet<PlayerCard> PlayerCards { get; set; }
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public DbSet<GameRound> GameRounds { get; set; }
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public DbSet<SlipChallenge> SlipChallenges { get; set; }
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protected override void OnModelCreating(ModelBuilder modelBuilder)
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{
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base.OnModelCreating(modelBuilder);
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// User
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modelBuilder.Entity<User>()
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.HasIndex(u => u.Username).IsUnique();
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modelBuilder.Entity<User>()
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.HasIndex(u => u.Email).IsUnique();
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// Game
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modelBuilder.Entity<Game>()
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.HasIndex(g => g.LobbyCode).IsUnique();
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modelBuilder.Entity<Game>()
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.HasOne(g => g.Host)
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.WithMany(u => u.Players)
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.HasForeignKey(g => g.HostId)
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.OnDelete(DeleteBehavior.Restrict);
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// Player
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modelBuilder.Entity<Player>()
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.HasOne(p => p.User)
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.WithMany(u => u.Players)
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.HasForeignKey(p => p.UserId)
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.OnDelete(DeleteBehavior.Cascade);
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modelBuilder.Entity<Player>()
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.HasOne(p => p.Game)
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.WithMany(g => g.Players)
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.HasForeignKey(p => p.GameId)
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.OnDelete(DeleteBehavior.Cascade);
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modelBuilder.Entity<Player>()
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.HasIndex(p => new { p.GameId, p.UserId }).IsUnique();
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// PlayerCard
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modelBuilder.Entity<PlayerCard>()
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.HasOne(pc => pc.Player)
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.WithMany(p => p.Cards)
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.HasForeignKey(pc => pc.PlayerId)
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.OnDelete(DeleteBehavior.Cascade);
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modelBuilder.Entity<PlayerCard>()
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.HasOne(pc => pc.Phrase)
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.WithMany(ph => ph.PlayerCards)
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.HasForeignKey(pc => pc.PhraseId)
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.OnDelete(DeleteBehavior.Restrict);
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modelBuilder.Entity<PlayerCard>()
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.HasOne(pc => pc.GameRound)
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.WithMany(gr => gr.ActiveCards)
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.HasForeignKey(pc => pc.GameRoundId)
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.OnDelete(DeleteBehavior.Cascade);
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// GameRound
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modelBuilder.Entity<GameRound>()
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.HasOne(gr => gr.Game)
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.WithMany(g => g.Rounds)
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.HasForeignKey(gr => gr.GameId)
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.OnDelete(DeleteBehavior.Cascade);
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// SlipChallenge
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modelBuilder.Entity<SlipChallenge>()
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.HasOne(sc => sc.GameRound)
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.WithMany(gr => gr.Challenges)
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.HasForeignKey(sc => sc.GameRoundId)
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.OnDelete(DeleteBehavior.Cascade);
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modelBuilder.Entity<SlipChallenge>()
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.HasOne(sc => sc.ChallengingPlayer)
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.WithMany()
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.HasForeignKey(sc => sc.ChallengingPlayerId)
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.OnDelete(DeleteBehavior.Restrict);
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modelBuilder.Entity<SlipChallenge>()
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.HasOne(sc => sc.TargetPlayer)
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.WithMany()
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.HasForeignKey(sc => sc.TargetPlayerId)
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.OnDelete(DeleteBehavior.Restrict);
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modelBuilder.Entity<SlipChallenge>()
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.HasOne(sc => sc.TargetCard)
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.WithMany()
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.HasForeignKey(sc => sc.TargetCardId)
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.OnDelete(DeleteBehavior.Restrict);
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}
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}
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```
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---
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### SignalR GameHub & DTOs
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#### 1. SignalR DTOs (SlipItIn.Shared/Hubs/DTOs/)
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##### GameStateDto.cs
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```csharp
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public class GameStateDto
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{
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public int GameId { get; set; }
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public string LobbyCode { get; set; } = string.Empty;
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public string Status { get; set; } = string.Empty;
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public List<PlayerInfoDto> Players { get; set; } = [];
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public int CurrentRound { get; set; }
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public int RoundTimeRemaining { get; set; }
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}
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public class PlayerInfoDto
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{
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public int PlayerId { get; set; }
|
||||||
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public string Username { get; set; } = string.Empty;
|
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public int Score { get; set; }
|
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public bool IsReady { get; set; }
|
||||||
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public List<PhraseDto> ActiveCards { get; set; } = [];
|
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}
|
||||||
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|
||||||
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public class PhraseDto
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||||||
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{
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||||||
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public int CardId { get; set; }
|
||||||
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public string Text { get; set; } = string.Empty;
|
||||||
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public bool IsUsed { get; set; }
|
||||||
|
}
|
||||||
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|
||||||
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public class SlipChallengeDto
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||||||
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{
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||||||
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public int ChallengeId { get; set; }
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||||||
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public int ChallengingPlayerId { get; set; }
|
||||||
|
public string ChallengingPlayerName { get; set; } = string.Empty;
|
||||||
|
public int TargetCardId { get; set; }
|
||||||
|
public string Status { get; set; } = string.Empty;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
#### 2. GameHub (SlipItIn.Server/Hubs/GameHub.cs)
|
||||||
|
```csharp
|
||||||
|
public class GameHub : Hub
|
||||||
|
{
|
||||||
|
private readonly IGameService _gameService;
|
||||||
|
private readonly ILogger<GameHub> _logger;
|
||||||
|
|
||||||
|
public GameHub(IGameService gameService, ILogger<GameHub> logger)
|
||||||
|
{
|
||||||
|
_gameService = gameService;
|
||||||
|
_logger = logger;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Lobby-Verwaltung
|
||||||
|
public async Task CreateLobby(string username)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var game = await _gameService.CreateGameAsync(username);
|
||||||
|
var connectionId = Context.ConnectionId;
|
||||||
|
await Groups.AddToGroupAsync(connectionId, game.LobbyCode);
|
||||||
|
|
||||||
|
await Clients.Caller.SendAsync("LobbyCreated", new { GameId = game.Id, LobbyCode = game.LobbyCode });
|
||||||
|
_logger.LogInformation($"Lobby {game.LobbyCode} created by {username}");
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
_logger.LogError(ex, "Error creating lobby");
|
||||||
|
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task JoinLobby(string lobbyCode, string username)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var game = await _gameService.JoinGameAsync(lobbyCode, username);
|
||||||
|
var connectionId = Context.ConnectionId;
|
||||||
|
await Groups.AddToGroupAsync(connectionId, lobbyCode);
|
||||||
|
|
||||||
|
var gameState = await _gameService.GetGameStateAsync(game.Id);
|
||||||
|
await Clients.Group(lobbyCode).SendAsync("PlayerJoined", gameState);
|
||||||
|
_logger.LogInformation($"{username} joined lobby {lobbyCode}");
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
_logger.LogError(ex, "Error joining lobby");
|
||||||
|
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task PlayerReady(int gameId, int playerId)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var game = await _gameService.SetPlayerReadyAsync(gameId, playerId);
|
||||||
|
var gameState = await _gameService.GetGameStateAsync(gameId);
|
||||||
|
|
||||||
|
var lobbyCode = game.LobbyCode;
|
||||||
|
await Clients.Group(lobbyCode).SendAsync("GameStateUpdated", gameState);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
_logger.LogError(ex, "Error setting player ready");
|
||||||
|
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spiel-Start & Kartenvergabe
|
||||||
|
public async Task StartGame(int gameId)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var game = await _gameService.StartGameAsync(gameId);
|
||||||
|
var cards = await _gameService.DealCardsAsync(gameId);
|
||||||
|
|
||||||
|
var lobbyCode = game.LobbyCode;
|
||||||
|
await Clients.Group(lobbyCode).SendAsync("GameStarted", new { GameId = gameId });
|
||||||
|
await Clients.Group(lobbyCode).SendAsync("CardsDealt", cards);
|
||||||
|
|
||||||
|
_logger.LogInformation($"Game {gameId} started");
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
_logger.LogError(ex, "Error starting game");
|
||||||
|
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Slip-Mechaniken
|
||||||
|
public async Task SubmitSlip(int gameId, int playerId, int cardId)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var result = await _gameService.SubmitSlipAsync(gameId, playerId, cardId);
|
||||||
|
var game = await _gameService.GetGameAsync(gameId);
|
||||||
|
|
||||||
|
await Clients.Group(game.LobbyCode).SendAsync("SlipSubmitted", new
|
||||||
|
{
|
||||||
|
PlayerId = playerId,
|
||||||
|
CardId = cardId,
|
||||||
|
Success = result
|
||||||
|
});
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
_logger.LogError(ex, "Error submitting slip");
|
||||||
|
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task ChallengeSlip(int gameId, int challengingPlayerId, int targetCardId)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var challenge = await _gameService.CreateChallengeAsync(gameId, challengingPlayerId, targetCardId);
|
||||||
|
var game = await _gameService.GetGameAsync(gameId);
|
||||||
|
|
||||||
|
var challengeDto = new SlipChallengeDto
|
||||||
|
{
|
||||||
|
ChallengeId = challenge.Id,
|
||||||
|
ChallengingPlayerId = challengingPlayerId,
|
||||||
|
TargetCardId = targetCardId,
|
||||||
|
Status = challenge.Status.ToString()
|
||||||
|
};
|
||||||
|
|
||||||
|
await Clients.Group(game.LobbyCode).SendAsync("SlipChallenged", challengeDto);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
_logger.LogError(ex, "Error challenging slip");
|
||||||
|
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task ResolveChallenge(int challengeId, bool approved)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var result = await _gameService.ResolveChallengeAsync(challengeId, approved);
|
||||||
|
var game = await _gameService.GetGameAsync(result.GameRound.GameId);
|
||||||
|
|
||||||
|
await Clients.Group(game.LobbyCode).SendAsync("ChallengeResolved", new
|
||||||
|
{
|
||||||
|
ChallengeId = challengeId,
|
||||||
|
Approved = approved
|
||||||
|
});
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
_logger.LogError(ex, "Error resolving challenge");
|
||||||
|
await Clients.Caller.SendAsync("Error", new { Message = ex.Message });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override async Task OnDisconnectedAsync(Exception? exception)
|
||||||
|
{
|
||||||
|
_logger.LogInformation($"Client {Context.ConnectionId} disconnected");
|
||||||
|
await base.OnDisconnectedAsync(exception);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
#### 3. GameService (SlipItIn.Server/Services/GameService.cs)
|
||||||
|
```csharp
|
||||||
|
public interface IGameService
|
||||||
|
{
|
||||||
|
Task<Game> CreateGameAsync(string hostUsername);
|
||||||
|
Task<Game> JoinGameAsync(string lobbyCode, string username);
|
||||||
|
Task<Game> StartGameAsync(int gameId);
|
||||||
|
Task<Game> SetPlayerReadyAsync(int gameId, int playerId);
|
||||||
|
Task<List<PlayerCard>> DealCardsAsync(int gameId);
|
||||||
|
Task<bool> SubmitSlipAsync(int gameId, int playerId, int cardId);
|
||||||
|
Task<SlipChallenge> CreateChallengeAsync(int gameId, int challengingPlayerId, int targetCardId);
|
||||||
|
Task<SlipChallenge> ResolveChallengeAsync(int challengeId, bool approved);
|
||||||
|
Task<GameStateDto> GetGameStateAsync(int gameId);
|
||||||
|
Task<Game> GetGameAsync(int gameId);
|
||||||
|
}
|
||||||
|
|
||||||
|
public class GameService : IGameService
|
||||||
|
{
|
||||||
|
private readonly SlipItInDbContext _context;
|
||||||
|
private readonly ILogger<GameService> _logger;
|
||||||
|
private readonly Random _random = new();
|
||||||
|
|
||||||
|
public GameService(SlipItInDbContext context, ILogger<GameService> logger)
|
||||||
|
{
|
||||||
|
_context = context;
|
||||||
|
_logger = logger;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<Game> CreateGameAsync(string hostUsername)
|
||||||
|
{
|
||||||
|
var host = await _context.Users.FirstOrDefaultAsync(u => u.Username == hostUsername);
|
||||||
|
if (host == null) throw new InvalidOperationException("Host not found");
|
||||||
|
|
||||||
|
var lobbyCode = GenerateLobbyCode();
|
||||||
|
var game = new Game
|
||||||
|
{
|
||||||
|
LobbyCode = lobbyCode,
|
||||||
|
HostId = host.Id,
|
||||||
|
Status = GameStatus.Lobby
|
||||||
|
};
|
||||||
|
|
||||||
|
_context.Games.Add(game);
|
||||||
|
await _context.SaveChangesAsync();
|
||||||
|
|
||||||
|
return game;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<Game> JoinGameAsync(string lobbyCode, string username)
|
||||||
|
{
|
||||||
|
var game = await _context.Games
|
||||||
|
.Include(g => g.Players)
|
||||||
|
.FirstOrDefaultAsync(g => g.LobbyCode == lobbyCode && g.Status == GameStatus.Lobby);
|
||||||
|
|
||||||
|
if (game == null) throw new InvalidOperationException("Game not found or already started");
|
||||||
|
if (game.Players.Count >= game.MaxPlayers) throw new InvalidOperationException("Game is full");
|
||||||
|
|
||||||
|
var user = await _context.Users.FirstOrDefaultAsync(u => u.Username == username);
|
||||||
|
if (user == null) throw new InvalidOperationException("User not found");
|
||||||
|
|
||||||
|
var player = new Player { UserId = user.Id, GameId = game.Id };
|
||||||
|
_context.Players.Add(player);
|
||||||
|
await _context.SaveChangesAsync();
|
||||||
|
|
||||||
|
return game;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<Game> StartGameAsync(int gameId)
|
||||||
|
{
|
||||||
|
var game = await _context.Games.FirstOrDefaultAsync(g => g.Id == gameId);
|
||||||
|
if (game == null) throw new InvalidOperationException("Game not found");
|
||||||
|
|
||||||
|
game.Status = GameStatus.InProgress;
|
||||||
|
game.StartedAt = DateTime.UtcNow;
|
||||||
|
|
||||||
|
var round = new GameRound { GameId = gameId, RoundNumber = 1 };
|
||||||
|
_context.GameRounds.Add(round);
|
||||||
|
|
||||||
|
await _context.SaveChangesAsync();
|
||||||
|
return game;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<Game> SetPlayerReadyAsync(int gameId, int playerId)
|
||||||
|
{
|
||||||
|
var player = await _context.Players.FirstOrDefaultAsync(p => p.Id == playerId);
|
||||||
|
if (player == null) throw new InvalidOperationException("Player not found");
|
||||||
|
|
||||||
|
player.IsReady = true;
|
||||||
|
await _context.SaveChangesAsync();
|
||||||
|
|
||||||
|
return await _context.Games.FirstOrDefaultAsync(g => g.Id == gameId)
|
||||||
|
?? throw new InvalidOperationException("Game not found");
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<List<PlayerCard>> DealCardsAsync(int gameId)
|
||||||
|
{
|
||||||
|
var players = await _context.Players.Where(p => p.GameId == gameId).ToListAsync();
|
||||||
|
var currentRound = await _context.GameRounds
|
||||||
|
.Where(gr => gr.GameId == gameId && gr.Status == RoundStatus.Waiting)
|
||||||
|
.FirstOrDefaultAsync();
|
||||||
|
|
||||||
|
if (currentRound == null) throw new InvalidOperationException("No active round found");
|
||||||
|
|
||||||
|
var allPhrases = await _context.Phrases.Where(p => p.IsActive).ToListAsync();
|
||||||
|
var dealtCards = new List<PlayerCard>();
|
||||||
|
|
||||||
|
foreach (var player in players)
|
||||||
|
{
|
||||||
|
var selectedPhrases = allPhrases.OrderBy(_ => _random.Next()).Take(5);
|
||||||
|
|
||||||
|
foreach (var phrase in selectedPhrases)
|
||||||
|
{
|
||||||
|
var card = new PlayerCard
|
||||||
|
{
|
||||||
|
PlayerId = player.Id,
|
||||||
|
PhraseId = phrase.Id,
|
||||||
|
GameRoundId = currentRound.Id,
|
||||||
|
IsUsed = false
|
||||||
|
};
|
||||||
|
_context.PlayerCards.Add(card);
|
||||||
|
dealtCards.Add(card);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
currentRound.Status = RoundStatus.Active;
|
||||||
|
await _context.SaveChangesAsync();
|
||||||
|
|
||||||
|
return dealtCards;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<bool> SubmitSlipAsync(int gameId, int playerId, int cardId)
|
||||||
|
{
|
||||||
|
var card = await _context.PlayerCards.FirstOrDefaultAsync(pc => pc.Id == cardId);
|
||||||
|
if (card == null) throw new InvalidOperationException("Card not found");
|
||||||
|
|
||||||
|
card.IsUsed = true;
|
||||||
|
await _context.SaveChangesAsync();
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<SlipChallenge> CreateChallengeAsync(int gameId, int challengingPlayerId, int targetCardId)
|
||||||
|
{
|
||||||
|
var targetCard = await _context.PlayerCards.FirstOrDefaultAsync(pc => pc.Id == targetCardId);
|
||||||
|
if (targetCard == null) throw new InvalidOperationException("Target card not found");
|
||||||
|
|
||||||
|
var currentRound = await _context.GameRounds
|
||||||
|
.Where(gr => gr.GameId == gameId && gr.Status == RoundStatus.Active)
|
||||||
|
.FirstOrDefaultAsync();
|
||||||
|
|
||||||
|
if (currentRound == null) throw new InvalidOperationException("No active round found");
|
||||||
|
|
||||||
|
var challenge = new SlipChallenge
|
||||||
|
{
|
||||||
|
GameRoundId = currentRound.Id,
|
||||||
|
ChallengingPlayerId = challengingPlayerId,
|
||||||
|
TargetPlayerId = targetCard.PlayerId,
|
||||||
|
TargetCardId = targetCardId,
|
||||||
|
Status = ChallengeStatus.Pending
|
||||||
|
};
|
||||||
|
|
||||||
|
_context.SlipChallenges.Add(challenge);
|
||||||
|
await _context.SaveChangesAsync();
|
||||||
|
|
||||||
|
return challenge;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<SlipChallenge> ResolveChallengeAsync(int challengeId, bool approved)
|
||||||
|
{
|
||||||
|
var challenge = await _context.SlipChallenges
|
||||||
|
.Include(sc => sc.GameRound)
|
||||||
|
.Include(sc => sc.TargetCard)
|
||||||
|
.FirstOrDefaultAsync(sc => sc.Id == challengeId);
|
||||||
|
|
||||||
|
if (challenge == null) throw new InvalidOperationException("Challenge not found");
|
||||||
|
|
||||||
|
// Bestimme ob Beschuldigung berechtigt ist
|
||||||
|
// approved = Beschuldigung stimmt (Phrase war falsch)
|
||||||
|
// rejected = Beschuldigung stimmt nicht (Phrase war richtig)
|
||||||
|
|
||||||
|
if (!approved)
|
||||||
|
{
|
||||||
|
// FALSCHE BESCHULDIGUNG: Beschuldiger erhält die Phrase des Beschuldigten
|
||||||
|
var targetCard = challenge.TargetCard;
|
||||||
|
targetCard.PlayerId = challenge.ChallengingPlayerId;
|
||||||
|
_context.PlayerCards.Update(targetCard);
|
||||||
|
}
|
||||||
|
// Wenn approved: Phrase bleibt bei Beschuldigtem (= Phrase war tatsächlich ein SlipIn)
|
||||||
|
|
||||||
|
challenge.Status = approved ? ChallengeStatus.Approved : ChallengeStatus.Rejected;
|
||||||
|
challenge.ResolvedAt = DateTime.UtcNow;
|
||||||
|
|
||||||
|
await _context.SaveChangesAsync();
|
||||||
|
return challenge;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<GameStateDto> GetGameStateAsync(int gameId)
|
||||||
|
{
|
||||||
|
var game = await _context.Games
|
||||||
|
.Include(g => g.Players)
|
||||||
|
.ThenInclude(p => p.User)
|
||||||
|
.FirstOrDefaultAsync(g => g.Id == gameId);
|
||||||
|
|
||||||
|
if (game == null) throw new InvalidOperationException("Game not found");
|
||||||
|
|
||||||
|
var playerInfos = game.Players.Select(p => new PlayerInfoDto
|
||||||
|
{
|
||||||
|
PlayerId = p.Id,
|
||||||
|
Username = p.User.Username,
|
||||||
|
Score = p.Score,
|
||||||
|
IsReady = p.IsReady
|
||||||
|
}).ToList();
|
||||||
|
|
||||||
|
return new GameStateDto
|
||||||
|
{
|
||||||
|
GameId = game.Id,
|
||||||
|
LobbyCode = game.LobbyCode,
|
||||||
|
Status = game.Status.ToString(),
|
||||||
|
Players = playerInfos,
|
||||||
|
CurrentRound = game.Rounds.Count
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<Game> GetGameAsync(int gameId)
|
||||||
|
{
|
||||||
|
return await _context.Games.FirstOrDefaultAsync(g => g.Id == gameId)
|
||||||
|
?? throw new InvalidOperationException("Game not found");
|
||||||
|
}
|
||||||
|
|
||||||
|
private string GenerateLobbyCode()
|
||||||
|
{
|
||||||
|
const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
|
||||||
|
var code = new string(Enumerable.Range(0, 6)
|
||||||
|
.Select(_ => chars[_random.Next(chars.Length)])
|
||||||
|
.ToArray());
|
||||||
|
|
||||||
|
return code;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Integrations-Konfiguration (Program.cs)
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// In SlipItIn.Server/Program.cs
|
||||||
|
|
||||||
|
var builder = WebApplicationBuilder.CreateBuilder(args);
|
||||||
|
|
||||||
|
// Datenbankverbindung (SQLite für Development)
|
||||||
|
builder.Services.AddDbContext<SlipItInDbContext>(options =>
|
||||||
|
options.UseSqlite(builder.Configuration.GetConnectionString("DefaultConnection")
|
||||||
|
?? "Data Source=slipitIn.db"));
|
||||||
|
|
||||||
|
// Services registrieren
|
||||||
|
builder.Services.AddScoped<IGameService, GameService>();
|
||||||
|
|
||||||
|
// SignalR
|
||||||
|
builder.Services.AddSignalR();
|
||||||
|
|
||||||
|
// Controller & Services
|
||||||
|
builder.Services.AddControllers();
|
||||||
|
|
||||||
|
var app = builder.Build();
|
||||||
|
|
||||||
|
// Migrations anwenden
|
||||||
|
using (var scope = app.Services.CreateScope())
|
||||||
|
{
|
||||||
|
var db = scope.ServiceProvider.GetRequiredService<SlipItInDbContext>();
|
||||||
|
db.Database.Migrate();
|
||||||
|
}
|
||||||
|
|
||||||
|
app.MapControllers();
|
||||||
|
app.MapHub<GameHub>("/hubs/game");
|
||||||
|
|
||||||
|
app.Run();
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Testplan für Integrationstests
|
||||||
|
|
||||||
|
#### Integration Test: Lobby-Workflow
|
||||||
|
- [ ] Spieler erstellt Lobby → LobbyCode vergeben
|
||||||
|
- [ ] 2. Spieler tritt Lobby bei → GameState wird aktualisiert
|
||||||
|
- [ ] Host startet Spiel → Status wechselt zu InProgress
|
||||||
|
- [ ] Karten werden vergeben (5 pro Spieler)
|
||||||
|
|
||||||
|
#### Integration Test: Slip & Challenge-Mechanik
|
||||||
|
- [ ] **Slip einreichen**: Spieler A submittet Slip zu Phrase X → Phrase wird als IsUsed markiert
|
||||||
|
- [ ] **Falsche Beschuldigung**:
|
||||||
|
- [ ] Spieler B beschuldigt Spieler A des SlipIns bei Phrase X
|
||||||
|
- [ ] Spieler A lehnt Beschuldigung ab (Phrase war richtig)
|
||||||
|
- [ ] Challenge wird als Rejected markiert
|
||||||
|
- [ ] Phrase X wird zu Spieler B transferiert → Spieler B hat nun >5 Phrasen
|
||||||
|
- [ ] **Berechtigte Beschuldigung**:
|
||||||
|
- [ ] Spieler C beschuldigt Spieler A des SlipIns bei Phrase Y
|
||||||
|
- [ ] Spieler A bestätigt Beschuldigung (Phrase war falsch)
|
||||||
|
- [ ] Challenge wird als Approved markiert
|
||||||
|
- [ ] Phrase Y bleibt bei Spieler A (wird nicht übertragen)
|
||||||
|
- [ ] **Aktive Phrasen-Management**:
|
||||||
|
- [ ] Spieler hat immer 5 aktive Phrasen im GameBoard sichtbar
|
||||||
|
- [ ] Nach Phrase-Transfer werden UIs aktualisiert
|
||||||
|
|
||||||
|
#### Integration Test: SignalR-Gruppen
|
||||||
|
- [ ] Alle Hub-Clients in derselben Lobby-Gruppe erhalten Broadcasts bei Challenges
|
||||||
|
- [ ] Challenge-Notification wird an Beschuldigen-Spieler gesendet
|
||||||
|
- [ ] Disconnect-Handler aktualisiert Spielerstatus
|
||||||
Reference in New Issue
Block a user