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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
353 lines
14 KiB
C#
353 lines
14 KiB
C#
using Microsoft.EntityFrameworkCore;
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using SlipItIn.Server.Data;
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using SlipItIn.Shared.DTOs;
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using SlipItIn.Shared.Models;
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using System.Security.Cryptography;
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namespace SlipItIn.Server.Services;
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public class GameService : IGameService
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{
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private readonly IDbContextFactory<SlipItInDbContext> _contextFactory;
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private readonly ILogger<GameService> _logger;
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public GameService(IDbContextFactory<SlipItInDbContext> contextFactory, ILogger<GameService> logger)
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{
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_contextFactory = contextFactory;
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_logger = logger;
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}
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public async Task<Game> CreateGameAsync(int hostUserId, string? connectionId = null)
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{
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using var context = _contextFactory.CreateDbContext();
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var host = await context.Users.FirstOrDefaultAsync(u => u.Id == hostUserId) ?? throw new InvalidOperationException("Host not found");
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var lobbyCode = await GenerateUniqueLobbyCodeAsync(context);
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var game = new Game
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{
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LobbyCode = lobbyCode,
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HostId = host.Id,
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Status = GameStatus.Lobby
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};
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// Host wird automatisch als erster Spieler hinzugefügt
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var hostPlayer = new Player { UserId = host.Id, ConnectionId = connectionId };
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// Spieler direkt zur Liste des Spiels hinzufügen
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game.Players.Add(hostPlayer);
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// Es reicht, nur das Game hinzuzufügen — EF Core fügt den Player automatisch mit hinzu
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context.Games.Add(game);
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await context.SaveChangesAsync();
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return game;
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}
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public async Task<Game> JoinGameAsync(string lobbyCode, int userId, string? connectionId = null)
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{
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using var context = _contextFactory.CreateDbContext();
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var game = await context.Games
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.Include(g => g.Players)
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.FirstOrDefaultAsync(g => g.LobbyCode == lobbyCode && g.Status == GameStatus.Lobby) ?? throw new InvalidOperationException("Game not found or already started");
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if (game.Players.Count >= game.MaxPlayers) throw new InvalidOperationException("Game is full");
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var user = await context.Users.FirstOrDefaultAsync(u => u.Id == userId) ?? throw new InvalidOperationException("User not found");
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// Prüfen ob User bereits im Spiel ist
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if (game.Players.Any(p => p.UserId == userId))
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throw new InvalidOperationException("User already in game");
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var player = new Player { UserId = user.Id, GameId = game.Id, ConnectionId = connectionId };
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context.Players.Add(player);
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await context.SaveChangesAsync();
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return game;
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}
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public async Task<Game> StartGameAsync(int gameId)
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{
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using var context = _contextFactory.CreateDbContext();
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var game = await context.Games
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.Include(g => g.Players)
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.FirstOrDefaultAsync(g => g.Id == gameId) ?? throw new InvalidOperationException("Game not found");
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if (game.Status != GameStatus.Lobby)
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throw new InvalidOperationException("Game has already started or ended");
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if (game.Players.Count < 2)
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throw new InvalidOperationException("At least 2 players are required to start the game");
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game.Status = GameStatus.InProgress;
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game.StartedAt = DateTime.UtcNow;
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var round = new GameRound { GameId = gameId, RoundNumber = 1 };
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context.GameRounds.Add(round);
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await context.SaveChangesAsync();
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return game;
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}
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public async Task<Game> SetPlayerReadyAsync(int gameId, int playerId)
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{
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using var context = _contextFactory.CreateDbContext();
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var game = await context.Games.FirstOrDefaultAsync(g => g.Id == gameId) ?? throw new InvalidOperationException("Game not found");
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if (game.Status != GameStatus.Lobby)
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throw new InvalidOperationException("Game is not in lobby status");
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var player = await context.Players.FirstOrDefaultAsync(p => p.Id == playerId && p.GameId == gameId)
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?? throw new InvalidOperationException("Player not found in this game");
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player.IsReady = true;
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await context.SaveChangesAsync();
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return game;
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}
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public async Task<List<PlayerCard>> DealCardsAsync(int gameId)
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{
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using var context = _contextFactory.CreateDbContext();
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var players = await context.Players.Where(p => p.GameId == gameId).ToListAsync();
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var currentRound = await context.GameRounds
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.Where(gr => gr.GameId == gameId && gr.Status == RoundStatus.Waiting)
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.FirstOrDefaultAsync() ?? throw new InvalidOperationException("No active round found");
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var allPhrases = await context.Phrases.Where(p => p.IsActive).ToListAsync();
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if (allPhrases.Count < 5) throw new InvalidOperationException("Not enough phrases in database");
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var dealtCards = new List<PlayerCard>();
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foreach (var player in players)
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{
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var selectedPhrases = allPhrases.OrderBy(_ => RandomNumberGenerator.GetInt32(int.MaxValue)).Take(5);
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foreach (var phrase in selectedPhrases)
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{
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var card = new PlayerCard
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{
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PlayerId = player.Id,
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PhraseId = phrase.Id,
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GameRoundId = currentRound.Id,
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IsUsed = false
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};
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context.PlayerCards.Add(card);
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dealtCards.Add(card);
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}
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}
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currentRound.Status = RoundStatus.Active;
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currentRound.StartedAt = DateTime.UtcNow;
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await context.SaveChangesAsync();
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return dealtCards;
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}
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public async Task<bool> SubmitSlipAsync(int gameId, int playerId, int cardId)
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{
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using var context = _contextFactory.CreateDbContext();
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var game = await context.Games.FirstOrDefaultAsync(g => g.Id == gameId) ?? throw new InvalidOperationException("Game not found");
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if (game.Status != GameStatus.InProgress)
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throw new InvalidOperationException("Game is not in progress");
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var card = await context.PlayerCards
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.Include(pc => pc.GameRound)
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.FirstOrDefaultAsync(pc => pc.Id == cardId) ?? throw new InvalidOperationException("Card not found");
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if (card.PlayerId != playerId) throw new UnauthorizedAccessException("Card does not belong to player");
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if (card.GameRound.GameId != gameId) throw new InvalidOperationException("Card does not belong to this game");
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if (card.GameRound.Status != RoundStatus.Active) throw new InvalidOperationException("Round is not active");
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if (card.IsUsed) throw new InvalidOperationException("Card has already been used");
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card.IsUsed = true;
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await context.SaveChangesAsync();
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return true;
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}
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public async Task<SlipChallenge> CreateChallengeAsync(int gameId, int challengingPlayerId, int targetCardId)
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{
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using var context = _contextFactory.CreateDbContext();
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var currentRound = await context.GameRounds
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.Where(gr => gr.GameId == gameId && gr.Status == RoundStatus.Active)
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.FirstOrDefaultAsync() ?? throw new InvalidOperationException("No active round found");
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var targetCard = await context.PlayerCards
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.FirstOrDefaultAsync(pc => pc.Id == targetCardId) ?? throw new InvalidOperationException("Target card not found");
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if (targetCard.GameRoundId != currentRound.Id)
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throw new InvalidOperationException("Card does not belong to the active round");
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if (targetCard.PlayerId == challengingPlayerId)
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throw new InvalidOperationException("Cannot challenge your own card");
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if (!targetCard.IsUsed)
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throw new InvalidOperationException("Card has not been played yet");
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var pendingExists = await context.SlipChallenges
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.AnyAsync(c => c.TargetCardId == targetCardId && c.Status == ChallengeStatus.Pending);
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if (pendingExists)
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throw new InvalidOperationException("A challenge for this card is already pending");
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var challenge = new SlipChallenge
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{
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GameRoundId = currentRound.Id,
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ChallengingPlayerId = challengingPlayerId,
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TargetPlayerId = targetCard.PlayerId,
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TargetCardId = targetCardId,
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Status = ChallengeStatus.Pending
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};
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context.SlipChallenges.Add(challenge);
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await context.SaveChangesAsync();
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return challenge;
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}
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public async Task<SlipChallenge> ResolveChallengeAsync(int challengeId, bool approved)
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{
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using var context = _contextFactory.CreateDbContext();
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var challenge = await context.SlipChallenges
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.Include(sc => sc.GameRound)
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.Include(sc => sc.TargetCard)
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.Include(sc => sc.ChallengingPlayer)
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.Include(sc => sc.TargetPlayer)
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.FirstOrDefaultAsync(sc => sc.Id == challengeId) ?? throw new InvalidOperationException("Challenge not found");
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if (challenge.Status != ChallengeStatus.Pending)
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throw new InvalidOperationException("Challenge has already been resolved");
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// approved = Beschuldigung stimmt (Phrase war ein unberechtigtes SlipIn des Beschuldigten)
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// rejected = Beschuldigung stimmt nicht (Phrase wurde regelkonform gespielt)
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if (approved)
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{
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// Berechtigte Beschuldigung: Beschuldigter muss die Phrase an den Beschuldiger abgeben
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challenge.TargetCard.PlayerId = challenge.ChallengingPlayerId;
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challenge.ChallengingPlayer.Score += 1;
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challenge.TargetPlayer.FailedSlips += 1;
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}
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else
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{
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// Falsche Beschuldigung: Phrase bleibt beim Beschuldigten
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challenge.TargetPlayer.SuccessfulSlips += 1;
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challenge.TargetPlayer.Score += 1;
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challenge.ChallengingPlayer.FailedSlips += 1;
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}
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challenge.Status = approved ? ChallengeStatus.Approved : ChallengeStatus.Rejected;
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challenge.ResolvedAt = DateTime.UtcNow;
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await context.SaveChangesAsync();
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return challenge;
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}
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public async Task<GameStateDto> GetGameStateAsync(int gameId)
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{
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using var context = _contextFactory.CreateDbContext();
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var game = await context.Games
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.Include(g => g.Players)
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.ThenInclude(p => p.User)
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.Include(g => g.Players)
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.ThenInclude(p => p.Cards)
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.Include(g => g.Rounds)
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.FirstOrDefaultAsync(g => g.Id == gameId) ?? throw new InvalidOperationException("Game not found");
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var playerInfos = game.Players.Select(p => new PlayerInfoDto
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{
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PlayerId = p.Id,
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Username = p.User.Username,
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Score = p.Score,
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IsReady = p.IsReady,
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CardCount = p.Cards.Count(c => !c.IsUsed) // Nur Anzahl, nicht die Karten selbst!
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}).ToList();
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var currentRound = game.Rounds
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.OrderByDescending(r => r.RoundNumber)
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.FirstOrDefault();
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var roundDurationSeconds = Math.Clamp(game.RoundDurationSeconds, 30, 60);
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var roundTimeRemaining = roundDurationSeconds;
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if (currentRound?.Status == RoundStatus.Active)
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{
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var elapsedSeconds = (int)(DateTime.UtcNow - currentRound.StartedAt).TotalSeconds;
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roundTimeRemaining = Math.Max(0, roundDurationSeconds - elapsedSeconds);
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}
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return new GameStateDto
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{
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GameId = game.Id,
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LobbyCode = game.LobbyCode,
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Status = game.Status.ToString(),
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Players = playerInfos,
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CurrentRound = currentRound?.RoundNumber ?? 0,
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RoundTimeRemaining = roundTimeRemaining
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};
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}
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public async Task<PlayerHandDto> GetPlayerHandAsync(int playerId)
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{
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using var context = _contextFactory.CreateDbContext();
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// Nur Karten der aktuell aktiven Runde zurückgeben — sonst wächst die Hand
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// über Runden hinweg unbegrenzt und enthält veraltete Karten.
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var activeRoundIds = await context.GameRounds
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.Where(gr => gr.Status == RoundStatus.Active &&
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gr.Game.Players.Any(p => p.Id == playerId))
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.Select(gr => gr.Id)
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.ToListAsync();
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var cards = await context.PlayerCards
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.Include(pc => pc.Phrase)
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.Where(pc => pc.PlayerId == playerId && activeRoundIds.Contains(pc.GameRoundId))
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.Select(pc => new PlayerCardDto
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{
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CardId = pc.Id,
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PhraseId = pc.PhraseId,
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Text = pc.Phrase.Text,
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IsUsed = pc.IsUsed
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})
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.ToListAsync();
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return new PlayerHandDto
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{
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PlayerId = playerId,
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Cards = cards
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};
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}
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public async Task<Game> GetGameAsync(int gameId)
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{
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using var context = _contextFactory.CreateDbContext();
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return await context.Games.FirstOrDefaultAsync(g => g.Id == gameId)
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?? throw new InvalidOperationException("Game not found");
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}
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private static string GenerateLobbyCode()
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{
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const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
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var buffer = new char[6];
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for (var i = 0; i < buffer.Length; i++)
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buffer[i] = chars[RandomNumberGenerator.GetInt32(chars.Length)];
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return new string(buffer);
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}
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private static async Task<string> GenerateUniqueLobbyCodeAsync(SlipItInDbContext context, int maxAttempts = 10)
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{
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for (var attempt = 0; attempt < maxAttempts; attempt++)
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{
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var code = GenerateLobbyCode();
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var exists = await context.Games.AnyAsync(g => g.LobbyCode == code);
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if (!exists)
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return code;
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}
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throw new InvalidOperationException("Could not generate a unique lobby code");
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}
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}
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