Files
SlipItIn/SlipItIn.Server/Services/GameService.cs
Tim Krampitz bbc6ad6080 Architektur-Redesign: SignalR-Multiplayer & MVVM
Umfassende Umstrukturierung der SlipItIn-App für eine moderne, zustandsbasierte und SignalR-gestützte Multiplayer-Architektur. Einführung neuer Services für Auth, API, SignalR, lokalen Speicher und Game-State-Management via Dependency Injection. Komplette Neugestaltung der Views (Login, Registrierung, Lobby, Spielbrett) mit MVVM und CommunityToolkit.Mvvm. Navigation jetzt über MAUI Shell mit expliziten Routen. Game-Logik auf Events/Messaging umgestellt, UI und Logik entkoppelt, Echtzeit-Updates integriert. SignalR für alle Spielaktionen inkl. Wiederverbindung und Offline-Queueing. Lokaler Speicher für Auth, Userdaten, GameState und Aktionen. MainPage entfernt, neue Views implementiert. Projektdatei um NuGet-Pakete und Shared-Projekt erweitert. Backend-Änderungen für direkte Spieler-Zuordnung und korrekte EF Core-Relationen. App ist nun robust, testbar und unterstützt Multiplayer- sowie Offline-Szenarien.
2026-07-26 17:31:26 +02:00

286 lines
10 KiB
C#

using Microsoft.EntityFrameworkCore;
using SlipItIn.Server.Data;
using SlipItIn.Shared.DTOs;
using SlipItIn.Shared.Models;
namespace SlipItIn.Server.Services;
public class GameService : IGameService
{
private readonly IDbContextFactory<SlipItInDbContext> _contextFactory;
private readonly ILogger<GameService> _logger;
public GameService(IDbContextFactory<SlipItInDbContext> contextFactory, ILogger<GameService> logger)
{
_contextFactory = contextFactory;
_logger = logger;
}
public async Task<Game> CreateGameAsync(int hostUserId, string? connectionId = null)
{
using var context = _contextFactory.CreateDbContext();
var host = await context.Users.FirstOrDefaultAsync(u => u.Id == hostUserId) ?? throw new InvalidOperationException("Host not found");
var lobbyCode = GenerateLobbyCode();
var game = new Game
{
LobbyCode = lobbyCode,
HostId = host.Id,
Status = GameStatus.Lobby
};
// Host wird automatisch als erster Spieler hinzugefügt
var hostPlayer = new Player { UserId = host.Id, ConnectionId = connectionId };
// Spieler direkt zur Liste des Spiels hinzufügen
game.Players.Add(hostPlayer);
// Es reicht, nur das Game hinzuzufügen — EF Core fügt den Player automatisch mit hinzu
context.Games.Add(game);
await context.SaveChangesAsync();
return game;
}
public async Task<Game> JoinGameAsync(string lobbyCode, int userId, string? connectionId = null)
{
using var context = _contextFactory.CreateDbContext();
var game = await context.Games
.Include(g => g.Players)
.FirstOrDefaultAsync(g => g.LobbyCode == lobbyCode && g.Status == GameStatus.Lobby) ?? 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.Id == userId) ?? throw new InvalidOperationException("User not found");
// Prüfen ob User bereits im Spiel ist
if (game.Players.Any(p => p.UserId == userId))
throw new InvalidOperationException("User already in game");
var player = new Player { UserId = user.Id, GameId = game.Id, ConnectionId = connectionId };
context.Players.Add(player);
await context.SaveChangesAsync();
return game;
}
public async Task<Game> StartGameAsync(int gameId)
{
using var context = _contextFactory.CreateDbContext();
var game = await context.Games.FirstOrDefaultAsync(g => g.Id == gameId) ?? 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)
{
using var context = _contextFactory.CreateDbContext();
var player = await context.Players.FirstOrDefaultAsync(p => p.Id == playerId) ?? 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)
{
using var context = _contextFactory.CreateDbContext();
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() ?? throw new InvalidOperationException("No active round found");
var allPhrases = await context.Phrases.Where(p => p.IsActive).ToListAsync();
if (allPhrases.Count < 5) throw new InvalidOperationException("Not enough phrases in database");
var dealtCards = new List<PlayerCard>();
foreach (var player in players)
{
var selectedPhrases = allPhrases.OrderBy(_ => Random.Shared.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)
{
using var context = _contextFactory.CreateDbContext();
var card = await context.PlayerCards
.Include(pc => pc.Player)
.FirstOrDefaultAsync(pc => pc.Id == cardId) ?? throw new InvalidOperationException("Card not found");
if (card.PlayerId != playerId) throw new UnauthorizedAccessException("Card does not belong to player");
card.IsUsed = true;
await context.SaveChangesAsync();
return true;
}
public async Task<SlipChallenge> CreateChallengeAsync(int gameId, int challengingPlayerId, int targetCardId)
{
using var context = _contextFactory.CreateDbContext();
var targetCard = await context.PlayerCards.FirstOrDefaultAsync(pc => pc.Id == targetCardId) ?? throw new InvalidOperationException("Target card not found");
var currentRound = await context.GameRounds
.Where(gr => gr.GameId == gameId && gr.Status == RoundStatus.Active)
.FirstOrDefaultAsync() ?? throw new InvalidOperationException("No active round found");
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)
{
using var context = _contextFactory.CreateDbContext();
var challenge = await context.SlipChallenges
.Include(sc => sc.GameRound)
.Include(sc => sc.TargetCard)
.FirstOrDefaultAsync(sc => sc.Id == challengeId) ?? throw new InvalidOperationException("Challenge not found");
// 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)
{
using var context = _contextFactory.CreateDbContext();
var game = await context.Games
.Include(g => g.Players)
.ThenInclude(p => p.User)
.Include(g => g.Players)
.ThenInclude(p => p.Cards)
.Include(g => g.Rounds)
.FirstOrDefaultAsync(g => g.Id == gameId) ?? 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,
CardCount = p.Cards.Count // Nur Anzahl, nicht die Karten selbst!
}).ToList();
var currentRound = game.Rounds
.OrderByDescending(r => r.RoundNumber)
.FirstOrDefault();
var roundDurationSeconds = Math.Clamp(game.RoundDurationSeconds, 30, 60);
var roundTimeRemaining = roundDurationSeconds;
if (currentRound?.Status == RoundStatus.Active)
{
var elapsedSeconds = (int)(DateTime.UtcNow - currentRound.StartedAt).TotalSeconds;
roundTimeRemaining = Math.Max(0, roundDurationSeconds - elapsedSeconds);
}
return new GameStateDto
{
GameId = game.Id,
LobbyCode = game.LobbyCode,
Status = game.Status.ToString(),
Players = playerInfos,
CurrentRound = currentRound?.RoundNumber ?? 0,
RoundTimeRemaining = roundTimeRemaining
};
}
public async Task<PlayerHandDto> GetPlayerHandAsync(int playerId)
{
using var context = _contextFactory.CreateDbContext();
var cards = await context.PlayerCards
.Include(pc => pc.Phrase)
.Where(pc => pc.PlayerId == playerId)
.Select(pc => new PlayerCardDto
{
CardId = pc.Id,
PhraseId = pc.PhraseId,
Text = pc.Phrase.Text,
IsUsed = pc.IsUsed
})
.ToListAsync();
return new PlayerHandDto
{
PlayerId = playerId,
Cards = cards
};
}
public async Task<Game> GetGameAsync(int gameId)
{
using var context = _contextFactory.CreateDbContext();
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.Shared.Next(chars.Length)])]);
return code;
}
}