LANCommander/LANCommander.Server.Services/PlaySessionService.cs
Pat Hartl b28e8a51ee Fix auditing
The way updates are being handled means that the auditing interceptor doesn't work as the entities are not showing in the change tracker at that stage as modified. Added the auditing to BaseDatabaseService instead.
2025-02-09 18:53:40 -06:00

78 lines
2.7 KiB
C#

using AutoMapper;
using LANCommander.Server.Data;
using LANCommander.Server.Data.Models;
using Microsoft.EntityFrameworkCore;
using LANCommander.SDK.Enums;
using Microsoft.AspNetCore.Http;
using Microsoft.Extensions.Logging;
using ZiggyCreatures.Caching.Fusion;
namespace LANCommander.Server.Services
{
public sealed class PlaySessionService(
ILogger<PlaySessionService> logger,
IFusionCache cache,
IMapper mapper,
IHttpContextAccessor httpContextAccessor,
IDbContextFactory<DatabaseContext> contextFactory,
ServerProcessService serverProcessService,
ServerService serverService) : BaseDatabaseService<PlaySession>(logger, cache, mapper, httpContextAccessor, contextFactory)
{
public override async Task<PlaySession> UpdateAsync(PlaySession entity)
{
return await base.UpdateAsync(entity, async context =>
{
await context.UpdateRelationshipAsync(ps => ps.Game);
await context.UpdateRelationshipAsync(ps => ps.User);
});
}
public async Task StartSessionAsync(Guid gameId, Guid userId)
{
var existingSession = await FirstOrDefaultAsync(ps => ps.GameId == gameId && ps.UserId == userId && ps.End == null);
if (existingSession != null)
await DeleteAsync(existingSession);
var session = new PlaySession()
{
GameId = gameId,
UserId = userId,
Start = DateTime.UtcNow
};
await AddAsync(session);
var servers = await serverService.GetAsync(s => s.GameId == gameId && s.Autostart && s.AutostartMethod == ServerAutostartMethod.OnPlayerActivity);
foreach (var server in servers)
{
serverProcessService.StartServerAsync(server.Id);
}
}
public async Task EndSessionAsync(Guid gameId, Guid userId)
{
var existingSession = await FirstOrDefaultAsync(ps => ps.GameId == gameId && ps.UserId == userId && ps.End == null);
if (existingSession != null)
{
existingSession.End = DateTime.UtcNow;
await UpdateAsync(existingSession);
}
var activeSessions = (await GetAsync(ps => ps.GameId == gameId && ps.End == null)).Any();
if (!activeSessions)
{
var servers = await serverService.GetAsync(s => s.GameId == gameId && s.Autostart && s.AutostartMethod == ServerAutostartMethod.OnPlayerActivity);
foreach (var server in servers)
{
serverProcessService.StopServerAsync(server.Id);
}
}
}
}
}