feat: refactor code
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import 'package:dio/dio.dart';
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import '../../../../../core/locator/locator.dart';
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import '../../../../../core/network/api_provider_imp.dart';
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/// تماسهای HTTP بازی: فهرست میزها و سهمیهی میز خصوصی.
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class GameApiProvider {
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ApiProviderImp get _api => locator<ApiProviderImp>();
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Future<Response> getShop() => _api.get('/shop');
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Future<Response> getTablesInfo() => _api.get('/tables/info');
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}
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@@ -0,0 +1,45 @@
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import 'dart:async';
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import '../../../../../core/network/ws_client.dart';
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import '../../../../auth/data/data_source/local/auth_local_data.dart';
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/// منبعِ realtime بازی: یک اتصال WebSocket را مدیریت کرده و پیامها/وضعیت را
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/// بهصورت استریم در اختیار repository میگذارد. توکن از حافظهی محلی خوانده میشود.
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class GameWsProvider {
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final AuthLocalData local;
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GameWsProvider(this.local);
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WsClient? _ws;
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StreamSubscription? _msgSub;
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StreamSubscription? _statusSub;
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final _messages = StreamController<Map<String, dynamic>>.broadcast();
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final _status = StreamController<WsStatus>.broadcast();
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Stream<Map<String, dynamic>> get messages => _messages.stream;
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Stream<WsStatus> get status => _status.stream;
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Future<void> connect() async {
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await _teardown(); // اتصال قبلی (در صورت وجود) بسته شود
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final token = await local.readToken();
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if (token == null || token.isEmpty) return;
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final ws = WsClient(token);
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_ws = ws;
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_msgSub = ws.messages.listen(_messages.add);
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_statusSub = ws.status.listen(_status.add);
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ws.connect();
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}
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void send(Map<String, dynamic> msg) => _ws?.send(msg);
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Future<void> _teardown() async {
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await _msgSub?.cancel();
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await _statusSub?.cancel();
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_msgSub = null;
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_statusSub = null;
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_ws?.dispose();
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_ws = null;
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}
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Future<void> disconnect() => _teardown();
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}
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