feat: refactor code
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@@ -0,0 +1,96 @@
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import 'dart:async';
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import 'package:flutter_bloc/flutter_bloc.dart';
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import '../../../../core/network/ws_client.dart';
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import '../../domain/entities/game_entities.dart';
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import '../../domain/repository/game_repository.dart';
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import 'game_event.dart';
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import 'game_state.dart';
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/// بلوکِ realtime بازی: به استریمِ پیامها/وضعیتِ repository گوش میدهد و
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/// اقدامهای بازیکن را به سرور میفرستد. متدهای کمکی برای موتور Flame هم دارد.
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class GameBloc extends Bloc<GameEvent, GameUiState> {
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final GameRepository repository;
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late final StreamSubscription _msgSub;
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late final StreamSubscription _statusSub;
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Map<String, dynamic> _joinAction = const {};
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bool _joined = false;
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GameBloc(this.repository) : super(const GameUiState()) {
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_msgSub =
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repository.messages.listen((m) => add(GameMessageReceived(m)));
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_statusSub =
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repository.status.listen((s) => add(GameStatusChanged(s)));
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on<ConnectGameEvent>((event, emit) async {
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_joinAction = event.joinAction;
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_joined = false;
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await repository.connect();
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});
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on<GameStatusChanged>((event, emit) {
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emit(state.copyWith(connection: event.status));
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if (event.status == WsStatus.connected && !_joined) {
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_joined = true;
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repository.send(_joinAction);
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}
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});
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on<GameMessageReceived>((event, emit) => _onMessage(event.message, emit));
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on<ChooseTrumpEvent>(
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(event, emit) => repository.send({'type': 'choose_trump', 'suit': event.suit}));
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on<PlayCardEvent>(
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(event, emit) => repository.send({'type': 'play_card', 'card': event.card}));
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on<LeaveGameEvent>((event, emit) => repository.send({'type': 'leave'}));
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on<StartTableEvent>((event, emit) => repository.send({'type': 'start_table'}));
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on<LeaveTableEvent>((event, emit) => repository.send({'type': 'leave_table'}));
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on<ClearNoticeEvent>((event, emit) => emit(state.copyWith(clearNotice: true)));
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}
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void _onMessage(Map<String, dynamic> msg, Emitter<GameUiState> emit) {
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switch (msg['type']) {
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case 'state':
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final gs = GameState.fromJson(msg);
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final clear = gs.phase == 'choose_trump' || gs.phase == 'playing';
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emit(state.copyWith(state: gs, clearHandResult: clear));
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case 'hand_over':
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emit(state.copyWith(handResult: HandResult.fromJson(msg)));
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case 'game_over':
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emit(state.copyWith(gameOver: GameOver.fromJson(msg)));
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case 'table_lobby':
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emit(state.copyWith(lobby: TableLobby.fromJson(msg)));
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case 'countdown':
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emit(state.copyWith(countdown: (msg['seconds'] ?? 3) as int));
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case 'table_closed':
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emit(state.copyWith(
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tableClosed: true, notice: 'میز توسط میزبان بسته شد'));
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case 'player_disconnected':
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emit(state.copyWith(notice: 'یک بازیکن قطع شد'));
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case 'player_reconnected':
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emit(state.copyWith(notice: 'بازیکن بازگشت'));
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case 'player_left':
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emit(state.copyWith(notice: 'یک بازیکن میز را ترک کرد'));
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case 'error':
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emit(state.copyWith(notice: (msg['message'] ?? 'خطا').toString()));
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}
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}
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// --- متدهای کمکی برای موتور Flame و صفحهها ---
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void chooseTrump(String suit) => add(ChooseTrumpEvent(suit));
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void playCard(String card) => add(PlayCardEvent(card));
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void leave() => add(LeaveGameEvent());
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void startTable() => add(StartTableEvent());
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void leaveTable() => add(LeaveTableEvent());
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void clearNotice() => add(ClearNoticeEvent());
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@override
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Future<void> close() {
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_msgSub.cancel();
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_statusSub.cancel();
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repository.disconnect();
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return super.close();
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}
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}
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