using SptCommon.Annotations;
using Core.Controllers;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Request;
using Core.Models.Eft.Notifier;
using Core.Utils;
namespace Core.Callbacks;
[Injectable(InjectableTypeOverride = typeof(NotifierCallbacks))]
public class NotifierCallbacks(
HttpResponseUtil _httpResponseUtil,
NotifierController _notifierController
)
{
/**
* If we don't have anything to send, it's ok to not send anything back
* because notification requests can be long-polling. In fact, we SHOULD wait
* until we actually have something to send because otherwise we'd spam the client
* and the client would abort the connection due to spam.
*/
public void SendNotification(string sessionID, object req, object resp, object data) // TODO: no types were given
{
// var splitUrl = req.Url.Split("/");
// var tmpSessionID = splitUrl[splitUrl.Length - 1].Split("?last_id")[0];
// Take our array of JSON message objects and cast them to JSON strings, so that they can then
// be sent to client as NEWLINE separated strings... yup.
// _notifierController.NotifyAsync(tmpSessionID)
throw new NotImplementedException();
}
///
/// Handle push/notifier/get
/// Handle push/notifier/getwebsocket
/// TODO: removed from client?
///
///
///
///
///
public string GetNotifier(string url, object info, string sessionId)
{
return _httpResponseUtil.EmptyArrayResponse();
}
///
/// Handle client/notifier/channel/create
///
///
///
///
///
public string CreateNotifierChannel(string url, EmptyRequestData info, string sessionID)
{
return _httpResponseUtil.GetBody(_notifierController.GetChannel(sessionID));
}
///
/// Handle client/game/profile/select
///
///
///
///
///
public string SelectProfile(string url, UIDRequestData info, string sessionID)
{
return _httpResponseUtil.GetBody(new SelectProfileResponse { Status = "ok" });
}
///
///
///
///
///
///
///
public string Notify(string url, object info, string sessionID)
{
return "NOTIFY";
}
}