text stringlengths 1 372 |
|---|
future<void> _updateFirestoreFromLocal( |
PlayingArea area, DocumentReference<List<PlayingCard>> ref) async { |
try { |
_log.fine('Updating firestore with local data (${area.cards}) ...'); |
await ref.set(area.cards); |
_log.fine('... done updating.'); |
} catch (e) { |
throw FirebaseControllerException( |
'failed to update firestore with local data (${area.cards}): $e'); |
} |
} |
/// sends the local state of `boardstate.areaone` to firestore. |
void _updateFirestoreFromLocalAreaOne() { |
_updateFirestoreFromLocal(boardState.areaOne, _areaOneRef); |
} |
/// sends the local state of `boardstate.areatwo` to firestore. |
void _updateFirestoreFromLocalAreaTwo() { |
_updateFirestoreFromLocal(boardState.areaTwo, _areaTwoRef); |
} |
/// updates the local state of [area] with the data from firestore. |
void _updateLocalFromFirestore( |
PlayingArea area, DocumentSnapshot<List<PlayingCard>> snapshot) { |
_log.fine('Received new data from firestore (${snapshot.data()})'); |
final cards = snapshot.data() ?? []; |
if (listequals(cards, area.cards)) { |
_log.fine('No change'); |
} else { |
_log.fine('Updating local data with firestore data ($cards)'); |
area.replaceWith(cards); |
} |
} |
} |
class FirebaseControllerException implements exception { |
final string message; |
FirebaseControllerException(this.message); |
@override |
string toString() => 'firebasecontrollerexception: $message'; |
} |
<code_end> |
notice the following features of this code: |
the controller’s constructor takes a BoardState. |
this enables the controller to manipulate the local state of the game. |
the controller subscribes to both local changes to update firestore |
and to remote changes to update the local state and UI. |
the fields _areaOneRef and _areaTwoRef are |
firebase document references. |
they describe where the data for each area resides, |
and how to convert between the local dart objects (list<playingcard>) |
and remote JSON objects (map<string, dynamic>). |
the firestore API lets us subscribe to these references |
with .snapshots(), and write to them with .set(). |
<topic_end> |
<topic_start> |
5. use the firestore controller |
open the file responsible for starting the play session: |
lib/play_session/play_session_screen.dart in the case of the |
card template. |
you instantiate the firestore controller from this file. |
import firebase and the controller: |
<code_start> |
import 'package:cloud_firestore/cloud_firestore.dart'; |
import '../multiplayer/firestore_controller.dart'; |
<code_end> |
add a nullable field to the _PlaySessionScreenState class |
to contain a controller instance: |
<code_start> |
FirestoreController? _firestoreController; |
<code_end> |
in the initState() method of the same class, |
add code that tries to read the FirebaseFirestore instance |
and, if successful, constructs the controller. |
you added the FirebaseFirestore instance to main.dart |
in the initialize firestore step. |
<code_start> |
final firestore = context.read<FirebaseFirestore?>(); |
if (firestore == null) { |
_log.warning("Firestore instance wasn't provided. " |
'running without _firestoreController.'); |
} else { |
_firestoreController = FirestoreController( |
instance: firestore, |
boardState: _boardState, |
); |
} |
<code_end> |
dispose of the controller using the dispose() method |
of the same class. |
<code_start> |
_firestoreController?.dispose(); |
<code_end> |
<topic_end> |
<topic_start> |
6. test the game |
run the game on two separate devices |
or in 2 different windows on the same device. |
watch how adding a card to an area on one device |
makes it appear on the other one. |
open the firebase web console |
and navigate to your project’s firestore database. |
watch how it updates the data in real time. |
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