more configuration, limit rate of sent frames

This commit is contained in:
Vinzenz Schroeter 2024-04-16 21:34:54 +02:00
commit 3f4a301993

View file

@ -11,18 +11,23 @@ internal sealed class ClientScreenServerConnection : IDisposable
private readonly ILogger<ClientScreenServerConnection> _logger;
private readonly ClientScreenServer _server;
private readonly SemaphoreSlim _wantedFrames = new(1);
private readonly Guid? _playerGuid = null;
private readonly PlayerScreenData? _playerScreenData = null;
private readonly Guid? _playerGuid;
private readonly PlayerScreenData? _playerScreenData;
private readonly TimeSpan _minFrameTime;
private DateTime _nextFrameAfter = DateTime.Now;
public ClientScreenServerConnection(
WebSocket webSocket,
ILogger<ClientScreenServerConnection> logger,
ClientScreenServer server,
TimeSpan minFrameTime,
Guid? playerGuid = null
)
{
_server = server;
_logger = logger;
_minFrameTime = minFrameTime;
_playerGuid = playerGuid;
if (playerGuid.HasValue)
@ -42,12 +47,17 @@ internal sealed class ClientScreenServerConnection : IDisposable
public async Task SendAsync(PixelGrid pixels, GamePixelGrid gamePixelGrid)
{
if (_nextFrameAfter > DateTime.Now)
return;
if (!await _wantedFrames.WaitAsync(TimeSpan.Zero))
{
_logger.LogTrace("client does not want a frame yet");
return;
}
_nextFrameAfter = DateTime.Today + _minFrameTime;
if (_playerScreenData != null)
RefreshPlayerSpecificData(gamePixelGrid);