using System.Net.WebSockets; namespace TanksServer.Interactivity; internal sealed class ControlsServerConnection : IWebsocketServerConnection { private readonly ByteChannelWebSocket _binaryWebSocket; private readonly ILogger _logger; private readonly Player _player; public ControlsServerConnection(WebSocket socket, ILogger logger, Player player) { _logger = logger; _player = player; _binaryWebSocket = new ByteChannelWebSocket(socket, logger, 2); Done = ReceiveAsync(); } public Task Done { get; } private async Task ReceiveAsync() { await foreach (var buffer in _binaryWebSocket.ReadAllAsync()) { var type = (MessageType)buffer.Span[0]; var control = (InputType)buffer.Span[1]; _logger.LogTrace("player input {} {} {}", _player.Id, type, control); var isEnable = type switch { MessageType.Enable => true, MessageType.Disable => false, _ => throw new ArgumentException("invalid message type") }; _player.LastInput = DateTime.Now; switch (control) { case InputType.Forward: _player.Controls.Forward = isEnable; break; case InputType.Backward: _player.Controls.Backward = isEnable; break; case InputType.Left: _player.Controls.TurnLeft = isEnable; break; case InputType.Right: _player.Controls.TurnRight = isEnable; break; case InputType.Shoot: _player.Controls.Shoot = isEnable; break; default: throw new ArgumentException("invalid control type"); } } } public Task CloseAsync() => _binaryWebSocket.CloseAsync(); private enum MessageType : byte { Enable = 0x01, Disable = 0x02 } private enum InputType : byte { Forward = 0x01, Backward = 0x02, Left = 0x03, Right = 0x04, Shoot = 0x05 } }