servicepoint-tanks/TanksServer/Interactivity/PlayerServer.cs

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using System.Diagnostics.CodeAnalysis;
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using TanksServer.GameLogic;
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namespace TanksServer.Interactivity;
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internal sealed class PlayerServer(ILogger<PlayerServer> logger, TankSpawnQueue tankSpawnQueue)
{
private readonly ConcurrentDictionary<string, Player> _players = new();
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public Player? GetOrAdd(string name, Guid id)
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{
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Player AddAndSpawn()
{
var player = new Player(name, id);
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tankSpawnQueue.EnqueueForImmediateSpawn(player);
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return player;
}
var player = _players.GetOrAdd(name, _ => AddAndSpawn());
if (player.Id != id)
return null;
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logger.LogInformation("player {} (re)joined", player.Id);
return player;
}
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public bool TryGet(Guid? playerId, [MaybeNullWhen(false)] out Player foundPlayer)
{
foreach (var player in _players.Values)
{
if (player.Id != playerId)
continue;
foundPlayer = player;
return true;
}
foundPlayer = null;
return false;
}
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public IEnumerable<Player> GetAll() => _players.Values;
}