servicepoint-tanks/tanks-backend/TanksServer/Interactivity/PlayerServer.cs

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using System.Diagnostics.CodeAnalysis;
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using System.Net.WebSockets;
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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,
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ILogger<PlayerInfoConnection> connectionLogger,
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TankSpawnQueue tankSpawnQueue
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) : WebsocketServer<PlayerInfoConnection>(logger), ITickStep
{
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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var existingOrAddedPlayer = _players.GetOrAdd(name, _ => AddAndSpawn());
if (existingOrAddedPlayer.Id != id)
return null;
logger.LogInformation("player {} (re)joined", existingOrAddedPlayer.Id);
return existingOrAddedPlayer;
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Player AddAndSpawn()
{
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var newPlayer = new Player(name, id);
tankSpawnQueue.EnqueueForImmediateSpawn(newPlayer);
return newPlayer;
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}
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}
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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;
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public Task HandleClientAsync(WebSocket webSocket, Player player)
=> HandleClientAsync(new PlayerInfoConnection(player, connectionLogger, webSocket));
public Task TickAsync(TimeSpan delta)
=> ParallelForEachConnectionAsync(connection => connection.OnGameTickAsync());
}