remove a bunch of locks

This commit is contained in:
Vinzenz Schroeter 2024-05-03 14:45:41 +02:00 committed by RobbersDaughter
parent b3bf62b391
commit d7b8664062
13 changed files with 126 additions and 143 deletions

View file

@ -8,65 +8,34 @@ internal sealed class PlayerServer(
ILogger<PlayerServer> logger,
ILogger<PlayerInfoConnection> connectionLogger,
TankSpawnQueue tankSpawnQueue,
MapEntityManager entityManager
MapEntityManager entityManager,
BufferPool bufferPool
) : WebsocketServer<PlayerInfoConnection>(logger), ITickStep
{
private readonly Dictionary<string, Player> _players = [];
private readonly SemaphoreSlim _mutex = new(1, 1);
private readonly ConcurrentDictionary<string, Player> _players = [];
public Player GetOrAdd(string name)
{
_mutex.Wait();
try
{
if (_players.TryGetValue(name, out var existingPlayer))
{
logger.LogInformation("player {} rejoined", existingPlayer.Name);
return existingPlayer;
}
var newPlayer = new Player { Name = name };
logger.LogInformation("player {} joined", newPlayer.Name);
_players.Add(name, newPlayer);
tankSpawnQueue.EnqueueForImmediateSpawn(newPlayer);
return newPlayer;
}
finally
{
_mutex.Release();
}
}
public Player GetOrAdd(string name) => _players.GetOrAdd(name, Add);
public bool TryGet(string name, [MaybeNullWhen(false)] out Player foundPlayer)
{
_mutex.Wait();
try
{
foundPlayer = _players.Values.FirstOrDefault(player => player.Name == name);
return foundPlayer != null;
}
finally
{
_mutex.Release();
}
}
=> _players.TryGetValue(name, out foundPlayer);
public List<Player> GetAll()
public IEnumerable<Player> Players => _players.Values;
private Player Add(string name)
{
_mutex.Wait();
try
{
return _players.Values.ToList();
}
finally
{
_mutex.Release();
}
var newPlayer = new Player { Name = name };
logger.LogInformation("player {} joined", newPlayer.Name);
tankSpawnQueue.EnqueueForImmediateSpawn(newPlayer);
return newPlayer;
}
public Task HandleClientAsync(WebSocket webSocket, Player player)
=> HandleClientAsync(new PlayerInfoConnection(player, connectionLogger, webSocket, entityManager));
{
var connection = new PlayerInfoConnection(player, connectionLogger, webSocket, entityManager, bufferPool);
return HandleClientAsync(connection);
}
public ValueTask TickAsync(TimeSpan delta)
=> ParallelForEachConnectionAsync(connection => connection.OnGameTickAsync().AsTask());
public async ValueTask TickAsync(TimeSpan delta)
=> await Connections.Select(connection => connection.OnGameTickAsync())
.WhenAll();
}