servicepoint-tanks/tanks-backend/TanksServer/Interactivity/PlayerServer.cs
2024-05-06 00:33:49 +02:00

42 lines
1.4 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Net.WebSockets;
using TanksServer.GameLogic;
namespace TanksServer.Interactivity;
internal sealed class PlayerServer(
ILogger<PlayerServer> logger,
ILogger<PlayerInfoConnection> connectionLogger,
TankSpawnQueue tankSpawnQueue,
MapEntityManager entityManager,
BufferPool bufferPool
) : WebsocketServer<PlayerInfoConnection>(logger), ITickStep
{
private readonly ConcurrentDictionary<string, Player> _players = [];
public Player GetOrAdd(string name) => _players.GetOrAdd(name, Add);
public bool TryGet(string name, [MaybeNullWhen(false)] out Player foundPlayer)
=> _players.TryGetValue(name, out foundPlayer);
public IEnumerable<Player> Players => _players.Values;
private Player Add(string name)
{
var newPlayer = new Player { Name = name };
logger.LogInformation("player {} joined", newPlayer.Name);
tankSpawnQueue.EnqueueForImmediateSpawn(newPlayer);
return newPlayer;
}
public Task HandleClientAsync(WebSocket webSocket, Player player)
{
var connection = new PlayerInfoConnection(player, connectionLogger, webSocket, entityManager, bufferPool);
return HandleClientAsync(connection);
}
public async ValueTask TickAsync(TimeSpan delta)
=> await Connections.Select(connection => connection.OnGameTickAsync())
.WhenAll();
}