42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
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(
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ILogger<PlayerServer> logger,
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ILogger<PlayerInfoConnection> connectionLogger,
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TankSpawnQueue tankSpawnQueue,
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MapEntityManager entityManager,
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BufferPool bufferPool
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) : WebsocketServer<PlayerInfoConnection>(logger), ITickStep
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{
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private readonly ConcurrentDictionary<string, Player> _players = [];
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public Player GetOrAdd(string name) => _players.GetOrAdd(name, Add);
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public bool TryGet(string name, [MaybeNullWhen(false)] out Player foundPlayer)
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=> _players.TryGetValue(name, out foundPlayer);
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public IEnumerable<Player> Players => _players.Values;
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private Player Add(string name)
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{
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var newPlayer = new Player { Name = name };
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logger.LogInformation("player {} joined", newPlayer.Name);
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tankSpawnQueue.EnqueueForImmediateSpawn(newPlayer);
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return newPlayer;
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}
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public Task HandleClientAsync(WebSocket webSocket, Player player)
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{
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var connection = new PlayerInfoConnection(player, connectionLogger, webSocket, entityManager, bufferPool);
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return HandleClientAsync(connection);
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}
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public async ValueTask TickAsync(TimeSpan delta)
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=> await Connections.Select(connection => connection.OnGameTickAsync())
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.WhenAll();
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}
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