43 lines
1.1 KiB
C#
43 lines
1.1 KiB
C#
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, SpawnQueue spawnQueue)
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{
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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()
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{
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var player = new Player(name, id);
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spawnQueue.EnqueueForImmediateSpawn(player);
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return player;
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}
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var player = _players.GetOrAdd(name, _ => AddAndSpawn());
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if (player.Id != id)
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return null;
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logger.LogInformation("player {} (re)joined", player.Id);
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return player;
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}
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public bool TryGet(Guid? playerId, [MaybeNullWhen(false)] out Player foundPlayer)
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{
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foreach (var player in _players.Values)
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{
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if (player.Id != playerId)
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continue;
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foundPlayer = player;
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return true;
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}
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foundPlayer = null;
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return false;
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}
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public IEnumerable<Player> GetAll() => _players.Values;
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}
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