73 lines
2 KiB
C#
73 lines
2 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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) : WebsocketServer<PlayerInfoConnection>(logger), ITickStep
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{
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private readonly Dictionary<string, Player> _players = [];
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private readonly SemaphoreSlim _mutex = new(1, 1);
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public Player GetOrAdd(string name)
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{
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_mutex.Wait();
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try
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{
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if (_players.TryGetValue(name, out var existingPlayer))
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{
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logger.LogInformation("player {} rejoined", existingPlayer.Name);
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return existingPlayer;
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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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_players.Add(name, newPlayer);
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tankSpawnQueue.EnqueueForImmediateSpawn(newPlayer);
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return newPlayer;
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}
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finally
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{
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_mutex.Release();
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}
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}
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public bool TryGet(string name, [MaybeNullWhen(false)] out Player foundPlayer)
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{
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_mutex.Wait();
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try
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{
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foundPlayer = _players.Values.FirstOrDefault(player => player.Name == name);
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return foundPlayer != null;
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}
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finally
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{
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_mutex.Release();
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}
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}
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public List<Player> GetAll()
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{
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_mutex.Wait();
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try
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{
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return _players.Values.ToList();
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}
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finally
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{
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_mutex.Release();
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}
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}
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public Task HandleClientAsync(WebSocket webSocket, Player player)
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=> HandleClientAsync(new PlayerInfoConnection(player, connectionLogger, webSocket, entityManager));
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public ValueTask TickAsync(TimeSpan delta)
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=> ParallelForEachConnectionAsync(connection => connection.OnGameTickAsync().AsTask());
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}
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