neon-sprawl/server/NeonSprawl.Server/Game/PositionState/InMemoryPositionStateStore.cs

65 lines
2.0 KiB
C#

using System.Collections.Concurrent;
using Microsoft.Extensions.Options;
namespace NeonSprawl.Server.Game.PositionState;
/// <summary>Thread-safe in-memory positions; seeds the configured dev player on construction.</summary>
public sealed class InMemoryPositionStateStore(IOptions<GamePositionOptions> options) : IPositionStateStore
{
private readonly ConcurrentDictionary<string, PositionSnapshot> positions = CreateInitialMap(options.Value);
private static ConcurrentDictionary<string, PositionSnapshot> CreateInitialMap(GamePositionOptions o)
{
var id = o.DevPlayerId.Trim();
if (id.Length == 0)
{
throw new InvalidOperationException("Game:DevPlayerId must be non-empty.");
}
var map = new ConcurrentDictionary<string, PositionSnapshot>(StringComparer.OrdinalIgnoreCase);
var p = o.DefaultPosition ?? new DefaultPositionOptions();
map[id] = new PositionSnapshot(p.X, p.Y, p.Z, 0);
return map;
}
public bool TryGetPosition(string playerId, out PositionSnapshot snapshot)
{
var key = playerId?.Trim();
if (!string.IsNullOrEmpty(key))
{
return positions.TryGetValue(key, out snapshot);
}
snapshot = default;
return false;
}
public bool TryApplyMoveTarget(string playerId, double x, double y, double z, out PositionSnapshot snapshot)
{
var key = playerId?.Trim();
if (string.IsNullOrEmpty(key))
{
snapshot = default;
return false;
}
while (true)
{
if (!positions.TryGetValue(key, out var previous))
{
snapshot = default;
return false;
}
var next = new PositionSnapshot(x, y, z, previous.Sequence + 1);
if (!positions.TryUpdate(key, next, previous))
{
continue;
}
snapshot = next;
return true;
}
}
}