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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,50 @@ | ||
using System.Linq; | ||
using CopperMatchmaking.Info; | ||
using Riptide; | ||
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namespace CopperMatchmaking.Server | ||
{ | ||
internal class ServerClientCounter | ||
{ | ||
private readonly MatchmakerServer server; | ||
private ServerLobbyManager LobbyManager => server.LobbyManager; | ||
private ServerQueueManager QueueManager => server.QueueManager; | ||
private ServerHandler Handler => server.Handler; | ||
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private int currentLobbyPlayerCount; | ||
private int currentQueuePlayerCount; | ||
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public ServerClientCounter(MatchmakerServer server) | ||
{ | ||
this.server = server; | ||
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server.Server.ClientConnected += ClientConnected; | ||
server.Server.ClientDisconnected += ClientDisconnected; | ||
} | ||
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~ServerClientCounter() | ||
{ | ||
server.Server.ClientConnected -= ClientConnected; | ||
server.Server.ClientDisconnected -= ClientDisconnected; | ||
} | ||
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private void ClientConnected(object sender, ServerConnectedEventArgs serverConnectedEventArgs) => PlayerCountUpdateCheck(); | ||
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private void ClientDisconnected(object sender, ServerDisconnectedEventArgs serverDisconnectedEventArgs) => PlayerCountUpdateCheck(); | ||
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internal void PlayerCountUpdateCheck() | ||
{ | ||
var lobbyPlayerCount = LobbyManager.Lobbies.Values.Sum(lobby => lobby.Count()); | ||
var queuePlayerCount = QueueManager.RankQueues.Values.Sum(queues => queues.Count); | ||
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if (lobbyPlayerCount == currentLobbyPlayerCount && currentQueuePlayerCount == queuePlayerCount) | ||
return; | ||
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currentLobbyPlayerCount = lobbyPlayerCount; | ||
currentQueuePlayerCount = queuePlayerCount; | ||
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Handler.PlayerQueueCountUpdated(currentLobbyPlayerCount, currentQueuePlayerCount); | ||
Log.Info($"Current player count has been updated | Lobby player count: {currentLobbyPlayerCount} | Queue player count: {currentQueuePlayerCount}"); | ||
} | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,50 @@ | ||
using System.Linq; | ||
using CopperMatchmaking.Info; | ||
using Riptide; | ||
|
||
namespace CopperMatchmaking.Server | ||
{ | ||
internal class ServerClientCounter | ||
{ | ||
private readonly MatchmakerServer server; | ||
private ServerLobbyManager LobbyManager => server.LobbyManager; | ||
private ServerQueueManager QueueManager => server.QueueManager; | ||
private ServerHandler Handler => server.Handler; | ||
|
||
private int currentLobbyPlayerCount; | ||
private int currentQueuePlayerCount; | ||
|
||
public ServerClientCounter(MatchmakerServer server) | ||
{ | ||
this.server = server; | ||
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server.Server.ClientConnected += ClientConnected; | ||
server.Server.ClientDisconnected += ClientDisconnected; | ||
} | ||
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~ServerClientCounter() | ||
{ | ||
server.Server.ClientConnected -= ClientConnected; | ||
server.Server.ClientDisconnected -= ClientDisconnected; | ||
} | ||
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private void ClientConnected(object sender, ServerConnectedEventArgs serverConnectedEventArgs) => PlayerCountUpdateCheck(); | ||
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private void ClientDisconnected(object sender, ServerDisconnectedEventArgs serverDisconnectedEventArgs) => PlayerCountUpdateCheck(); | ||
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internal void PlayerCountUpdateCheck() | ||
{ | ||
var lobbyPlayerCount = LobbyManager.Lobbies.Values.Sum(lobby => lobby.Count()); | ||
var queuePlayerCount = QueueManager.RankQueues.Values.Sum(queues => queues.Count); | ||
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if (lobbyPlayerCount == currentLobbyPlayerCount && currentQueuePlayerCount == queuePlayerCount) | ||
return; | ||
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currentLobbyPlayerCount = lobbyPlayerCount; | ||
currentQueuePlayerCount = queuePlayerCount; | ||
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Handler.PlayerQueueCountUpdated(currentLobbyPlayerCount, currentQueuePlayerCount); | ||
Log.Info($"Current player count has been updated | Lobby player count: {currentLobbyPlayerCount} | Queue player count: {currentQueuePlayerCount}"); | ||
} | ||
} | ||
} |
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