-
Notifications
You must be signed in to change notification settings - Fork 813
/
Alpha.cs
237 lines (216 loc) · 8.41 KB
/
Alpha.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
// Copyright 2020 Google LLC All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using Agones.Dev.Sdk.Alpha;
using Grpc.Core;
using Microsoft.Extensions.Logging;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Grpc.Net.Client;
using gProto = Google.Protobuf.WellKnownTypes;
[assembly: System.Runtime.CompilerServices.InternalsVisibleTo("Agones.Test")]
namespace Agones
{
public sealed class Alpha : IAgonesAlphaSDK
{
/// <summary>
/// The timeout for gRPC calls.
/// </summary>
public double RequestTimeoutSec { get; set; }
internal SDK.SDKClient client;
internal readonly IClientStreamWriter<Empty> healthStream;
internal readonly CancellationTokenSource cts;
internal readonly bool ownsCts;
internal CancellationToken ctoken;
private readonly ILogger _logger;
private bool _disposed;
public Alpha(
GrpcChannel channel,
double requestTimeoutSec = 15,
CancellationTokenSource cancellationTokenSource = null,
ILogger logger = null)
{
_logger = logger;
RequestTimeoutSec = requestTimeoutSec;
if (cancellationTokenSource == null)
{
cts = new CancellationTokenSource();
ownsCts = true;
}
else
{
cts = cancellationTokenSource;
ownsCts = false;
}
ctoken = cts.Token;
client = new SDK.SDKClient(channel);
}
/// <summary>
/// This returns the last player capacity that was set through the SDK.
/// If the player capacity is set from outside the SDK, use SDK.GameServer() instead.
/// </summary>
/// <returns>Player capacity</returns>
public async Task<long> GetPlayerCapacityAsync()
{
try
{
var count = await client.GetPlayerCapacityAsync(new Empty(), deadline: DateTime.UtcNow.AddSeconds(RequestTimeoutSec), cancellationToken: ctoken);
return count.Count_;
}
catch (RpcException ex)
{
LogError(ex, "Unable to invoke the GetPlayerCapacity.");
throw;
}
}
/// <summary>
/// This changes the player capacity to a new value.
/// </summary>
/// <returns>gRPC Status of the request</returns>
public async Task<Status> SetPlayerCapacityAsync(long count)
{
try
{
await client.SetPlayerCapacityAsync(new Count()
{
Count_ = count
}, deadline: DateTime.UtcNow.AddSeconds(RequestTimeoutSec), cancellationToken: ctoken);
return new Status(StatusCode.OK, "SetPlayerCapacity request successful.");
}
catch (RpcException ex)
{
LogError(ex, "Unable to invoke the SetPlayerCapacity.");
return ex.Status;
}
}
/// <summary>
/// This function increases the SDK’s stored player count by one, and appends this playerID to GameServer.Status.Players.IDs.
/// Returns true and adds the playerID to the list of playerIDs if the playerIDs was not already in the list of connected playerIDs.
/// </summary>
/// <returns>True if the playerID was added to the list of playerIDs</returns>
public async Task<bool> PlayerConnectAsync(string id)
{
try
{
var result = await client.PlayerConnectAsync(new PlayerID()
{
PlayerID_ = id
}, deadline: DateTime.UtcNow.AddSeconds(RequestTimeoutSec), cancellationToken: ctoken);
return result.Bool_;
}
catch (RpcException ex)
{
LogError(ex, "Unable to invoke the PlayerConnect.");
throw;
}
}
/// <summary>
/// This function decreases the SDK’s stored player count by one, and removes the playerID from GameServer.Status.Players.IDs.
/// Will return true and remove the supplied playerID from the list of connected playerIDs if the playerID value exists within the list.
/// </summary>
/// <returns>True if the playerID was removed from the list of playerIDs</returns>
public async Task<bool> PlayerDisconnectAsync(string id)
{
try
{
var result = await client.PlayerDisconnectAsync(new PlayerID()
{
PlayerID_ = id
}, deadline: DateTime.UtcNow.AddSeconds(RequestTimeoutSec), cancellationToken: ctoken);
return result.Bool_;
}
catch (RpcException ex)
{
LogError(ex, "Unable to invoke the PlayerDisconnect.");
throw;
}
}
/// <summary>
/// Returns the current player count.
/// </summary>
/// <returns>Player count</returns>
public async Task<long> GetPlayerCountAsync()
{
try
{
var count = await client.GetPlayerCountAsync(new Empty(), deadline: DateTime.UtcNow.AddSeconds(RequestTimeoutSec), cancellationToken: ctoken);
return count.Count_;
}
catch (RpcException ex)
{
LogError(ex, "Unable to invoke the GetPlayerCount.");
throw;
}
}
/// <summary>
/// This returns if the playerID is currently connected to the GameServer.
/// This is always accurate, even if the value hasn’t been updated to the GameServer status yet.
/// </summary>
/// <returns>True if the playerID is currently connected</returns>
public async Task<bool> IsPlayerConnectedAsync(string id)
{
try
{
var result = await client.IsPlayerConnectedAsync(new PlayerID()
{
PlayerID_ = id
}, deadline: DateTime.UtcNow.AddSeconds(RequestTimeoutSec), cancellationToken: ctoken);
return result.Bool_;
}
catch (RpcException ex)
{
LogError(ex, "Unable to invoke the IsPlayerConnected.");
throw;
}
}
/// <summary>
/// This returns the list of the currently connected player ids.
/// This is always accurate, even if the value has not been updated to the Game Server status yet.
/// </summary>
/// <returns>The list of the currently connected player ids</returns>
public async Task<List<string>> GetConnectedPlayersAsync()
{
try
{
var playerIDList = await client.GetConnectedPlayersAsync(new Empty(), deadline: DateTime.UtcNow.AddSeconds(RequestTimeoutSec), cancellationToken: ctoken);
return playerIDList.List.ToList();
}
catch (RpcException ex)
{
LogError(ex, "Unable to invoke the GetConnectedPlayers.");
throw;
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
cts.Cancel();
if (ownsCts)
{
cts.Dispose();
}
_disposed = true;
GC.SuppressFinalize(this);
}
private void LogError(Exception ex, string message)
{
_logger?.LogError(ex, message);
}
}
}