// // Licensed under the MIT License. See LICENSE file in the project root for full license information. // namespace MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks; using System.Collections.Concurrent; using System.Runtime.InteropServices; using MUnique.OpenMU.GameLogic.CastleSiege; using MUnique.OpenMU.PlugIns; /// /// Drives the Castle Siege phase state machine: ticks it every second and carries its configuration. /// State is per- and kept in memory (P1: no persistence). /// [PlugIn] [Display(Name = nameof(CastleSiegeEventPlugIn), Description = "Castle Siege event (P1 skeleton: phase state machine + scheduling).")] [Guid("6E2C8B41-9A4D-4C2E-9E7B-1F2A3B4C5D60")] public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustomConfiguration, ISupportDefaultCustomConfiguration { private static readonly ConcurrentDictionary Contexts = new(); /// public CastleSiegeConfiguration? Configuration { get; set; } /// /// Gets the Castle Siege context for a game context, if the periodic tick has initialized it. /// /// The game context. /// The context, or null if not yet initialized. /// Static so GM chat commands can reach the state machine without a plugin instance /// (GetKnownPlugInsOf returns Types, not instances). The tick runs every second, so the /// context exists within ~1s of server start. public static CastleSiegeContext? TryGetContext(IGameContext gameContext) => Contexts.TryGetValue(gameContext, out var context) ? context : null; /// public object CreateDefaultConfig() => new CastleSiegeConfiguration(); /// public async ValueTask ExecuteTaskAsync(GameContext gameContext) { var context = Contexts.GetOrAdd(gameContext, _ => new CastleSiegeContext(this.Configuration ?? new CastleSiegeConfiguration())); await context.TickAsync(DateTime.UtcNow).ConfigureAwait(false); } /// public void ForceStart() { // Force-start applies to every active game context's siege. foreach (var context in Contexts.Values) { _ = context.ForceStartRegistrationAsync(DateTime.UtcNow); } } }