Files
AdamuSw/src/GameServer/RemoteView/Guild/BaseGuildInfoPlugIn.cs
2026-07-14 19:00:35 +03:00

92 lines
3.3 KiB
C#

// <copyright file="BaseGuildInfoPlugIn.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameServer.RemoteView.Guild;
using System.Collections.Concurrent;
using MUnique.OpenMU.GameLogic;
using MUnique.OpenMU.GameLogic.Views.Guild;
using MUnique.OpenMU.Interfaces;
/// <summary>
/// Abstract base class for a <see cref="IShowGuildInfoPlugIn" /> which allows to cache serialized guild infos.
/// </summary>
/// <typeparam name="T">The type of the actual <see cref="IShowGuildInfoPlugIn"/>. Required, so there is one cache per type.</typeparam>
// ReSharper disable once UnusedTypeParameter we just use it to get type specific static fields.
public abstract class BaseGuildInfoPlugIn<T>
{
/// <summary>
/// The cache for already serialized guilds. This data doesn't change, but is requested often.
/// </summary>
// ReSharper disable once StaticMemberInGenericType That's what we want
private static readonly ConcurrentDictionary<uint, Memory<byte>> Cache = new();
// ReSharper disable once StaticMemberInGenericType That's what we want
private static readonly HashSet<IGameServerContext> AppendedGuildDeletedSenders = new();
/// <summary>
/// Initializes a new instance of the <see cref="BaseGuildInfoPlugIn{T}"/> class.
/// </summary>
/// <param name="player">The player.</param>
protected BaseGuildInfoPlugIn(RemotePlayer player)
{
this.Player = player;
lock (AppendedGuildDeletedSenders)
{
if (AppendedGuildDeletedSenders.Add(player.GameServerContext))
{
// to make sure we just add one event handler
this.Player.GameServerContext.GuildDeleted += OnGuildChanged;
this.Player.GameServerContext.GuildChanged += OnGuildChanged;
}
}
}
/// <summary>
/// Gets the player.
/// </summary>
/// <value>
/// The player.
/// </value>
protected RemotePlayer Player { get; }
/// <summary>
/// Serializes the specified guild.
/// </summary>
/// <param name="guild">The guild.</param>
/// <param name="guildId">The guild identifier.</param>
/// <returns>The serialized guild data packet.</returns>
protected abstract Memory<byte> Serialize(Guild guild, uint guildId);
/// <summary>
/// Returns the Guild Info Data of a Guild. It will either
/// take the data out of the Cache, or get it from the database and serializes it.
/// </summary>
/// <param name="guildId">The id of the guild.</param>
/// <returns>
/// The data of the guild.
/// </returns>
protected async ValueTask<Memory<byte>> GetGuildDataAsync(uint guildId)
{
if (Cache.TryGetValue(guildId, out var guildInfo))
{
return guildInfo;
}
var guild = await this.Player.GameServerContext.GuildServer.GetGuildAsync(guildId).ConfigureAwait(false);
if (guild is null)
{
return Memory<byte>.Empty;
}
var data = this.Serialize(guild, guildId);
Cache.TryAdd(guildId, data);
return data;
}
private static void OnGuildChanged(object? sender, GuildEventArgs args)
{
Cache.TryRemove(args.GuildId, out _);
}
}