Esempio n. 1
0
        private async ValueTask <(bool Success, Game?Game)> TryCreateAsync(GameOptionsData options, GameCode?desiredGameCode = null)
        {
            GameCode gameCode    = desiredGameCode ?? _gameCodeFactory.Create();
            var      gameCodeStr = gameCode.Code;
            var      game        = ActivatorUtilities.CreateInstance <Game>(_serviceProvider, _publicIp, gameCode, options);

            if (await _nodeLocator.ExistsAsync(gameCodeStr) || !_games.TryAdd(gameCode, game))
            {
                return(false, null);
            }

            await _nodeLocator.SaveAsync(gameCodeStr, _publicIp);

            _logger.LogDebug("Created game with code {0}.", game.Code);

            await _eventManager.CallAsync(new GameCreatedEvent(game));

            return(true, game);
        }
Esempio n. 2
0
        public GameCode Get()
        {
            lock (_sync)
            {
                if (_codes.Count == 0)
                {
                    _logger.LogWarning("Boot.Codes: Ran out of codes!");
                    return(_codeFactory.Create());
                }

                var index = StrongRandom.Next(0, _codes.Count);
                var code  = _codes[index];

                _codes.RemoveAt(index);
                _inUse.Add(code);

                return(code);
            }
        }