SmoOnlineServer/Server/Client.cs

38 lines
1.2 KiB
C#

using System.Net.Sockets;
using Shared;
using Shared.Packet;
using Shared.Packet.Packets;
namespace Server;
public class Client : IDisposable {
public readonly Dictionary<string, object> Metadata = new Dictionary<string, object>(); // can be used to store any information about a player
public bool Connected = false;
public CostumePacket? CurrentCostume = null;
public Guid Id;
public Socket? Socket;
public Server Server { get; init; }
public void Dispose() {
Socket?.Disconnect(false);
}
public async Task Send(ReadOnlyMemory<byte> data, Client? other) {
if (!Connected) {
Server.Logger.Info($"Didn't send {(PacketType) data.Span[16]} to {Id} because they weren't connected yet");
return;
}
// Server.Logger.Info($"Sending {(PacketType) data.Span[16]} to {Id} from {other?.Id.ToString() ?? "server"}");
await Socket!.SendAsync(data[..Constants.MaxPacketSize], SocketFlags.None);
}
public static bool operator ==(Client? left, Client? right) {
return left is { } leftClient && right is { } rightClient && leftClient.Id == rightClient.Id;
}
public static bool operator !=(Client? left, Client? right) {
return !(left == right);
}
}