//
// GameSemaphores.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
namespace NosSmooth.Game;
/// <summary>
/// Holds information about semaphores for synchornizing the game packet data.
/// </summary>
internal class GameSemaphores
{
private Dictionary<GameSemaphoreType, SemaphoreSlim> _semaphores;
/// <summary>
/// Initializes a new instance of the <see cref="GameSemaphores"/> class.
/// </summary>
public GameSemaphores()
{
_semaphores = new Dictionary<GameSemaphoreType, SemaphoreSlim>();
foreach (var type in Enum.GetValues(typeof(GameSemaphoreType)).Cast<GameSemaphoreType>())
{
_semaphores[type] = new SemaphoreSlim(1, 1);
}
}
/// <summary>
/// Acquire the given semaphore.
/// </summary>
/// <param name="semaphoreType">The semaphore type.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>A task that may or may not have succeeded.</returns>
public Task AcquireSemaphore(GameSemaphoreType semaphoreType, CancellationToken ct = default)
{
return _semaphores[semaphoreType].WaitAsync(ct);
}
/// <summary>
/// Release the acquired semaphore.
/// </summary>
/// <param name="semaphoreType">The semaphore type.</param>
public void ReleaseSemaphore(GameSemaphoreType semaphoreType)
{
_semaphores[semaphoreType].Release();
}
}