2020-12-04 14:34:31 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2020-12-08 15:15:51 +08:00
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#nullable enable
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2020-12-04 14:34:31 +08:00
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using System;
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2020-12-07 17:50:02 +08:00
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using System.Collections.Generic;
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2020-12-04 14:34:31 +08:00
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namespace osu.Game.Online.RealtimeMultiplayer
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{
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/// <summary>
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/// A multiplayer room.
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/// </summary>
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[Serializable]
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public class MultiplayerRoom
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{
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/// <summary>
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/// The ID of the room, used for database persistence.
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/// </summary>
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public readonly long RoomID;
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/// <summary>
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/// The current state of the room (ie. whether it is in progress or otherwise).
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/// </summary>
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public MultiplayerRoomState State { get; set; }
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/// <summary>
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/// All currently enforced game settings for this room.
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/// </summary>
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public MultiplayerRoomSettings Settings { get; set; } = MultiplayerRoomSettings.Empty();
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/// <summary>
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/// All users currently in this room.
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/// </summary>
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public List<MultiplayerRoomUser> Users { get; set; } = new List<MultiplayerRoomUser>();
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/// <summary>
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/// The host of this room, in control of changing room settings.
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/// </summary>
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public MultiplayerRoomUser? Host { get; set; }
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private object writeLock = new object();
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public MultiplayerRoom(in long roomId)
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{
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RoomID = roomId;
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}
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2020-12-08 14:46:11 +08:00
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/// <summary>
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/// Perform an update on this room in a thread-safe manner.
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/// </summary>
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/// <param name="action">The action to perform.</param>
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public void PerformUpdate(Action<MultiplayerRoom> action)
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{
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lock (writeLock) action(this);
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}
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}
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}
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