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Move business logic out of MultiplayerRoom
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42b1e9d6a4
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@ -6,6 +6,9 @@ using System.Collections.Generic;
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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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@ -24,50 +27,13 @@ namespace osu.Game.Online.RealtimeMultiplayer
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/// </summary>
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public MultiplayerRoomSettings Settings { get; set; }
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private List<MultiplayerRoomUser> users = new List<MultiplayerRoomUser>();
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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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private object writeLock = new object();
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/// <summary>
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/// All users which are currently in this room, in any state.
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/// </summary>
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public IReadOnlyList<MultiplayerRoomUser> Users
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{
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get
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{
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lock (writeLock)
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return users.ToArray();
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}
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}
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/// <summary>
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/// Join a new user to this room.
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/// </summary>
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public MultiplayerRoomUser Join(int userId)
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{
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var user = new MultiplayerRoomUser(userId);
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PerformUpdate(_ => users.Add(user));
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return user;
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}
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/// <summary>
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/// Remove a user from this room.
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/// </summary>
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public MultiplayerRoomUser Leave(int userId)
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{
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MultiplayerRoomUser user = null;
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PerformUpdate(_ =>
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{
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user = users.Find(u => u.UserID == userId);
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if (user != null)
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users.Remove(user);
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});
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return user;
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}
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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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