mirror of
https://github.com/ppy/osu.git
synced 2025-02-15 14:42:56 +08:00
Ensure all access to MultiplayerClient.Room
is on the update thread
This was an implicit requirement until now, but not well documented everywhere. Adding this makes it much easier to understand the requirement (and probably safer).
This commit is contained in:
parent
d256bd2cc7
commit
9ba99ed57d
@ -11,6 +11,7 @@ using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Development;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Logging;
|
||||
using osu.Game.Database;
|
||||
@ -87,7 +88,21 @@ namespace osu.Game.Online.Multiplayer
|
||||
/// <summary>
|
||||
/// The joined <see cref="MultiplayerRoom"/>.
|
||||
/// </summary>
|
||||
public MultiplayerRoom? Room { get; private set; }
|
||||
public MultiplayerRoom? Room
|
||||
{
|
||||
get
|
||||
{
|
||||
Debug.Assert(ThreadSafety.IsUpdateThread);
|
||||
return room;
|
||||
}
|
||||
private set
|
||||
{
|
||||
Debug.Assert(ThreadSafety.IsUpdateThread);
|
||||
room = value;
|
||||
}
|
||||
}
|
||||
|
||||
private MultiplayerRoom? room;
|
||||
|
||||
/// <summary>
|
||||
/// The users in the joined <see cref="Room"/> which are participating in the current gameplay loop.
|
||||
|
Loading…
Reference in New Issue
Block a user