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Add room settings related model and event flow
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@ -27,5 +27,11 @@ namespace osu.Game.Online.RealtimeMultiplayer
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/// </summary>
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/// <param name="user">The user.</param>
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Task UserLeft(MultiplayerRoomUser user);
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/// <summary>
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/// Signals that the settings for this room have changed.
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/// </summary>
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/// <param name="newSettings">The updated room settings.</param>
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Task SettingsChanged(MultiplayerRoomSettings newSettings);
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}
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}
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@ -15,6 +15,8 @@ namespace osu.Game.Online.RealtimeMultiplayer
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public MultiplayerRoomState State { get; set; }
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public MultiplayerRoomSettings Settings { get; set; }
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private List<MultiplayerRoomUser> users = new List<MultiplayerRoomUser>();
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public IReadOnlyList<MultiplayerRoomUser> Users
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@ -0,0 +1,25 @@
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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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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Game.Online.API;
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namespace osu.Game.Online.RealtimeMultiplayer
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{
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public class MultiplayerRoomSettings : IEquatable<MultiplayerRoomSettings>
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{
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public int? BeatmapID { get; set; }
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public int? RulesetID { get; set; }
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[NotNull]
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public IEnumerable<APIMod> Mods { get; set; } = Enumerable.Empty<APIMod>();
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public bool Equals(MultiplayerRoomSettings other) => BeatmapID == other?.BeatmapID && Mods.SequenceEqual(other?.Mods) && RulesetID == other?.RulesetID;
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public override string ToString() => $"Beatmap:{BeatmapID} Mods:{string.Join(',', Mods)} Ruleset:{RulesetID}";
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}
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}
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