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Change locking method to better allow cross-thread locking
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@ -1,24 +0,0 @@
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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.Threading;
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namespace osu.Game.Online.RealtimeMultiplayer
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{
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public readonly struct LockUntilDisposal : IDisposable
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{
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private readonly object lockTarget;
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public LockUntilDisposal(object lockTarget)
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{
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this.lockTarget = lockTarget;
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Monitor.Enter(lockTarget);
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}
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public void Dispose()
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{
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Monitor.Exit(lockTarget);
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}
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}
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}
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@ -5,7 +5,9 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Newtonsoft.Json;
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using osu.Framework.Allocation;
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namespace osu.Game.Online.RealtimeMultiplayer
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{
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@ -48,10 +50,26 @@ namespace osu.Game.Online.RealtimeMultiplayer
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RoomID = roomId;
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}
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private object updateLock = new object();
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private ManualResetEventSlim freeForWrite = new ManualResetEventSlim(true);
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/// <summary>
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/// Request a lock on this room to perform a thread-safe update.
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/// </summary>
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public LockUntilDisposal LockForUpdate() => new LockUntilDisposal(writeLock);
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public IDisposable LockForUpdate()
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{
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// ReSharper disable once InconsistentlySynchronizedField
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freeForWrite.Wait();
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lock (updateLock)
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{
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freeForWrite.Wait();
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freeForWrite.Reset();
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return new ValueInvokeOnDisposal<MultiplayerRoom>(this, r => freeForWrite.Set());
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}
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}
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public override string ToString() => $"RoomID:{RoomID} Host:{Host?.UserID} Users:{Users.Count} State:{State} Settings: [{Settings}]";
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}
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