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aa68ae4ff2
Was required to lock over `await` calls server-side.
55 lines
1.6 KiB
C#
55 lines
1.6 KiB
C#
// 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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#nullable enable
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using System;
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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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/// <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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/// <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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}
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}
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