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osu-lazer/osu.Game/Online/Multiplayer/MultiplayerRoomUser.cs
Bartłomiej Dach 0d5fbb15ac Fix up code comments
Default value restated in xmldoc was snipped because it's made redundant
by the initialiser and possibly bound to be outdated at some point.
2021-01-11 20:31:52 +01:00

51 lines
1.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable enable
using System;
using Newtonsoft.Json;
using osu.Game.Online.Rooms;
using osu.Game.Users;
namespace osu.Game.Online.Multiplayer
{
[Serializable]
public class MultiplayerRoomUser : IEquatable<MultiplayerRoomUser>
{
public readonly int UserID;
public MultiplayerUserState State { get; set; } = MultiplayerUserState.Idle;
/// <summary>
/// The availability state of the current beatmap.
/// </summary>
public BeatmapAvailability BeatmapAvailability { get; set; } = BeatmapAvailability.LocallyAvailable();
public User? User { get; set; }
[JsonConstructor]
public MultiplayerRoomUser(in int userId)
{
UserID = userId;
}
public bool Equals(MultiplayerRoomUser other)
{
if (ReferenceEquals(this, other)) return true;
return UserID == other.UserID;
}
public override bool Equals(object obj)
{
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != GetType()) return false;
return Equals((MultiplayerRoomUser)obj);
}
public override int GetHashCode() => UserID.GetHashCode();
}
}