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osu-lazer/osu.Game/Online/RealtimeMultiplayer/MultiplayerRoom.cs

59 lines
1.8 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 System.Collections.Generic;
using Newtonsoft.Json;
namespace osu.Game.Online.RealtimeMultiplayer
{
/// <summary>
/// A multiplayer room.
/// </summary>
[Serializable]
public class MultiplayerRoom
{
/// <summary>
/// The ID of the room, used for database persistence.
/// </summary>
public readonly long RoomID;
/// <summary>
/// The current state of the room (ie. whether it is in progress or otherwise).
/// </summary>
public MultiplayerRoomState State { get; set; }
/// <summary>
/// All currently enforced game settings for this room.
/// </summary>
public MultiplayerRoomSettings Settings { get; set; } = new MultiplayerRoomSettings();
/// <summary>
/// All users currently in this room.
/// </summary>
public List<MultiplayerRoomUser> Users { get; set; } = new List<MultiplayerRoomUser>();
/// <summary>
/// The host of this room, in control of changing room settings.
/// </summary>
public MultiplayerRoomUser? Host { get; set; }
private object writeLock = new object();
[JsonConstructor]
public MultiplayerRoom(in long roomId)
{
RoomID = roomId;
}
/// <summary>
/// Request a lock on this room to perform a thread-safe update.
/// </summary>
public LockUntilDisposal LockForUpdate() => new LockUntilDisposal(writeLock);
public override string ToString() => $"RoomID:{RoomID} Host:{Host?.UserID} Users:{Users.Count} State:{State} Settings: [{Settings}]";
}
}