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Move EnumerateWorldsAsync to Worlds partial

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Oliver Booth 2022-11-30 18:56:33 +00:00
parent c2748567fc
commit 9f16e6cc77
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2 changed files with 22 additions and 20 deletions

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@ -1,15 +1,37 @@
using System.Collections.Concurrent;
using System.Threading.Channels;
using VpSharp.Entities;
using static VpSharp.Internal.Native;
namespace VpSharp;
public sealed partial class VirtualParadiseClient
{
private readonly ConcurrentDictionary<string, string> _worldSettings = new();
private readonly ConcurrentDictionary<string, VirtualParadiseWorld> _worlds = new();
private Channel<VirtualParadiseWorld>? _worldListChannel = Channel.CreateUnbounded<VirtualParadiseWorld>();
private TaskCompletionSource _worldSettingsCompletionSource = new();
/// <summary>
/// Gets an enumerable of the worlds returned by the universe server.
/// </summary>
/// <returns>An <see cref="IAsyncEnumerable{T}" /> containing <see cref="VirtualParadiseWorld" /> values.</returns>
/// <remarks>
/// This method will yield results back as they are received from the world server. To access a consumed collection,
/// use <see cref="GetWorldsAsync" />.
/// </remarks>
/// <seealso cref="GetWorldsAsync" />
public IAsyncEnumerable<VirtualParadiseWorld> EnumerateWorldsAsync()
{
_worldListChannel = Channel.CreateUnbounded<VirtualParadiseWorld>();
lock (Lock)
{
_ = vp_world_list(NativeInstanceHandle, 0);
}
return _worldListChannel.Reader.ReadAllAsync();
}
/// <summary>
/// Gets a world by its name.
/// </summary>

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@ -402,26 +402,6 @@ public sealed partial class VirtualParadiseClient : IDisposable
return CurrentWorld!;
}
/// <summary>
/// Gets an enumerable of the worlds returned by the universe server.
/// </summary>
/// <returns>An <see cref="IAsyncEnumerable{T}" /> containing <see cref="VirtualParadiseWorld" /> values.</returns>
/// <remarks>
/// This method will yield results back as they are received from the world server. To access a consumed collection,
/// use <see cref="GetWorldsAsync" />.
/// </remarks>
/// <seealso cref="GetWorldsAsync" />
public IAsyncEnumerable<VirtualParadiseWorld> EnumerateWorldsAsync()
{
_worldListChannel = Channel.CreateUnbounded<VirtualParadiseWorld>();
lock (Lock)
{
vp_world_list(NativeInstanceHandle, 0);
}
return _worldListChannel.Reader.ReadAllAsync();
}
/// <summary>
/// Leaves the current world.
/// </summary>