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https://github.com/oliverbooth/VpSharp
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Move EnumerateWorldsAsync to Worlds partial
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@ -1,15 +1,37 @@
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using System.Collections.Concurrent;
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using System.Threading.Channels;
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using VpSharp.Entities;
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using static VpSharp.Internal.Native;
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namespace VpSharp;
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public sealed partial class VirtualParadiseClient
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{
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private readonly ConcurrentDictionary<string, string> _worldSettings = new();
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private readonly ConcurrentDictionary<string, VirtualParadiseWorld> _worlds = new();
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private Channel<VirtualParadiseWorld>? _worldListChannel = Channel.CreateUnbounded<VirtualParadiseWorld>();
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private TaskCompletionSource _worldSettingsCompletionSource = new();
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/// <summary>
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/// Gets an enumerable of the worlds returned by the universe server.
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/// </summary>
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/// <returns>An <see cref="IAsyncEnumerable{T}" /> containing <see cref="VirtualParadiseWorld" /> values.</returns>
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/// <remarks>
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/// This method will yield results back as they are received from the world server. To access a consumed collection,
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/// use <see cref="GetWorldsAsync" />.
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/// </remarks>
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/// <seealso cref="GetWorldsAsync" />
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public IAsyncEnumerable<VirtualParadiseWorld> EnumerateWorldsAsync()
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{
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_worldListChannel = Channel.CreateUnbounded<VirtualParadiseWorld>();
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lock (Lock)
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{
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_ = vp_world_list(NativeInstanceHandle, 0);
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}
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return _worldListChannel.Reader.ReadAllAsync();
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}
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/// <summary>
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/// Gets a world by its name.
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/// </summary>
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@ -402,26 +402,6 @@ public sealed partial class VirtualParadiseClient : IDisposable
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return CurrentWorld!;
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}
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/// <summary>
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/// Gets an enumerable of the worlds returned by the universe server.
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/// </summary>
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/// <returns>An <see cref="IAsyncEnumerable{T}" /> containing <see cref="VirtualParadiseWorld" /> values.</returns>
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/// <remarks>
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/// This method will yield results back as they are received from the world server. To access a consumed collection,
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/// use <see cref="GetWorldsAsync" />.
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/// </remarks>
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/// <seealso cref="GetWorldsAsync" />
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public IAsyncEnumerable<VirtualParadiseWorld> EnumerateWorldsAsync()
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{
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_worldListChannel = Channel.CreateUnbounded<VirtualParadiseWorld>();
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lock (Lock)
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{
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vp_world_list(NativeInstanceHandle, 0);
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}
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return _worldListChannel.Reader.ReadAllAsync();
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}
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/// <summary>
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/// Leaves the current world.
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/// </summary>
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