refactor: remove some warnings
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@@ -1,11 +1,12 @@
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using Ragon.Core.Game;
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namespace Ragon.Core.Lobby;
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public interface ILobby
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{
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public bool FindRoomById(string roomId, out Room room);
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public bool FindRoomByMap(string map, out Room room);
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public void Persist(Room room);
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public void Remove(Room room);
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using System.Diagnostics.CodeAnalysis;
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using Ragon.Core.Game;
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namespace Ragon.Core.Lobby;
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public interface ILobby
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{
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public bool FindRoomById(string roomId, [MaybeNullWhen(false)] out Room room);
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public bool FindRoomByMap(string map, [MaybeNullWhen(false)] out Room room);
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public void Persist(Room room);
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public void Remove(Room room);
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}
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@@ -1,56 +1,57 @@
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using System.Collections.Generic;
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using NLog;
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using Ragon.Core.Game;
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namespace Ragon.Core.Lobby;
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public class LobbyInMemory: ILobby
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{
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private readonly List<Room> _rooms = new();
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private readonly Logger _logger = LogManager.GetCurrentClassLogger();
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public bool FindRoomById(string roomId, out Room room)
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{
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foreach (var existRoom in _rooms)
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{
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var info = existRoom.Info;
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if (existRoom.Id == roomId && info.Min < info.Max)
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{
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room = existRoom;
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return true;
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}
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}
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room = null;
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return false;
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}
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public bool FindRoomByMap(string map, out Room room)
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{
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foreach (var existRoom in _rooms)
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{
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var info = existRoom.Info;
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if (info.Map == map && existRoom.Players.Count < info.Max)
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{
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room = existRoom;
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return true;
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}
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}
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room = null;
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return false;
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}
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public void Persist(Room room)
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{
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_rooms.Add(room);
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foreach (var r in _rooms)
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_logger.Trace($"{r.Id} {r.Info}");
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}
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public void Remove(Room room)
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{
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_rooms.Remove(room);
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}
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using NLog;
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using Ragon.Core.Game;
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namespace Ragon.Core.Lobby;
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public class LobbyInMemory : ILobby
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{
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private readonly List<Room> _rooms = new();
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private readonly Logger _logger = LogManager.GetCurrentClassLogger();
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public bool FindRoomById(string roomId, [MaybeNullWhen(false)] out Room room)
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{
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foreach (var existRoom in _rooms)
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{
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var info = existRoom.Info;
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if (existRoom.Id == roomId && info.Min < info.Max)
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{
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room = existRoom;
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return true;
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}
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}
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room = default;
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return false;
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}
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public bool FindRoomByMap(string map, [MaybeNullWhen(false)] out Room room)
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{
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foreach (var existRoom in _rooms)
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{
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var info = existRoom.Info;
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if (info.Map == map && existRoom.Players.Count < info.Max)
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{
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room = existRoom;
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return true;
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}
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}
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room = default;
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return false;
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}
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public void Persist(Room room)
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{
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_rooms.Add(room);
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foreach (var r in _rooms)
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_logger.Trace($"{r.Id} {r.Info}");
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}
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public void Remove(Room room)
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{
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_rooms.Remove(room);
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}
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}
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