using Robust.Shared.Enums; using Robust.Shared.GameObjects; using Robust.Shared.Network; using Robust.Shared.Players; namespace Robust.Client.Player { internal sealed class PlayerSession : ICommonSession { internal SessionStatus Status { get; set; } = SessionStatus.Connecting; /// SessionStatus ICommonSession.Status { get => this.Status; set => this.Status = value; } /// public EntityUid? AttachedEntity { get; set; } /// public NetUserId UserId { get; } internal string Name { get; set; } = ""; /// string ICommonSession.Name { get => this.Name; set => this.Name = value; } internal short Ping { get; set; } /// public INetChannel ConnectedClient { get; internal set; } = null!; /// short ICommonSession.Ping { get => this.Ping; set => this.Ping = value; } /// /// Creates an instance of a PlayerSession. /// public PlayerSession(NetUserId user) { UserId = user; } } }