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;
}
}
}