internal TurnBasedMatch(string matchId, byte[] data, bool canRematch, string selfParticipantId, List <Participant> participants, uint availableAutomatchSlots, string pendingParticipantId, MatchTurnStatus turnStatus, MatchStatus matchStatus, uint variant, uint version) { this.mMatchId = matchId; this.mData = data; this.mCanRematch = canRematch; this.mSelfParticipantId = selfParticipantId; this.mParticipants = participants; this.mParticipants.Sort(); this.mAvailableAutomatchSlots = availableAutomatchSlots; this.mPendingParticipantId = pendingParticipantId; this.mTurnStatus = turnStatus; this.mMatchStatus = matchStatus; this.mVariant = variant; this.mVersion = version; }
internal TurnBasedMatch(string matchId, byte[] data, bool canRematch, string selfParticipantId, List<Participant> participants, uint availableAutomatchSlots, string pendingParticipantId, MatchTurnStatus turnStatus, MatchStatus matchStatus, uint variant, uint version) { mMatchId = matchId; mData = data; mCanRematch = canRematch; mSelfParticipantId = selfParticipantId; mParticipants = participants; // participant list is always sorted! mParticipants.Sort(); mAvailableAutomatchSlots = availableAutomatchSlots; mPendingParticipantId = pendingParticipantId; mTurnStatus = turnStatus; mMatchStatus = matchStatus; mVariant = variant; mVersion = version; }
internal TurnBasedMatch(string matchId, byte[] data, bool canRematch, string selfParticipantId, List <Participant> participants, int availableAutomatchSlots, string pendingParticipantId, MatchTurnStatus turnStatus, MatchStatus matchStatus, int variant) { mMatchId = matchId; mData = data; mCanRematch = canRematch; mSelfParticipantId = selfParticipantId; mParticipants = participants; // participant list is always sorted! mParticipants.Sort(); mAvailableAutomatchSlots = availableAutomatchSlots; mPendingParticipantId = pendingParticipantId; mTurnStatus = turnStatus; mMatchStatus = matchStatus; mVariant = variant; }
internal TurnBasedMatch(string matchId, byte[] data, bool canRematch, string selfParticipantId, List <Participant> participants, uint availableAutomatchSlots, string pendingParticipantId, MatchTurnStatus turnStatus, MatchStatus matchStatus, uint variant, uint version, DateTime creationTime, DateTime lastUpdateTime) { mMatchId = matchId; mData = data; mCanRematch = canRematch; mSelfParticipantId = selfParticipantId; mParticipants = participants; // participant list is always sorted! mParticipants.Sort(); mAvailableAutomatchSlots = availableAutomatchSlots; mPendingParticipantId = pendingParticipantId; mTurnStatus = turnStatus; mMatchStatus = matchStatus; mVariant = variant; mVersion = version; mCreationTime = creationTime; mLastUpdateTime = lastUpdateTime; }