async fn notify_session(
  game_update: &shared_types::ServerEvent,
  session: &session_types::Session,
  clients: &data_types::SafeClients,
) {
  for (client_id, _) in &session.client_statuses {
    if let Some(client) = clients.read().await.get(client_id) {
      notify_client(game_update, client);
    }
  }
}
/// Send an update to all clients in the session
///
/// Uses a Read lock on clients

Send an update to all clients in the session
Uses a Read lock on clients
Send an update to all clients in the session Uses a Read lock on clients
async fn notify_session(
  game_update: &shared_types::ServerEvent,
  session: &session_types::Session,
  clients: &data_types::SafeClients,
) {
  for (client_id, _) in &session.client_statuses {
    if let Some(client) = clients.read().await.get(client_id) {
      notify_client(game_update, client);
    }
  }
}
async fn notify_session ( game_update : & shared_types :: ServerEvent , session : & session_types :: Session , clients : & data_types :: SafeClients , ) { for ( client_id , _ ) in & session . client_statuses { if let Some ( client ) = clients . read ( ) . await . get ( client_id ) { notify_client ( game_update , client ) ; } } }
Send an update to all clients in the session
Uses a Read lock on clients
Send an update to all clients in the session Uses a Read lock on clients
game_update
&shared_types::ServerEvent
session
&session_types::Session
clients
&data_types::SafeClients
game_update
&shared_types::ServerEvent
session
&session_types::Session
clients
&data_types::SafeClients