Files
RobustToolbox/Robust.Server/GameStates/IServerGameStateManager.cs

31 lines
821 B
C#

using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Robust.Server.GameStates
{
/// <summary>
/// Engine service that provides creating and dispatching of game states.
/// </summary>
[NotContentImplementable]
public interface IServerGameStateManager
{
/// <summary>
/// One time initialization of the service.
/// </summary>
void Initialize();
/// <summary>
/// Create and dispatch game states to all connected sessions.
/// </summary>
void SendGameStateUpdate();
ushort TransformNetId { get; set; }
Action<ICommonSession, GameTick>? ClientAck { get; set; }
Action<ICommonSession, GameTick, NetEntity?>? ClientRequestFull { get; set; }
}
}