Files
RobustToolbox/Robust.Server/Player/IPlayerSession.cs
Acruid 06e62b031a SoundSystem (#1604)
* Adds the SoundSystem static proxy class for the AudioSystem.
Added a shared IAudioSystem interface for the future.

* Moved ConnectedClient property from IPlayerSession down to ICommonSession.

* Connected up the SoundSystem to the client/server AudioSystems.

* Converted client calls over to the new system.

* Marked the old serverside functions to play sound obsolete, use the new ones from the IAudioSystem.

* Added ISharedPlayerManager to the IoC registration.
2021-03-01 20:22:28 -08:00

47 lines
1.4 KiB
C#

using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Network;
using Robust.Shared.Players;
namespace Robust.Server.Player
{
public interface IPlayerSession : ICommonSession
{
DateTime ConnectedTime { get; }
/// <summary>
/// The visibility mask for this player.
/// The player will be able to get updates for entities whose layers match the mask.
/// </summary>
int VisibilityMask { get; set; }
event EventHandler<SessionStatusEventArgs> PlayerStatusChanged;
void JoinGame();
LoginType AuthType { get; }
/// <summary>
/// Attaches this player to an entity.
/// NOTE: The content pack almost certainly has an alternative for this.
/// Do not call this directly for most content code.
/// </summary>
/// <param name="a">The entity to attach to.</param>
void AttachToEntity(IEntity a);
/// <summary>
/// Detaches this player from an entity.
/// NOTE: The content pack almost certainly has an alternative for this.
/// Do not call this directly for most content code.
/// </summary>
void DetachFromEntity();
void OnConnect();
void OnDisconnect();
/// <summary>
/// Persistent data for this player.
/// </summary>
IPlayerData Data { get; }
}
}