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