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https://github.com/space-wizards/RobustToolbox.git
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* Saving work * Move shit to engine * lord * merg * awa * bql is kill * forgot the fucking bike rack * bql is kill for real * pjb will kill me * aughfhbdj * yo ho here we go on my way to the MINES * a * adgddf * gdsgvfvxshngfgh * b * hfsjhghj * hbfdjjh * tf you mean i have to document it * follow C# standards * Assorted cleanup and documentation pass, minor bugfix in ValueRefParser. * Start porting old commands, remove that pesky prefix in favor of integrating with the shell. * Fix valueref up a bit, improve autocomplete for it. * e * Toolshed type system adventure. * a log * a * a e i o u * awa * fix tests * Arithmetic commands. * a * parse improvements --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using System;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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namespace Robust.Shared.Players
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{
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/// <summary>
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/// Common info between client and server sessions.
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/// </summary>
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public interface ICommonSession
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{
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/// <summary>
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/// Status of the session.
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/// </summary>
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SessionStatus Status { get; internal set; }
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/// <summary>
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/// Entity UID that this session is represented by in the world, if any.
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/// </summary>
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EntityUid? AttachedEntity { get; }
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/// <summary>
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/// The UID of this session.
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/// </summary>
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NetUserId UserId { get; }
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/// <summary>
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/// Current name of this player.
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/// </summary>
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string Name { get; internal set; }
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/// <summary>
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/// Current connection latency of this session from the server to their client.
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/// </summary>
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short Ping { get; internal set; }
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/// <summary>
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/// The current network channel for this player.
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/// </summary>
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/// <remarks>
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/// On the Server every player has a network channel,
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/// on the Client only the LocalPlayer has a network channel.
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/// </remarks>
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INetChannel ConnectedClient { get; }
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}
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}
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