Files
RobustToolbox/Robust.Shared/Players/ICommonSession.cs
Moony 0e1328675c Toolshed (#4197)
* 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

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Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2023-08-02 16:06:16 -05:00

49 lines
1.3 KiB
C#

using System;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
namespace Robust.Shared.Players
{
/// <summary>
/// Common info between client and server sessions.
/// </summary>
public interface ICommonSession
{
/// <summary>
/// Status of the session.
/// </summary>
SessionStatus Status { get; internal set; }
/// <summary>
/// Entity UID that this session is represented by in the world, if any.
/// </summary>
EntityUid? AttachedEntity { get; }
/// <summary>
/// The UID of this session.
/// </summary>
NetUserId UserId { get; }
/// <summary>
/// Current name of this player.
/// </summary>
string Name { get; internal set; }
/// <summary>
/// Current connection latency of this session from the server to their client.
/// </summary>
short Ping { get; internal set; }
/// <summary>
/// The current network channel for this player.
/// </summary>
/// <remarks>
/// On the Server every player has a network channel,
/// on the Client only the LocalPlayer has a network channel.
/// </remarks>
INetChannel ConnectedClient { get; }
}
}