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RobustToolbox/Robust.Client/Interfaces/IBaseClient.cs
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SilverandGitHub 25926a17b7 Renames SS14.* to Robust.* (#793)
RobustToolbox projects should be named Robust.* 

This PR changes the RobustToolbox projects from SS14.* to Robust.*

Updates SS14.* prefixes/namespaces to Robust.*
Updates SpaceStation14.sln to RobustToolbox.sln
Updates MSBUILD/SS14.* to MSBUILD/Robust.*
Updates CSProject and MSBuild references for the above
Updates git_helper.py
Removes Runserver and Runclient as they are unusable
2019-04-15 20:24:59 -06:00

67 lines
2.1 KiB
C#

using System;
namespace Robust.Client.Interfaces
{
/// <summary>
/// Top level class that controls the game logic of the client.
/// </summary>
public interface IBaseClient
{
/// <summary>
/// Default port that the client tries to connect to if no other port is specified.
/// </summary>
ushort DefaultPort { get; }
/// <summary>
/// Current RunLevel that the client is at.
/// </summary>
ClientRunLevel RunLevel { get; }
/// <summary>
/// Various bits of config info received when setting up a session.
/// </summary>
//TODO: Move this to the CVar system?
ServerInfo GameInfo { get; }
/// <summary>
/// A player name to use when connecting to the server instead of the one found in the configuration.
/// </summary>
string PlayerNameOverride { get; set; }
/// <summary>
/// Raised when the client RunLevel is changed.
/// </summary>
event EventHandler<RunLevelChangedEventArgs> RunLevelChanged;
/// <summary>
/// Raised when the player successfully joins the server.
/// </summary>
event EventHandler<PlayerEventArgs> PlayerJoinedServer;
/// <summary>
/// Raised when the player switches to the game.
/// </summary>
event EventHandler<PlayerEventArgs> PlayerJoinedGame;
/// <summary>
/// Raised right before the player leaves the server.
/// </summary>
event EventHandler<PlayerEventArgs> PlayerLeaveServer;
/// <summary>
/// Call this after BaseClient has been created. This sets up the object to its initial state. Only call this once.
/// </summary>
void Initialize();
/// <summary>
/// Connects the Initialized BaseClient to a remote server.
/// </summary>
void ConnectToServer(string ip, ushort port);
/// <summary>
/// Disconnects the connected BaseClient from a remote server.
/// </summary>
void DisconnectFromServer(string reason);
}
}