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https://github.com/space-wizards/RobustToolbox.git
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70 lines
1.8 KiB
C#
70 lines
1.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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namespace Robust.Shared.Player;
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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; }
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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; 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 session.
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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, and that channel points to the server.
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/// </remarks>
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INetChannel Channel { get; }
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LoginType AuthType { get; }
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/// <summary>
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/// List of "eyes" to use for PVS range checks.
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/// </summary>
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HashSet<EntityUid> ViewSubscriptions { get; }
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DateTime ConnectedTime { get; set; }
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/// <summary>
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/// Session state, for sending player lists to clients.
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/// </summary>
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SessionState State { get; }
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/// <summary>
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/// Class for storing arbitrary session-specific data that is not lost upon reconnect.
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/// </summary>
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SessionData Data { get; }
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[Obsolete("Just use the Channel field instead.")]
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INetChannel ConnectedClient => Channel;
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} |