mirror of
https://github.com/space-wizards/RobustToolbox.git
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* Removed IBaseSession, pushed all members down to ICommonSession. * Pulled all members of client IPlayerSession into ICommonSession. Marked client IPlayerSession as obsolete, use the base ICommonSession. * Restricted setter access for properties in ICommonSession, only engine should be setting them. * Fixed ping implementation on server. * Moved AttachedEntityUid to ICommonSession. * Added a shared IPlayerManager and pulled some common properties down to it. * Added a shared player Filter class that holds a set of recipients in a networked call. Very useful for selecting recipients in a shared context.
74 lines
2.8 KiB
C#
74 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.Enums;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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namespace Robust.Server.Player
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{
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/// <summary>
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/// Manages each players session when connected to the server.
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/// </summary>
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public interface IPlayerManager : Shared.Players.ISharedPlayerManager
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{
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BoundKeyMap KeyMap { get; }
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/// <summary>
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/// Raised when the <see cref="SessionStatus" /> of a <see cref="IPlayerSession" /> is changed.
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/// </summary>
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event EventHandler<SessionStatusEventArgs> PlayerStatusChanged;
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/// <summary>
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/// Initializes the manager.
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/// </summary>
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/// <param name="maxPlayers">Maximum number of players that can connect to this server at one time.</param>
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void Initialize(int maxPlayers);
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bool TryGetSessionByUsername(string username, [NotNullWhen(true)] out IPlayerSession? session);
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/// <summary>
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/// Returns the client session of the networkId.
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/// </summary>
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/// <returns></returns>
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IPlayerSession GetSessionByUserId(NetUserId index);
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IPlayerSession GetSessionByChannel(INetChannel channel);
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bool TryGetSessionByChannel(INetChannel channel, [NotNullWhen(true)] out IPlayerSession? session);
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bool TryGetSessionById(NetUserId userId, [NotNullWhen(true)] out IPlayerSession? session);
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/// <summary>
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/// Checks to see if a PlayerIndex is a valid session.
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/// </summary>
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bool ValidSessionId(NetUserId index);
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IPlayerData GetPlayerData(NetUserId userId);
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bool TryGetPlayerData(NetUserId userId, [NotNullWhen(true)] out IPlayerData? data);
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bool TryGetPlayerDataByUsername(string userName, [NotNullWhen(true)] out IPlayerData? data);
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bool HasPlayerData(NetUserId userId);
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/// <summary>
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/// Tries to get the user ID of the user with the specified username.
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/// </summary>
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/// <remarks>
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/// This only works if this user has already connected once before during this server run.
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/// It does still work if the user has since disconnected.
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/// </remarks>
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bool TryGetUserId(string userName, out NetUserId userId);
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IEnumerable<IPlayerData> GetAllPlayerData();
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void DetachAll();
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List<IPlayerSession> GetPlayersInRange(MapCoordinates worldPos, int range);
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List<IPlayerSession> GetPlayersInRange(EntityCoordinates worldPos, int range);
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List<IPlayerSession> GetPlayersBy(Func<IPlayerSession, bool> predicate);
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List<IPlayerSession> GetAllPlayers();
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List<PlayerState>? GetPlayerStates(GameTick fromTick);
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}
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}
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