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48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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namespace Robust.Server.Player
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{
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public interface IPlayerSession : ICommonSession
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{
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DateTime ConnectedTime { get; }
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event EventHandler<SessionStatusEventArgs> PlayerStatusChanged;
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void JoinGame();
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LoginType AuthType { get; }
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/// <summary>
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/// Attaches this player to an entity.
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/// NOTE: The content pack almost certainly has an alternative for this.
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/// Do not call this directly for most content code.
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/// </summary>
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/// <param name="entity">The entity to attach to.</param>
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void AttachToEntity(IEntity? entity);
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/// <summary>
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/// Detaches this player from an entity.
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/// NOTE: The content pack almost certainly has an alternative for this.
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/// Do not call this directly for most content code.
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/// </summary>
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void DetachFromEntity();
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void OnConnect();
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void OnDisconnect();
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/// <summary>
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/// Persistent data for this player.
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/// </summary>
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IPlayerData Data { get; }
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/// <summary>
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/// Internal method to set <see cref="ICommonSession.AttachedEntity"/> and update the player's status.
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/// Do NOT use this unless you know what you're doing, you probably want <see cref="AttachToEntity"/>
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/// and <see cref="DetachFromEntity"/> instead.
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/// </summary>
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internal void SetAttachedEntity(IEntity? entity);
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}
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}
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