osu/osu.Game/Online/Multiplayer/IMultiplayerClient.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Threading.Tasks;
using osu.Game.Online.Rooms;
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namespace osu.Game.Online.Multiplayer
{
/// <summary>
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/// An interface defining a multiplayer client instance.
/// </summary>
public interface IMultiplayerClient
{
/// <summary>
/// Signals that the room has changed state.
/// </summary>
/// <param name="state">The state of the room.</param>
Task RoomStateChanged(MultiplayerRoomState state);
/// <summary>
/// Signals that a user has joined the room.
/// </summary>
/// <param name="user">The user.</param>
Task UserJoined(MultiplayerRoomUser user);
/// <summary>
/// Signals that a user has left the room.
/// </summary>
/// <param name="user">The user.</param>
Task UserLeft(MultiplayerRoomUser user);
/// <summary>
/// Signal that the host of the room has changed.
/// </summary>
/// <param name="userId">The user ID of the new host.</param>
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Task HostChanged(int userId);
/// <summary>
/// Signals that the settings for this room have changed.
/// </summary>
/// <param name="newSettings">The updated room settings.</param>
Task SettingsChanged(MultiplayerRoomSettings newSettings);
/// <summary>
/// Signals that a user in this room changed their state.
/// </summary>
/// <param name="userId">The ID of the user performing a state change.</param>
/// <param name="state">The new state of the user.</param>
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Task UserStateChanged(int userId, MultiplayerUserState state);
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/// <summary>
/// Signals that a user in this room has their beatmap availability state changed.
/// </summary>
/// <param name="userId">The ID of the user whose beatmap availability state has changed.</param>
/// <param name="beatmapAvailability">The new beatmap availability state of the user.</param>
Task UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability);
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/// <summary>
/// Signals that a match is to be started. This will *only* be sent to clients which are to begin loading at this point.
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/// </summary>
Task LoadRequested();
/// <summary>
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/// Signals that a match has started. All users in the <see cref="MultiplayerUserState.Loaded"/> state should begin gameplay as soon as possible.
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/// </summary>
Task MatchStarted();
/// <summary>
/// Signals that the match has ended, all players have finished and results are ready to be displayed.
/// </summary>
Task ResultsReady();
}
}