mirror of https://github.com/ppy/osu
145 lines
5.6 KiB
C#
145 lines
5.6 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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namespace osu.Game.Online.Multiplayer
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{
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/// <summary>
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/// An interface defining a multiplayer client instance.
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/// </summary>
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public interface IMultiplayerClient
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{
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/// <summary>
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/// Signals that the room has changed state.
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/// </summary>
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/// <param name="state">The state of the room.</param>
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Task RoomStateChanged(MultiplayerRoomState state);
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/// <summary>
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/// Signals that a user has joined the room.
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/// </summary>
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/// <param name="user">The user.</param>
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Task UserJoined(MultiplayerRoomUser user);
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/// <summary>
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/// Signals that a user has left the room.
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/// </summary>
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/// <param name="user">The user.</param>
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Task UserLeft(MultiplayerRoomUser user);
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/// <summary>
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/// Signals that a user has been kicked from the room.
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/// </summary>
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/// <remarks>
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/// This will also be sent to the user that was kicked.
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/// </remarks>
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/// <param name="user">The user.</param>
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Task UserKicked(MultiplayerRoomUser user);
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/// <summary>
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/// Signals that the local user has been invited into a multiplayer room.
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/// </summary>
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/// <param name="invitedBy">Id of user that invited the player.</param>
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/// <param name="roomID">Id of the room the user got invited to.</param>
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/// <param name="password">Password to join the room.</param>
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Task Invited(int invitedBy, long roomID, string password);
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/// <summary>
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/// Signal that the host of the room has changed.
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/// </summary>
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/// <param name="userId">The user ID of the new host.</param>
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Task HostChanged(int userId);
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/// <summary>
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/// Signals that the settings for this room have changed.
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/// </summary>
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/// <param name="newSettings">The updated room settings.</param>
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Task SettingsChanged(MultiplayerRoomSettings newSettings);
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/// <summary>
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/// Signals that a user in this room changed their state.
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/// </summary>
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/// <param name="userId">The ID of the user performing a state change.</param>
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/// <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>
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/// Signals that the match type state has changed for a user in this room.
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/// </summary>
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/// <param name="userId">The ID of the user performing a state change.</param>
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/// <param name="state">The new state of the user.</param>
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Task MatchUserStateChanged(int userId, MatchUserState state);
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/// <summary>
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/// Signals that the match type state has changed for this room.
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/// </summary>
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/// <param name="state">The new state of the room.</param>
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Task MatchRoomStateChanged(MatchRoomState state);
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/// <summary>
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/// Send a match type specific request.
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/// </summary>
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/// <param name="e">The event to handle.</param>
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Task MatchEvent(MatchServerEvent e);
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/// <summary>
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/// Signals that a user in this room changed their beatmap availability state.
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/// </summary>
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/// <param name="userId">The ID of the user whose beatmap availability state has changed.</param>
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/// <param name="beatmapAvailability">The new beatmap availability state of the user.</param>
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Task UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability);
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/// <summary>
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/// Signals that a user in this room changed their local mods.
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/// </summary>
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/// <param name="userId">The ID of the user whose mods have changed.</param>
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/// <param name="mods">The user's new local mods.</param>
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Task UserModsChanged(int userId, IEnumerable<APIMod> mods);
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/// <summary>
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/// Signals that the match is starting and the loading of gameplay should be started. This will *only* be sent to clients which are to begin loading at this point.
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/// </summary>
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Task LoadRequested();
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/// <summary>
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/// Signals that loading of gameplay is to be aborted.
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/// </summary>
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Task LoadAborted();
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/// <summary>
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/// Signals that gameplay has started.
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/// All users in the <see cref="MultiplayerUserState.Loaded"/> or <see cref="MultiplayerUserState.ReadyForGameplay"/> states should begin gameplay as soon as possible.
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/// </summary>
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Task GameplayStarted();
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/// <summary>
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/// Signals that the match has ended, all players have finished and results are ready to be displayed.
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/// </summary>
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Task ResultsReady();
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/// <summary>
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/// Signals that an item has been added to the playlist.
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/// </summary>
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/// <param name="item">The added item.</param>
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Task PlaylistItemAdded(MultiplayerPlaylistItem item);
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/// <summary>
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/// Signals that an item has been removed from the playlist.
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/// </summary>
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/// <param name="playlistItemId">The removed item.</param>
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Task PlaylistItemRemoved(long playlistItemId);
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/// <summary>
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/// Signals that an item has been changed in the playlist.
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/// </summary>
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/// <param name="item">The changed item.</param>
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Task PlaylistItemChanged(MultiplayerPlaylistItem item);
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}
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}
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