mirror of https://github.com/ppy/osu
73 lines
2.8 KiB
C#
73 lines
2.8 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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namespace osu.Game.Online.Multiplayer
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{
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public enum MultiplayerUserState
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{
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/// <summary>
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/// The user is idle and waiting for something to happen (or watching the match but not participating).
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/// </summary>
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Idle,
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/// <summary>
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/// The user has marked themselves as ready to participate and should be considered for the next game start.
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/// </summary>
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/// <remarks>
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/// Clients in this state will receive gameplay channel messages.
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/// As a client the only thing to look for in this state is a <see cref="IMultiplayerClient.LoadRequested"/> call.
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/// </remarks>
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Ready,
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/// <summary>
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/// The server is waiting for this user to finish loading. This is a reserved state, and is set by the server.
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/// </summary>
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/// <remarks>
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/// All users in <see cref="Ready"/> state when the game start will be transitioned to this state.
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/// All users in this state need to transition to <see cref="Loaded"/> before the game can start.
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/// </remarks>
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WaitingForLoad,
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/// <summary>
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/// The user has marked itself as loaded, but may still be adjusting settings prior to being ready for gameplay.
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/// Players remaining in this state for an extended period of time will be automatically transitioned to the <see cref="Playing"/> state by the server.
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/// </summary>
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Loaded,
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/// <summary>
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/// The user has finished adjusting settings and is ready to start gameplay.
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/// </summary>
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ReadyForGameplay,
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/// <summary>
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/// The user is currently playing in a game. This is a reserved state, and is set by the server.
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/// </summary>
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/// <remarks>
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/// Once there are no remaining <see cref="WaitingForLoad"/> users, all users in <see cref="Loaded"/> state will be transitioned to this state.
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/// At this point the game will start for all users.
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/// </remarks>
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Playing,
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/// <summary>
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/// The user has finished playing and is ready to view results.
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/// </summary>
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/// <remarks>
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/// Once all users transition from <see cref="Playing"/> to this state, the game will end and results will be distributed.
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/// All users will be transitioned to the <see cref="Results"/> state.
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/// </remarks>
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FinishedPlay,
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/// <summary>
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/// The user is currently viewing results. This is a reserved state, and is set by the server.
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/// </summary>
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Results,
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/// <summary>
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/// The user is currently spectating this room.
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/// </summary>
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Spectating
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}
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}
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