summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/Events
diff options
context:
space:
mode:
authorJesse Plamondon-Willard <github@jplamondonw.com>2018-11-04 22:41:31 -0500
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-11-04 22:41:31 -0500
commit222265816d803e8e145c0a500568412d03dd49da (patch)
treee9538299c484b3a488c92bb4d435cfea339efc3d /src/SMAPI/Framework/Events
parentbfb40202793f2f7f2c9c73272f01a477b23edfa2 (diff)
downloadSMAPI-222265816d803e8e145c0a500568412d03dd49da.tar.gz
SMAPI-222265816d803e8e145c0a500568412d03dd49da.tar.bz2
SMAPI-222265816d803e8e145c0a500568412d03dd49da.zip
add ContextReceived event (#480)
Diffstat (limited to 'src/SMAPI/Framework/Events')
-rw-r--r--src/SMAPI/Framework/Events/EventManager.cs4
-rw-r--r--src/SMAPI/Framework/Events/ModMultiplayerEvents.cs7
2 files changed, 11 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs
index 519cf48a..63ac17ee 100644
--- a/src/SMAPI/Framework/Events/EventManager.cs
+++ b/src/SMAPI/Framework/Events/EventManager.cs
@@ -101,6 +101,9 @@ namespace StardewModdingAPI.Framework.Events
/****
** Multiplayer
****/
+ /// <summary>Raised after the mod context for a player is received. This happens before the game approves the connection, so the player does not yet exist in the game. This is the earliest point where messages can be sent to the player via SMAPI.</summary>
+ public readonly ManagedEvent<ContextReceivedEventArgs> ContextReceived;
+
/// <summary>Raised after a mod message is received over the network.</summary>
public readonly ManagedEvent<ModMessageReceivedEventArgs> ModMessageReceived;
@@ -380,6 +383,7 @@ namespace StardewModdingAPI.Framework.Events
this.CursorMoved = ManageEventOf<CursorMovedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved));
this.MouseWheelScrolled = ManageEventOf<MouseWheelScrolledEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled));
+ this.ContextReceived = ManageEventOf<ContextReceivedEventArgs>(nameof(IModEvents.Multiplayer), nameof(IMultiplayerEvents.ContextReceived));
this.ModMessageReceived = ManageEventOf<ModMessageReceivedEventArgs>(nameof(IModEvents.Multiplayer), nameof(IMultiplayerEvents.ModMessageReceived));
this.InventoryChanged = ManageEventOf<InventoryChangedEventArgs>(nameof(IModEvents.Player), nameof(IPlayerEvents.InventoryChanged));
diff --git a/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs b/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs
index a830a54a..432a92d3 100644
--- a/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs
+++ b/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs
@@ -16,6 +16,13 @@ namespace StardewModdingAPI.Framework.Events
remove => this.EventManager.ModMessageReceived.Remove(value);
}
+ /// <summary>Raised after the mod context for a player is received. This happens before the game approves the connection, so the player does not yet exist in the game. This is the earliest point where messages can be sent to the player via SMAPI.</summary>
+ public event EventHandler<ContextReceivedEventArgs> ContextReceived
+ {
+ add => this.EventManager.ContextReceived.Add(value);
+ remove => this.EventManager.ContextReceived.Remove(value);
+ }
+
/*********
** Public methods