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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-11-04 23:07:10 -0500
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-11-04 23:07:10 -0500
commitb4a5b3829f0f738e5b7e05048068eaec9d2d01d1 (patch)
treea78c44e929ff1de70d20b012385c418aea7e78a6 /src/SMAPI/Framework/Events
parent222265816d803e8e145c0a500568412d03dd49da (diff)
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add PeerDisconnected event (#480)
Diffstat (limited to 'src/SMAPI/Framework/Events')
-rw-r--r--src/SMAPI/Framework/Events/EventManager.cs10
-rw-r--r--src/SMAPI/Framework/Events/ModMultiplayerEvents.cs15
2 files changed, 18 insertions, 7 deletions
diff --git a/src/SMAPI/Framework/Events/EventManager.cs b/src/SMAPI/Framework/Events/EventManager.cs
index 63ac17ee..b9d1c453 100644
--- a/src/SMAPI/Framework/Events/EventManager.cs
+++ b/src/SMAPI/Framework/Events/EventManager.cs
@@ -101,12 +101,15 @@ 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 the mod context for a peer is received. This happens before the game approves the connection, so the player doesn't yet exist in the game. This is the earliest point where messages can be sent to the peer via SMAPI.</summary>
+ public readonly ManagedEvent<PeerContextReceivedEventArgs> PeerContextReceived;
/// <summary>Raised after a mod message is received over the network.</summary>
public readonly ManagedEvent<ModMessageReceivedEventArgs> ModMessageReceived;
+ /// <summary>Raised after the connection with a peer is severed.</summary>
+ public readonly ManagedEvent<PeerDisconnectedEventArgs> PeerDisconnected;
+
/****
** Player
****/
@@ -383,8 +386,9 @@ 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.PeerContextReceived = ManageEventOf<PeerContextReceivedEventArgs>(nameof(IModEvents.Multiplayer), nameof(IMultiplayerEvents.PeerContextReceived));
this.ModMessageReceived = ManageEventOf<ModMessageReceivedEventArgs>(nameof(IModEvents.Multiplayer), nameof(IMultiplayerEvents.ModMessageReceived));
+ this.PeerDisconnected = ManageEventOf<PeerDisconnectedEventArgs>(nameof(IModEvents.Multiplayer), nameof(IMultiplayerEvents.PeerDisconnected));
this.InventoryChanged = ManageEventOf<InventoryChangedEventArgs>(nameof(IModEvents.Player), nameof(IPlayerEvents.InventoryChanged));
this.LevelChanged = ManageEventOf<LevelChangedEventArgs>(nameof(IModEvents.Player), nameof(IPlayerEvents.LevelChanged));
diff --git a/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs b/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs
index 432a92d3..152c4e0c 100644
--- a/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs
+++ b/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs
@@ -9,6 +9,13 @@ namespace StardewModdingAPI.Framework.Events
/*********
** Accessors
*********/
+ /// <summary>Raised after the mod context for a peer is received. This happens before the game approves the connection, so the player doesn't yet exist in the game. This is the earliest point where messages can be sent to the peer via SMAPI.</summary>
+ public event EventHandler<PeerContextReceivedEventArgs> PeerContextReceived
+ {
+ add => this.EventManager.PeerContextReceived.Add(value);
+ remove => this.EventManager.PeerContextReceived.Remove(value);
+ }
+
/// <summary>Raised after a mod message is received over the network.</summary>
public event EventHandler<ModMessageReceivedEventArgs> ModMessageReceived
{
@@ -16,11 +23,11 @@ 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
+ /// <summary>Raised after the connection with a peer is severed.</summary>
+ public event EventHandler<PeerDisconnectedEventArgs> PeerDisconnected
{
- add => this.EventManager.ContextReceived.Add(value);
- remove => this.EventManager.ContextReceived.Remove(value);
+ add => this.EventManager.PeerDisconnected.Add(value);
+ remove => this.EventManager.PeerDisconnected.Remove(value);
}