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Diffstat (limited to 'src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs')
-rw-r--r--src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs42
1 files changed, 39 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs b/src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs
index c449a51b..eedad0bc 100644
--- a/src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs
@@ -1,4 +1,6 @@
+using System;
using System.Collections.Generic;
+using StardewModdingAPI.Framework.Networking;
using StardewValley;
namespace StardewModdingAPI.Framework.ModHelpers
@@ -25,16 +27,50 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Multiplayer = multiplayer;
}
+ /// <summary>Get a new multiplayer ID.</summary>
+ public long GetNewID()
+ {
+ return this.Multiplayer.getNewID();
+ }
+
/// <summary>Get the locations which are being actively synced from the host.</summary>
public IEnumerable<GameLocation> GetActiveLocations()
{
return this.Multiplayer.activeLocations();
}
- /// <summary>Get a new multiplayer ID.</summary>
- public long GetNewID()
+ /// <summary>Get a connected player.</summary>
+ /// <param name="id">The player's unique ID.</param>
+ /// <returns>Returns the connected player, or <c>null</c> if no such player is connected.</returns>
+ public IMultiplayerPeer GetConnectedPlayer(long id)
{
- return this.Multiplayer.getNewID();
+ return this.Multiplayer.Peers.TryGetValue(id, out MultiplayerPeer peer)
+ ? peer
+ : null;
+ }
+
+ /// <summary>Get all connected players.</summary>
+ public IEnumerable<IMultiplayerPeer> GetConnectedPlayers()
+ {
+ return this.Multiplayer.Peers.Values;
+ }
+
+ /// <summary>Send a message to mods installed by connected players.</summary>
+ /// <typeparam name="TMessage">The data type. This can be a class with a default constructor, or a value type.</typeparam>
+ /// <param name="message">The data to send over the network.</param>
+ /// <param name="messageType">A message type which receiving mods can use to decide whether it's the one they want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, since mods should check the originating mod ID.</param>
+ /// <param name="modIDs">The mod IDs which should receive the message on the destination computers, or <c>null</c> for all mods. Specifying mod IDs is recommended to improve performance, unless it's a general-purpose broadcast.</param>
+ /// <param name="playerIDs">The <see cref="Farmer.UniqueMultiplayerID" /> values for the players who should receive the message, or <c>null</c> for all players. If you don't need to broadcast to all players, specifying player IDs is recommended to reduce latency.</param>
+ /// <exception cref="ArgumentNullException">The <paramref name="message"/> or <paramref name="messageType" /> is null.</exception>
+ public void SendMessage<TMessage>(TMessage message, string messageType, string[] modIDs = null, long[] playerIDs = null)
+ {
+ this.Multiplayer.BroadcastModMessage(
+ message: message,
+ messageType: messageType,
+ fromModID: this.ModID,
+ toModIDs: modIDs,
+ toPlayerIDs: playerIDs
+ );
}
}
}