diff options
Diffstat (limited to 'src/SMAPI/IMultiplayerHelper.cs')
-rw-r--r-- | src/SMAPI/IMultiplayerHelper.cs | 13 |
1 files changed, 10 insertions, 3 deletions
diff --git a/src/SMAPI/IMultiplayerHelper.cs b/src/SMAPI/IMultiplayerHelper.cs index b01a7bed..4067a676 100644 --- a/src/SMAPI/IMultiplayerHelper.cs +++ b/src/SMAPI/IMultiplayerHelper.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using StardewValley; @@ -12,8 +13,6 @@ namespace StardewModdingAPI /// <summary>Get the locations which are being actively synced from the host.</summary> IEnumerable<GameLocation> GetActiveLocations(); - /* disable until ready for release: - /// <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> @@ -21,6 +20,14 @@ namespace StardewModdingAPI /// <summary>Get all connected players.</summary> IEnumerable<IMultiplayerPeer> GetConnectedPlayers(); - */ + + /// <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> + void SendMessage<TMessage>(TMessage message, string messageType, string[] modIDs = null, long[] playerIDs = null); } } |