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Diffstat (limited to 'src/SMAPI/IMultiplayerHelper.cs')
-rw-r--r--src/SMAPI/IMultiplayerHelper.cs6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/SMAPI/IMultiplayerHelper.cs b/src/SMAPI/IMultiplayerHelper.cs
index 77a0f3f4..bb851410 100644
--- a/src/SMAPI/IMultiplayerHelper.cs
+++ b/src/SMAPI/IMultiplayerHelper.cs
@@ -1,5 +1,3 @@
-#nullable disable
-
using System;
using System.Collections.Generic;
using StardewValley;
@@ -18,7 +16,7 @@ namespace StardewModdingAPI
/// <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>
- IMultiplayerPeer GetConnectedPlayer(long id);
+ IMultiplayerPeer? GetConnectedPlayer(long id);
/// <summary>Get all connected players.</summary>
IEnumerable<IMultiplayerPeer> GetConnectedPlayers();
@@ -30,6 +28,6 @@ namespace StardewModdingAPI
/// <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);
+ void SendMessage<TMessage>(TMessage message, string messageType, string[]? modIDs = null, long[]? playerIDs = null);
}
}