From 02a46bf13f29ce0dd8ac2f422113083c59dae42d Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 3 Nov 2018 01:29:01 -0400 Subject: add APIs to send/receive messages in multiplayer (#480) --- src/SMAPI/Events/ModMessageReceivedEventArgs.cs | 46 +++++++++++++++++++++++++ 1 file changed, 46 insertions(+) create mode 100644 src/SMAPI/Events/ModMessageReceivedEventArgs.cs (limited to 'src/SMAPI/Events/ModMessageReceivedEventArgs.cs') diff --git a/src/SMAPI/Events/ModMessageReceivedEventArgs.cs b/src/SMAPI/Events/ModMessageReceivedEventArgs.cs new file mode 100644 index 00000000..b1960a22 --- /dev/null +++ b/src/SMAPI/Events/ModMessageReceivedEventArgs.cs @@ -0,0 +1,46 @@ +using System; +using StardewModdingAPI.Framework.Networking; + +namespace StardewModdingAPI.Events +{ + /// Event arguments when a mod receives a message over the network. + public class ModMessageReceivedEventArgs : EventArgs + { + /********* + ** Properties + *********/ + /// The underlying message model. + private readonly ModMessageModel Message; + + + /********* + ** Accessors + *********/ + /// The unique ID of the player from whose computer the message was sent. + public long FromPlayerID => this.Message.FromPlayerID; + + /// The unique ID of the mod which sent the message. + public string FromModID => this.Message.FromModID; + + /// A message type which can be used to decide whether it's the one you want to handle, like SetPlayerLocation. This doesn't need to be globally unique, so mods should check the . + public string Type => this.Message.Type; + + + /********* + ** Public methods + *********/ + /// Construct an instance. + /// The received message. + internal ModMessageReceivedEventArgs(ModMessageModel message) + { + this.Message = message; + } + + /// Read the message data into the given model type. + /// The message model type. + public TModel ReadAs() + { + return this.Message.Data.ToObject(); + } + } +} -- cgit From bfb40202793f2f7f2c9c73272f01a477b23edfa2 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 4 Nov 2018 21:34:48 -0500 Subject: rewrite multiplayer sync to use generic callbacks from client/server for better extensibility (#480) --- src/SMAPI/Events/ModMessageReceivedEventArgs.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/SMAPI/Events/ModMessageReceivedEventArgs.cs') diff --git a/src/SMAPI/Events/ModMessageReceivedEventArgs.cs b/src/SMAPI/Events/ModMessageReceivedEventArgs.cs index b1960a22..49366ec6 100644 --- a/src/SMAPI/Events/ModMessageReceivedEventArgs.cs +++ b/src/SMAPI/Events/ModMessageReceivedEventArgs.cs @@ -3,7 +3,7 @@ using StardewModdingAPI.Framework.Networking; namespace StardewModdingAPI.Events { - /// Event arguments when a mod receives a message over the network. + /// Event arguments for an event. public class ModMessageReceivedEventArgs : EventArgs { /********* -- cgit