From d3fbdf484a4d90365a55fb5058d75a8623f17d0f Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 22 Mar 2022 20:46:21 -0400 Subject: reduce duplicated doc blocks --- src/SMAPI/Framework/Events/ModMultiplayerEvents.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'src/SMAPI/Framework/Events/ModMultiplayerEvents.cs') diff --git a/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs b/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs index 2f9b9482..b90f64fa 100644 --- a/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs +++ b/src/SMAPI/Framework/Events/ModMultiplayerEvents.cs @@ -3,34 +3,34 @@ using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Events { - /// Events raised for multiplayer messages and connections. + /// internal class ModMultiplayerEvents : ModEventsBase, IMultiplayerEvents { /********* ** Accessors *********/ - /// 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. + /// public event EventHandler PeerContextReceived { add => this.EventManager.PeerContextReceived.Add(value, this.Mod); remove => this.EventManager.PeerContextReceived.Remove(value); } - /// Raised after a peer connection is approved by the game. + /// public event EventHandler PeerConnected { add => this.EventManager.PeerConnected.Add(value, this.Mod); remove => this.EventManager.PeerConnected.Remove(value); } - /// Raised after a mod message is received over the network. + /// public event EventHandler ModMessageReceived { add => this.EventManager.ModMessageReceived.Add(value, this.Mod); remove => this.EventManager.ModMessageReceived.Remove(value); } - /// Raised after the connection with a peer is severed. + /// public event EventHandler PeerDisconnected { add => this.EventManager.PeerDisconnected.Add(value, this.Mod); -- cgit