using System; using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.Events { /// <summary>Events raised for multiplayer messages and connections.</summary> internal class ModMultiplayerEvents : ModEventsBase, IMultiplayerEvents { /********* ** Accessors *********/ /// <summary>Raised after the mod context for a peer is received. This happens before the game approves the connection (<see cref="IMultiplayerEvents.PeerConnected"/>), 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.</summary> public event EventHandler<PeerContextReceivedEventArgs> PeerContextReceived { add => this.EventManager.PeerContextReceived.Add(value, this.Mod); remove => this.EventManager.PeerContextReceived.Remove(value); } /// <summary>Raised after a peer connection is approved by the game.</summary> public event EventHandler<PeerConnectedEventArgs> PeerConnected { add => this.EventManager.PeerConnected.Add(value, this.Mod); remove => this.EventManager.PeerConnected.Remove(value); } /// <summary>Raised after a mod message is received over the network.</summary> public event EventHandler<ModMessageReceivedEventArgs> ModMessageReceived { add => this.EventManager.ModMessageReceived.Add(value, this.Mod); remove => this.EventManager.ModMessageReceived.Remove(value); } /// <summary>Raised after the connection with a peer is severed.</summary> public event EventHandler<PeerDisconnectedEventArgs> PeerDisconnected { add => this.EventManager.PeerDisconnected.Add(value, this.Mod); remove => this.EventManager.PeerDisconnected.Remove(value); } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="mod">The mod which uses this instance.</param> /// <param name="eventManager">The underlying event manager.</param> internal ModMultiplayerEvents(IModMetadata mod, EventManager eventManager) : base(mod, eventManager) { } } }