using System; using System.Collections.Generic; using StardewModdingAPI.Framework.Networking; using StardewValley; namespace StardewModdingAPI.Framework.ModHelpers { /// <summary>Provides multiplayer utilities.</summary> internal class MultiplayerHelper : BaseHelper, IMultiplayerHelper { /********* ** Fields *********/ /// <summary>SMAPI's core multiplayer utility.</summary> private readonly SMultiplayer Multiplayer; /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="modID">The unique ID of the relevant mod.</param> /// <param name="multiplayer">SMAPI's core multiplayer utility.</param> public MultiplayerHelper(string modID, SMultiplayer multiplayer) : base(modID) { this.Multiplayer = multiplayer; } /// <summary>Get a new multiplayer ID.</summary> public long GetNewID() { return this.Multiplayer.getNewID(); } /// <summary>Get the locations which are being actively synced from the host.</summary> public IEnumerable<GameLocation> GetActiveLocations() { return this.Multiplayer.activeLocations(); } /// <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> public IMultiplayerPeer GetConnectedPlayer(long id) { return this.Multiplayer.Peers.TryGetValue(id, out MultiplayerPeer peer) ? peer : null; } /// <summary>Get all connected players.</summary> public IEnumerable<IMultiplayerPeer> GetConnectedPlayers() { return this.Multiplayer.Peers.Values; } /// <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> public void SendMessage<TMessage>(TMessage message, string messageType, string[] modIDs = null, long[] playerIDs = null) { this.Multiplayer.BroadcastModMessage( message: message, messageType: messageType, fromModID: this.ModID, toModIDs: modIDs, toPlayerIDs: playerIDs ); } } }