using System.Collections.Generic; namespace StardewModdingAPI { /// <summary>Metadata about a connected player.</summary> public interface IMultiplayerPeer { /********* ** Accessors *********/ /// <summary>The player's unique ID.</summary> long PlayerID { get; } /// <summary>Whether this is a connection to the host player.</summary> bool IsHost { get; } /// <summary>Whether this a local player on the same computer in split-screen mote.</summary> bool IsSplitScreen { get; } /// <summary>Whether the player has SMAPI installed.</summary> bool HasSmapi { get; } /// <summary>The player's screen ID, if applicable.</summary> /// <remarks>See <see cref="Context.ScreenId"/> for details. This is only visible to players in split-screen mode. A remote player won't see this value, even if the other players are in split-screen mode.</remarks> int? ScreenID { get; } /// <summary>The player's OS platform, if <see cref="HasSmapi"/> is true.</summary> GamePlatform? Platform { get; } /// <summary>The installed version of Stardew Valley, if <see cref="HasSmapi"/> is true.</summary> ISemanticVersion GameVersion { get; } /// <summary>The installed version of SMAPI, if <see cref="HasSmapi"/> is true.</summary> ISemanticVersion ApiVersion { get; } /// <summary>The installed mods, if <see cref="HasSmapi"/> is true.</summary> IEnumerable<IMultiplayerPeerMod> Mods { get; } /********* ** Methods *********/ /// <summary>Get metadata for a mod installed by the player.</summary> /// <param name="id">The unique mod ID.</param> /// <returns>Returns the mod info, or <c>null</c> if the player doesn't have that mod.</returns> IMultiplayerPeerMod GetMod(string id); } }