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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) { }
}
}
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