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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);
}
}
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