2020-12-04 14:34:31 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2021-02-01 16:54:56 +08:00
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using System.Collections.Generic;
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2020-12-04 14:34:31 +08:00
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using System.Threading.Tasks;
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2021-02-01 16:54:56 +08:00
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using osu.Game.Online.API;
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2021-01-03 09:32:50 +08:00
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using osu.Game.Online.Rooms;
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2020-12-25 12:38:11 +08:00
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namespace osu.Game.Online.Multiplayer
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{
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/// <summary>
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/// An interface defining a multiplayer client instance.
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/// </summary>
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public interface IMultiplayerClient
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{
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/// <summary>
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/// Signals that the room has changed state.
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/// </summary>
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/// <param name="state">The state of the room.</param>
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Task RoomStateChanged(MultiplayerRoomState state);
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/// <summary>
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/// Signals that a user has joined the room.
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/// </summary>
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/// <param name="user">The user.</param>
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Task UserJoined(MultiplayerRoomUser user);
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/// <summary>
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/// Signals that a user has left the room.
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/// </summary>
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/// <param name="user">The user.</param>
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Task UserLeft(MultiplayerRoomUser user);
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/// <summary>
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/// Signal that the host of the room has changed.
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/// </summary>
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/// <param name="userId">The user ID of the new host.</param>
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Task HostChanged(int userId);
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/// <summary>
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/// Signals that the settings for this room have changed.
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/// </summary>
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/// <param name="newSettings">The updated room settings.</param>
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Task SettingsChanged(MultiplayerRoomSettings newSettings);
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/// <summary>
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/// Signals that a user in this room changed their state.
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/// </summary>
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/// <param name="userId">The ID of the user performing a state change.</param>
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/// <param name="state">The new state of the user.</param>
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Task UserStateChanged(int userId, MultiplayerUserState state);
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/// <summary>
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/// Signals that the match type state has changed for a user in this room.
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/// </summary>
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/// <param name="userId">The ID of the user performing a state change.</param>
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/// <param name="state">The new state of the user.</param>
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Task MatchUserStateChanged(int userId, MatchUserState state);
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/// <summary>
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/// Signals that the match type state has changed for this room.
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/// </summary>
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/// <param name="state">The new state of the room.</param>
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Task MatchRoomStateChanged(MatchRoomState state);
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/// <summary>
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/// Send a match type specific request.
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/// </summary>
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/// <param name="e">The event to handle.</param>
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Task MatchEvent(MatchServerEvent e);
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/// <summary>
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/// Signals that a user in this room changed their beatmap availability state.
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/// </summary>
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/// <param name="userId">The ID of the user whose beatmap availability state has changed.</param>
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/// <param name="beatmapAvailability">The new beatmap availability state of the user.</param>
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Task UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability);
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/// <summary>
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/// Signals that a user in this room changed their local mods.
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/// </summary>
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/// <param name="userId">The ID of the user whose mods have changed.</param>
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/// <param name="mods">The user's new local mods.</param>
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Task UserModsChanged(int userId, IEnumerable<APIMod> mods);
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/// <summary>
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/// Signals that a match is to be started. This will *only* be sent to clients which are to begin loading at this point.
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/// </summary>
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Task LoadRequested();
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/// <summary>
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/// Signals that a match has started. All users in the <see cref="MultiplayerUserState.Loaded"/> state should begin gameplay as soon as possible.
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/// </summary>
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Task MatchStarted();
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/// <summary>
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/// Signals that the match has ended, all players have finished and results are ready to be displayed.
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/// </summary>
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Task ResultsReady();
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}
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}
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