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Add boilerplate for server events
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@ -63,6 +63,12 @@ namespace osu.Game.Online.Multiplayer
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/// <param name="state">The new state of the room.</param>
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/// <param name="state">The new state of the room.</param>
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Task MatchRulesetRoomStateChanged(MatchRulesetRoomState state);
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Task MatchRulesetRoomStateChanged(MatchRulesetRoomState state);
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/// <summary>
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/// Send a match ruleset specific request.
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/// </summary>
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/// <param name="e">The event to handle.</param>
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Task MatchRulesetEvent(MatchRulesetServerEvent e);
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/// <summary>
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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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/// Signals that a user in this room changed their beatmap availability state.
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/// </summary>
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/// </summary>
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17
osu.Game/Online/Multiplayer/MatchRulesetServerEvent.cs
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17
osu.Game/Online/Multiplayer/MatchRulesetServerEvent.cs
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@ -0,0 +1,17 @@
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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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using System;
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using MessagePack;
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namespace osu.Game.Online.Multiplayer
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{
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/// <summary>
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/// An event from the server to allow clients to update gameplay to an expected state.
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/// </summary>
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[Serializable]
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[MessagePackObject]
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public abstract class MatchRulesetServerEvent
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{
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}
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}
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@ -432,6 +432,11 @@ namespace osu.Game.Online.Multiplayer
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throw new NotImplementedException();
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throw new NotImplementedException();
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}
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}
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public Task MatchRulesetEvent(MatchRulesetServerEvent e)
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{
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throw new NotImplementedException();
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}
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Task IMultiplayerClient.UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability)
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Task IMultiplayerClient.UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability)
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{
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{
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if (Room == null)
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if (Room == null)
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