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Add event flow for receiving kick commands
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d6352637d6
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@ -31,6 +31,15 @@ namespace osu.Game.Online.Multiplayer
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/// <param name="user">The user.</param>
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/// <param name="user">The user.</param>
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Task UserLeft(MultiplayerRoomUser user);
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Task UserLeft(MultiplayerRoomUser user);
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/// <summary>
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/// Signals that a user has been kicked from the room.
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/// </summary>
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/// <remarks>
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/// This will also be sent to the user that was kicked.
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/// </remarks>
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/// <param name="user">The user.</param>
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Task UserKicked(MultiplayerRoomUser user);
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/// <summary>
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/// <summary>
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/// Signal that the host of the room has changed.
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/// Signal that the host of the room has changed.
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/// </summary>
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/// </summary>
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@ -389,6 +389,12 @@ namespace osu.Game.Online.Multiplayer
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return Task.CompletedTask;
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return Task.CompletedTask;
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}
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}
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Task IMultiplayerClient.UserKicked(MultiplayerRoomUser user)
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{
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// TODO: also inform users of the kick operation.
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return ((IMultiplayerClient)this).UserLeft(user);
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}
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Task IMultiplayerClient.HostChanged(int userId)
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Task IMultiplayerClient.HostChanged(int userId)
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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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@ -50,6 +50,7 @@ namespace osu.Game.Online.Multiplayer
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connection.On<MultiplayerRoomState>(nameof(IMultiplayerClient.RoomStateChanged), ((IMultiplayerClient)this).RoomStateChanged);
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connection.On<MultiplayerRoomState>(nameof(IMultiplayerClient.RoomStateChanged), ((IMultiplayerClient)this).RoomStateChanged);
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connection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserJoined), ((IMultiplayerClient)this).UserJoined);
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connection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserJoined), ((IMultiplayerClient)this).UserJoined);
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connection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserLeft), ((IMultiplayerClient)this).UserLeft);
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connection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserLeft), ((IMultiplayerClient)this).UserLeft);
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connection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserKicked), ((IMultiplayerClient)this).UserKicked);
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connection.On<int>(nameof(IMultiplayerClient.HostChanged), ((IMultiplayerClient)this).HostChanged);
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connection.On<int>(nameof(IMultiplayerClient.HostChanged), ((IMultiplayerClient)this).HostChanged);
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connection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
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connection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
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connection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
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connection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
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