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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/ISyncManager.cs
Dan Balasescu c59298f0ce Enable NRT
2022-08-22 21:55:04 +09:00

43 lines
1.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Bindables;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// Manages the synchronisation between one or more <see cref="ISpectatorPlayerClock"/>s in relation to a master clock.
/// </summary>
public interface ISyncManager
{
/// <summary>
/// An event which is invoked when gameplay is ready to start.
/// </summary>
event Action? ReadyToStart;
/// <summary>
/// The master clock which player clocks should synchronise to.
/// </summary>
GameplayClockContainer MasterClock { get; }
/// <summary>
/// An event which is invoked when the state of <see cref="MasterClock"/> is changed.
/// </summary>
IBindable<MasterClockState> MasterState { get; }
/// <summary>
/// Adds a new managed <see cref="ISpectatorPlayerClock"/>.
/// </summary>
/// <returns>The added <see cref="ISpectatorPlayerClock"/>.</returns>
ISpectatorPlayerClock AddClock();
/// <summary>
/// Removes an <see cref="ISpectatorPlayerClock"/>, stopping it from being managed by this <see cref="ISyncManager"/>.
/// </summary>
/// <param name="clock">The <see cref="ISpectatorPlayerClock"/> to remove.</param>
void RemoveClock(ISpectatorPlayerClock clock);
}
}