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43 lines
1.6 KiB
C#
43 lines
1.6 KiB
C#
// 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 osu.Framework.Bindables;
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using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// Manages the synchronisation between one or more <see cref="ISpectatorPlayerClock"/>s in relation to a master clock.
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/// </summary>
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public interface ISyncManager
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{
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/// <summary>
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/// An event which is invoked when gameplay is ready to start.
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/// </summary>
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event Action ReadyToStart;
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/// <summary>
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/// The master clock which player clocks should synchronise to.
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/// </summary>
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IAdjustableClock MasterClock { get; }
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/// <summary>
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/// An event which is invoked when the state of <see cref="MasterClock"/> is changed.
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/// </summary>
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IBindable<MasterClockState> MasterState { get; }
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/// <summary>
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/// Adds an <see cref="ISpectatorPlayerClock"/> to manage.
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/// </summary>
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/// <param name="clock">The <see cref="ISpectatorPlayerClock"/> to add.</param>
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void AddPlayerClock(ISpectatorPlayerClock clock);
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/// <summary>
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/// Removes an <see cref="ISpectatorPlayerClock"/>, stopping it from being managed by this <see cref="ISyncManager"/>.
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/// </summary>
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/// <param name="clock">The <see cref="ISpectatorPlayerClock"/> to remove.</param>
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void RemovePlayerClock(ISpectatorPlayerClock clock);
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}
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}
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