using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Torch.API.Managers;
using Torch.API.Session;
using VRage.Game.ModAPI;
namespace Torch.API
{
///
/// API for Torch functions shared between client and server.
///
public interface ITorchBase
{
///
/// Fired when the session begins loading.
///
event Action SessionLoading;
///
/// Fired when the session finishes loading.
///
event Action SessionLoaded;
///
/// Fires when the session begins unloading.
///
event Action SessionUnloading;
///
/// Fired when the session finishes unloading.
///
event Action SessionUnloaded;
///
/// Gets the currently running session instance, or null if none exists.
///
ITorchSession CurrentSession { get; }
///
/// Configuration for the current instance.
///
ITorchConfig Config { get; }
///
[Obsolete]
IPluginManager Plugins { get; }
///
IDependencyManager Managers { get; }
[Obsolete("Prefer using Managers.GetManager for global managers")]
T GetManager() where T : class, IManager;
[Obsolete("Prefer using Managers.AddManager for global managers")]
bool AddManager(T manager) where T : class, IManager;
///
/// The binary version of the current instance.
///
Version TorchVersion { get; }
///
/// Invoke an action on the game thread.
///
void Invoke(Action action);
///
/// Invoke an action on the game thread and block until it has completed.
/// If this is called on the game thread the action will execute immediately.
///
void InvokeBlocking(Action action);
///
/// Invoke an action on the game thread asynchronously.
///
Task InvokeAsync(Action action);
///
/// Start the Torch instance.
///
void Start();
///
/// Stop the Torch instance.
///
void Stop();
///
/// Restart the Torch instance.
///
void Restart();
///
/// Initializes a save of the game.
///
/// Id of the player who initiated the save.
Task Save(long callerId);
///
/// Initialize the Torch instance.
///
void Init();
///
/// The current state of the game this instance of torch is controlling.
///
TorchGameState GameState { get; }
///
/// Event raised when changes.
///
event TorchGameStateChangedDel GameStateChanged;
}
///
/// API for the Torch server.
///
public interface ITorchServer : ITorchBase
{
///
/// The current
///
ServerState State { get; }
///
/// Path of the dedicated instance folder.
///
string InstancePath { get; }
}
///
/// API for the Torch client.
///
public interface ITorchClient : ITorchBase
{
}
}