Files
Torch/Torch.API/ITorchBase.cs
2024-10-13 22:26:09 +07:00

170 lines
5.5 KiB
C#

using System;
using System.ComponentModel;
using System.Runtime.CompilerServices;
using System.Threading.Tasks;
using Microsoft.Extensions.Configuration;
using Torch.API.Managers;
using Torch.API.Session;
using Version = SemanticVersioning.Version;
namespace Torch.API
{
/// <summary>
/// API for Torch functions shared between client and server.
/// </summary>
public interface ITorchBase
{
/// <summary>
/// Gets the currently running session instance, or null if none exists.
/// </summary>
ITorchSession CurrentSession { get; }
/// <summary>
/// Configuration for the current instance.
/// </summary>
ITorchConfig Config { get; }
/// <summary>
/// Extended Configuration for the current instance.
/// </summary>
IConfiguration Configuration { get; }
/// <inheritdoc cref="IPluginManager"/>
[Obsolete]
IPluginManager Plugins { get; }
/// <inheritdoc cref="IDependencyManager"/>
IDependencyManager Managers { get; }
[Obsolete("Prefer using Managers.GetManager for global managers")]
T GetManager<T>() where T : class, IManager;
[Obsolete("Prefer using Managers.AddManager for global managers")]
bool AddManager<T>(T manager) where T : class, IManager;
/// <summary>
/// The binary version of the current instance.
/// </summary>
Version TorchVersion { get; }
/// <summary>
/// Path of the dedicated instance folder.
/// </summary>
string InstancePath { get; }
/// <summary>
/// Name of the dedicated instance.
/// </summary>
string InstanceName { get; }
/// <summary>
/// Invoke an action on the game thread.
/// </summary>
void Invoke(Action action, [CallerMemberName] string caller = "");
/// <summary>
/// Invoke an action on the game thread and block until it has completed.
/// </summary>
/// <param name="action">Action to execute</param>
/// <param name="caller">Caller of the invoke function</param>
/// <param name="timeoutMs">Timeout before <see cref="TimeoutException"/> is thrown, or -1 to never timeout</param>
/// <exception cref="TimeoutException">If the action times out</exception>
void InvokeBlocking(Action action, int timeoutMs = -1, [CallerMemberName] string caller = "");
/// <summary>
/// Invoke an action on the game thread asynchronously.
/// </summary>
Task InvokeAsync(Action action, [CallerMemberName] string caller = "");
/// <summary>
/// Invoke a function on the game thread asynchronously.
/// </summary>
Task<T> InvokeAsync<T>(Func<T> func, [CallerMemberName] string caller = "");
/// <summary>
/// Signals the torch instance to start, then blocks until it's started.
/// </summary>
void Start();
/// <summary>
/// Signals the torch instance to stop, then blocks until it's stopped.
/// </summary>
void Stop();
/// <summary>
/// Restart the Torch instance, blocking until the restart has been performed.
/// </summary>
void Restart(bool save = true);
/// <summary>
/// Initializes a save of the game.
/// </summary>
/// <param name="timeoutMs">timeout before the save is treated as failed, or -1 for no timeout</param>
/// <param name="exclusive">Only start saving if we aren't already saving</param>
/// <returns>Future result of the save, or null if one is in progress and in exclusive mode</returns>
Task<GameSaveResult> Save(int timeoutMs = -1, bool exclusive = false);
/// <summary>
/// Initialize the Torch instance. Before this <see cref="Start"/> is invalid.
/// </summary>
void Init();
/// <summary>
/// Disposes the Torch instance. After this <see cref="Start"/> is invalid.
/// </summary>
void Destroy();
/// <summary>
/// The current state of the game this instance of torch is controlling.
/// </summary>
TorchGameState GameState { get; }
/// <summary>
/// Event raised when <see cref="GameState"/> changes.
/// </summary>
event TorchGameStateChangedDel GameStateChanged;
}
/// <summary>
/// API for the Torch server.
/// </summary>
public interface ITorchServer : ITorchBase
{
/// <summary>
/// The current <see cref="ServerState"/>
/// </summary>
ServerState State { get; }
/// <summary>
/// Raised when the server's Init() method has completed.
/// </summary>
event Action<ITorchServer> Initialized;
TimeSpan ElapsedPlayTime { get; set; }
#region Backwards compat
/// <summary>
/// Path of the dedicated instance folder.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
new string InstancePath => ((ITorchBase)this).InstancePath;
/// <summary>
/// Name of the dedicated instance.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
new string InstanceName => ((ITorchBase)this).InstanceName;
#endregion
}
/// <summary>
/// API for the Torch client.
/// </summary>
public interface ITorchClient : ITorchBase
{
}
}