Files
Torch/Torch.API/Session/ITorchSessionManager.cs
2019-02-08 13:53:37 -05:00

78 lines
2.9 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Torch.API.Managers;
using VRage.Game;
namespace Torch.API.Session
{
/// <summary>
/// Creates a manager for the given session if applicable.
/// </summary>
/// <remarks>
/// This is for creating managers that will live inside the session, not the manager that controls sesssions.
/// </remarks>
/// <param name="session">The session to construct a bound manager for</param>
/// <returns>The manager that will live in the session, or null if none.</returns>
public delegate IManager SessionManagerFactoryDel(ITorchSession session);
/// <summary>
/// Manages the creation and destruction of <see cref="ITorchSession"/> instances for each <see cref="Sandbox.Game.World.MySession"/> created by Space Engineers.
/// </summary>
public interface ITorchSessionManager : IManager
{
/// <summary>
/// The currently running session
/// </summary>
ITorchSession CurrentSession { get; }
/// <summary>
/// Raised when any <see cref="ITorchSession"/> <see cref="ITorchSession.State"/> changes.
/// </summary>
event TorchSessionStateChangedDel SessionStateChanged;
/// <summary>
/// Adds the given factory as a supplier for session based managers
/// </summary>
/// <param name="factory">Session based manager supplier</param>
/// <returns>true if added, false if already present</returns>
/// <exception cref="ArgumentNullException">If the factory is null</exception>
bool AddFactory(SessionManagerFactoryDel factory);
/// <summary>
/// Remove the given factory from the suppliers for session based managers
/// </summary>
/// <param name="factory">Session based manager supplier</param>
/// <returns>true if removed, false if not present</returns>
/// <exception cref="ArgumentNullException">If the factory is null</exception>
bool RemoveFactory(SessionManagerFactoryDel factory);
/// <summary>
/// Add a mod to be injected into client's world download.
/// </summary>
/// <param name="modId"></param>
/// <returns></returns>
bool AddOverrideMod(ulong modId);
/// <summary>
/// Removes a mod from the injected mod list.
/// </summary>
/// <param name="modId"></param>
/// <returns></returns>
bool RemoveOverrideMod(ulong modId);
/// <summary>
/// List over mods that will be injected into client world downloads.
/// </summary>
IReadOnlyCollection<MyObjectBuilder_Checkpoint.ModItem> OverrideMods { get; }
/// <summary>
/// Event raised when injected mod list changes.
/// </summary>
event Action<CollectionChangeEventArgs> OverrideModsChanged;
}
}