Files
Torch/Torch.API/ITorchBase.cs
Westin Miller 57acb274c6 Don't crash when modifying constructor
Tweak log level of assembly resolver.
Events relating to game initialization and shutdown.
Plugin manager loads plugins right before the dependency manager is attached.
2017-09-11 18:28:53 -07:00

137 lines
3.7 KiB
C#

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
{
/// <summary>
/// API for Torch functions shared between client and server.
/// </summary>
public interface ITorchBase
{
/// <summary>
/// Fired when the session begins loading.
/// </summary>
event Action SessionLoading;
/// <summary>
/// Fired when the session finishes loading.
/// </summary>
event Action SessionLoaded;
/// <summary>
/// Fires when the session begins unloading.
/// </summary>
event Action SessionUnloading;
/// <summary>
/// Fired when the session finishes unloading.
/// </summary>
event Action SessionUnloaded;
/// <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; }
/// <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>
/// Invoke an action on the game thread.
/// </summary>
void Invoke(Action action);
/// <summary>
/// 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.
/// </summary>
void InvokeBlocking(Action action);
/// <summary>
/// Invoke an action on the game thread asynchronously.
/// </summary>
Task InvokeAsync(Action action);
/// <summary>
/// Start the Torch instance.
/// </summary>
void Start();
/// <summary>
/// Stop the Torch instance.
/// </summary>
void Stop();
/// <summary>
/// Restart the Torch instance.
/// </summary>
void Restart();
/// <summary>
/// Initializes a save of the game.
/// </summary>
/// <param name="callerId">Id of the player who initiated the save.</param>
Task Save(long callerId);
/// <summary>
/// Initialize the Torch instance.
/// </summary>
void Init();
/// <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>
/// Path of the dedicated instance folder.
/// </summary>
string InstancePath { get; }
}
/// <summary>
/// API for the Torch client.
/// </summary>
public interface ITorchClient : ITorchBase
{
}
}