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using System.Collections.Generic;
using System.Net;
using System.Threading.Tasks;
using Impostor.Api.Innersloth;
using Impostor.Api.Net;
using Impostor.Api.Net.Inner;
using Impostor.Api.Net.Inner.Objects;
using Impostor.Api.Net.Messages;
namespace Impostor.Api.Games
{
public interface IGame
{
GameOptionsData Options { get; }
GameCode Code { get; }
GameStates GameState { get; }
IGameNet GameNet { get; }
IEnumerable<IClientPlayer> Players { get; }
IPEndPoint PublicIp { get; }
int PlayerCount { get; }
IClientPlayer Host { get; }
bool IsPublic { get; }
IDictionary<object, object> Items { get; }
int HostId { get; }
IClientPlayer GetClientPlayer(int clientId);
/// <summary>
/// Adds an <see cref="IPAddress"/> to the ban list of this game.
/// Prevents all future joins from this <see cref="IPAddress"/>.
///
/// This does not kick the player with that <see cref="IPAddress"/> from the lobby.
/// </summary>
/// <param name="ipAddress">
/// The <see cref="IPAddress"/> to ban.
/// </param>
void BanIp(IPAddress ipAddress);
/// <summary>
/// Syncs the internal <see cref="GameOptionsData"/> to all players.
/// Necessary to do if you modified it, otherwise it won't be used.
/// </summary>
/// <returns>A <see cref="ValueTask"/> representing the asynchronous operation.</returns>
ValueTask SyncSettingsAsync();
/// <summary>
/// Sets the specified list as Impostor on all connected players.
/// </summary>
/// <param name="players">List of players to be Impostor.</param>
/// <returns>A <see cref="ValueTask"/> representing the asynchronous operation.</returns>
ValueTask SetInfectedAsync(IEnumerable<IInnerPlayerControl> players);
/// <summary>
/// Send the message to all players.
/// </summary>
/// <param name="writer">Message to send.</param>
/// <param name="states">Required limbo state of the player.</param>
/// <returns>A <see cref="ValueTask"/> representing the asynchronous operation.</returns>
ValueTask SendToAllAsync(IMessageWriter writer, LimboStates states = LimboStates.NotLimbo);
/// <summary>
/// Send the message to all players except one.
/// </summary>
/// <param name="writer">Message to send.</param>
/// <param name="senderId">The player to exclude from sending the message.</param>
/// <param name="states">Required limbo state of the player.</param>
/// <returns>A <see cref="ValueTask"/> representing the asynchronous operation.</returns>
ValueTask SendToAllExceptAsync(IMessageWriter writer, int senderId, LimboStates states = LimboStates.NotLimbo);
/// <summary>
/// Send a message to a specific player.
/// </summary>
/// <param name="writer">Message to send.</param>
/// <param name="id">ID of the client.</param>
/// <returns>A <see cref="ValueTask"/> representing the asynchronous operation.</returns>
ValueTask SendToAsync(IMessageWriter writer, int id);
}
}
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