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Update IQSBAPI.cs
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@ -32,19 +32,43 @@ public interface IQSBAPI
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/// <summary>
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/// Returns the list of IDs of all connected players.
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///
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/// The first player in the list is the host.
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/// </summary>
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uint[] GetPlayerIDs();
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/// <summary>
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/// Invoked when a player joins the game.
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/// Invoked when any player (local or remote) joins the game.
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/// </summary>
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UnityEvent<uint> OnPlayerJoin();
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/// <summary>
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/// Invoked when a player leaves the game.
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/// Invoked when any player (local or remote) leaves the game.
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/// </summary>
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UnityEvent<uint> OnPlayerLeave();
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/// <summary>
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/// Invoked when the local client joins a game,
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/// either through connecting to an external game or hosting their own game.
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/// </summary>
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UnityEvent OnLocalJoin();
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/// <summary>
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/// Invoked when a client (but not the local player) joins the game.
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/// </summary>
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UnityEvent<uint> OnPeerJoin();
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/// <summary>
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/// Invoked when the local client leaves a game,
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/// either through disconnecting from an external game or shutting down the hosted server.
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/// </summary>
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UnityEvent OnLocalLeave();
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/// <summary>
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/// Invoked when a client (but not the local player) leaves the game.
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/// </summary>
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UnityEvent<uint> OnPeerLeave();
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/// <summary>
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/// Sets some arbitrary data for a given player.
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/// </summary>
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@ -65,6 +89,8 @@ public interface IQSBAPI
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/// <summary>
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/// Sends a message containing arbitrary data to every player.
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///
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/// Keep your messages under around 1100 bytes.
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/// </summary>
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/// <typeparam name="T">The type of the data being sent. This type must be serializable.</typeparam>
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/// <param name="messageType">The unique key of the message.</param>
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