internal RoomStateChangedEventArgs(RoomState oldState, RoomState newState, DiagnosticsReport report) { Debug.Assert(report != null, "report is null"); OldState = oldState; NewState = newState; DiagnosticsReport = report; }
internal DiagnosticsReportCreatedEventArgs(DiagnosticsReport report) { Report = report; }
/// <summary> /// This method is called when the physical interface has detected technical failures in components that are /// relevant for this game. The implementation should return <code>true</code> iff all failures can be compensated, /// e.g. by adapting the logical game state in a way that the affected components can be safely ignored. /// </summary> /// <param name="report">the diagnostics report</param> /// <param name="affectedComponents">a list containing the identifiers of all failed components that are relevant for this game</param> /// <returns></returns> public abstract bool CompensateTechnicalFailures(DiagnosticsReport report, List <string> affectedComponents);
/// <summary> /// This method is for the custom game implementation to do any necessary initialization work. See <see cref="Game{TPhysicalInterface}.Initialize(GameDifficulty)"/>- /// </summary> protected abstract bool Initialize0(GameDifficulty difficulty, DiagnosticsReport diagnosticsReport);