DayZ 1.30
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◆ BunkerBroadcastHandler()

void BunkerBroadcastHandler::BunkerBroadcastHandler ( )
inlineprivate

history of lock codes selected

history of previously active bunkers

См. определение в файле BunkerBroadcastHandler.c строка 144

145 {
146 m_ConfigLoaded = CfgBunkerBroadcastHandler.IsInitialized();
147 if (!m_ConfigLoaded)
148 return;
149
150 m_Config = CfgBunkerBroadcastHandler.GetData();
151
152 m_OnActiveBunkersSelected = new ScriptInvoker();
153
154 m_LockCodeHistory = new SimpleCircularBuffer<string>(LOCK_CODE_HISTORY_LENGTH, "0000");
155 m_ActiveBunkersHistory = new SimpleCircularBuffer<int>(2, -1);
156
158 m_RegisteredBunkers = new map<int, ref BunkerBroadcastComponentBase>();
160 m_RegisterQueue = new map<int, ref BunkerBroadcastComponentBase>();
161 m_UnregisterQueue = new map<int, ref BunkerBroadcastComponentBase>();
163 m_UpdateTimer = 0;
164
165 #ifdef DIAG_DEVELOPER
166 m_RegisteredBunkersStorage = new BunkerComponentsArray();
167 m_BunkersHistoryStorage = new TIntArray();
168 #endif
169
170 m_PersitenceStorage = BunkerBroadcastPersistenceStorage.GetInstance();
171 m_LastActiveBunkersCount = m_PersitenceStorage.m_HandlerData.m_LastActiveBunkers.Count();
172
173 // temporarily keeps number of bunkers added from storage
175
176 m_BroadcastScheduler = BunkerBroadcastScheduler.GetInstance(this);
178 {
179 m_BroadcastScheduler.GetOnAskForNewBunkers().Insert(SelectNew);
180 m_BroadcastScheduler.CheckActivePeriod();
181 }
182 }
array< ref BunkerBroadcastComponentBase > BunkerComponentsArray
Определения BunkerBroadcastHandler.c:91
ref BunkerBroadcastConfigInstance m_Config
Определения BunkerBroadcastHandler.c:114
ref map< int, ref BunkerBroadcastComponentBase > m_UnregisterQueue
Определения BunkerBroadcastHandler.c:103
ref SimpleCircularBuffer< int > m_ActiveBunkersHistory
Определения BunkerBroadcastHandler.c:117
ref map< int, ref BunkerBroadcastComponentBase > m_RegisterQueue
Определения BunkerBroadcastHandler.c:102
ref map< int, ref BunkerBroadcastComponentBase > m_RegisteredBunkers
how often is update called [seconds]
Определения BunkerBroadcastHandler.c:100
int m_LastActiveBunkersCount
Определения BunkerBroadcastHandler.c:123
bool m_ProcessingFinished
Определения BunkerBroadcastHandler.c:108
ref ScriptInvoker m_OnActiveBunkersSelected
Определения BunkerBroadcastHandler.c:119
BunkerBroadcastScheduler m_BroadcastScheduler
Определения BunkerBroadcastHandler.c:113
ref BunkerComponentsArray m_ActiveBunkers
Определения BunkerBroadcastHandler.c:101
int m_ActiveBunkersFromStorageCount
Определения BunkerBroadcastHandler.c:124
BunkerBroadcastPersistenceStorage m_PersitenceStorage
Определения BunkerBroadcastHandler.c:112
const int LOCK_CODE_HISTORY_LENGTH
Определения BunkerBroadcastHandler.c:95
ref SimpleCircularBuffer< string > m_LockCodeHistory
Определения BunkerBroadcastHandler.c:116
array< int > TIntArray
Определения EnScript.c:733

Перекрестные ссылки CfgBunkerBroadcastHandler::GetData(), BunkerBroadcastPersistenceStorage::GetInstance(), BunkerBroadcastScheduler::GetInstance(), CfgBunkerBroadcastHandler::IsInitialized(), LOCK_CODE_HISTORY_LENGTH, m_ActiveBunkers, m_ActiveBunkersFromStorageCount, m_ActiveBunkersHistory, m_BroadcastScheduler, m_Config, m_ConfigLoaded, m_LastActiveBunkersCount, m_LockCodeHistory, m_NextToProcessIdx, m_OnActiveBunkersSelected, m_PersitenceStorage, m_ProcessingFinished, m_RegisteredBunkers, m_RegisterQueue, m_UnregisterQueue, m_UpdateTimer и SelectNew().

Используется в GetInstance().