1434 {
1435 string address;
1436 int port;
1437 int high, low;
1438
1439 switch (eventTypeId)
1440 {
1442 {
1443 #ifndef SERVER
1444
1446 #endif
1447 break;
1448 }
1450 {
1451 #ifndef SERVER
1453 #endif
1455 ClientData.ResetClientData();
1456 break;
1457 }
1459 {
1465 #ifdef PLATFORM_CONSOLE
1467 {
1468 OnlineServices.LeaveGameplaySession();
1469 OnlineServices.ClearCurrentServerInfo();
1471 {
1473 }
1474 }
1476 #endif
1477
1478
1479 StatsEventDisconnectedData discData = new StatsEventDisconnectedData();
1482 Analytics.PlayerDisconnected(discData);
1483 break;
1484 }
1486 {
1490 ProgressAsync.DestroyAllPendingProgresses();
1491
1493 {
1495 }
1496
1497 break;
1498 }
1500 {
1502 ProgressAsync.DestroyAllPendingProgresses();
1503
1505
1506
1507 StatsEventSpawnedData spawnData = new StatsEventSpawnedData();
1512 {
1514 }
1517 Analytics.PlayerSpawned(spawnData);
1518
1519 #ifdef PLATFORM_CONSOLE
1521 OnlineServices.SetMultiplayState(true);
1522 #endif
1524 {
1527 {
1529 }
1530
1531 #ifdef PLATFORM_CONSOLE
1532 #ifndef PLATFORM_WINDOWS
1534 {
1535 OnlineServices.EnterGameplaySession();
1536 OnlineServices.LoadVoicePrivilege();
1537 }
1538 #endif
1539 #endif
1540 }
1541
1543
1544 break;
1545 }
1547 {
1549 if (Class.CastTo(conLost_params, params))
1550 {
1551 int duration = conLost_params.param1;
1553 }
1554 break;
1555 }
1557 {
1559 break;
1560 }
1562 {
1564 break;
1565 }
1567 {
1569 if (Class.CastTo(chat_params, params))
1570 {
1571
1572 }
1573 break;
1574 }
1576 {
1578 if (Class.CastTo(prog_params, params))
1580 break;
1581 }
1583 {
1585 if (Class.CastTo(loginTimeParams, params))
1586 {
1588 }
1589 break;
1590 }
1592 {
1594 if (Class.CastTo(respawnParams, params))
1595 {
1597 }
1598 break;
1599 }
1601 {
1603 if (Class.CastTo(preloadParams, params))
1604 {
1606 }
1607 break;
1608 }
1610 {
1612 if (Class.CastTo(logoutParams, params))
1613 {
1615 }
1616 break;
1617 }
1619 {
1620 OnlineServices.Init();
1621 break;
1622 }
1624 {
1626 Class.CastTo(loginStatusParams, params);
1627
1628 string msg1 = loginStatusParams.param1;
1629 string msg2 = loginStatusParams.param2;
1630 string finalMsg;
1631
1632
1634 {
1635 finalMsg = msg1;
1636
1638 finalMsg += "\n" + msg2;
1639
1641 }
1643 {
1644
1645 finalMsg = msg1 + " " + msg2;
1647 }
1648 break;
1649 }
1651 {
1652 g_Game.SetGameState(DayZGameState.CONNECTING);
1654 break;
1655 }
1657 {
1658 g_Game.SetGameState(DayZGameState.MAIN_MENU);
1661 {
1664 }
1665 break;
1666 }
1668 {
1670 if (Class.CastTo(dlcParams, params))
1671 {
1672 Print(
"### DLC Ownership failed !!! Map: " + dlcParams.param1);
1673 }
1674 break;
1675 }
1677 {
1679 if (Class.CastTo(connectivityStatsParams, params))
1680 {
1681 PlayerIdentity playerIdentity = connectivityStatsParams.param1;
1682
1684 if (pingAvg <
GetWorld().GetPingWarningThreshold())
1685 {
1687 }
1688 else if (pingAvg <
GetWorld().GetPingCriticalThreshold())
1689 {
1691 }
1692 else
1693 {
1695 }
1696 }
1697 break;
1698 }
1700 {
1702 if (Class.CastTo(serverFpsStatsParams, params))
1703 {
1704 #ifdef DIAG_DEVELOPER
1705 m_ServerFpsStatsParams = serverFpsStatsParams;
1706 #endif
1707 float fps = serverFpsStatsParams.param1;
1708 if (fps >
GetWorld().GetServerFpsWarningThreshold())
1709 {
1711 }
1712 else if (fps >
GetWorld().GetServerFpsCriticalThreshold())
1713 {
1715 }
1716 else
1717 {
1719 }
1720 }
1721 break;
1722 }
1723 }
1724
1725 VONManager.GetInstance().OnEvent(eventTypeId, params);
1726
1729 {
1731 }
1732
1733 ErrorModuleHandler emh = ErrorModuleHandler.GetInstance();
1734 if (emh)
1735 emh.
OnEvent(eventTypeId, params);
1736 }
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
void SetConnecting(bool value)
Returns true when connecting to server.
void SetConnectivityStatState(EConnectivityStatType type, EConnectivityStatLevel level)
void AddVisitedServer(string ip, int port)
DayZGameState GetGameState()
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
proto bool GetHostAddress(out string address, out int port)
Gets the server address. (from client)
void LoadingHide(bool force=false)
proto native BiosUserManager GetUserManager()
void OnLoginTimeEvent(int loginTime)
void OnMPConnectionLostEvent(int duration)
void OnRespawnEvent(int time)
void OnPreloadEvent(vector pos)
void SetLoadState(DayZLoadState state)
void ClearConnectivityStates()
proto native DayZPlayer GetPlayer()
void CancelLoginTimeCountdown()
ref NotificationUI m_Notifications
ref LoginTimeBase m_LoginTimeScreen
proto native void AbortMission()
Returns to main menu, leave world empty for using last mission world.
proto native Mission GetMission()
void UpdateInputDeviceDisconnectWarning()
void SetGameState(DayZGameState state)
void LoadProgressUpdate(int progressState, float progress, string title)
ref LoadingScreen m_loading
void OnEvent(EventType eventTypeId, Param params)
is called by DayZGame to pass Events.
void OnEvent(EventType eventTypeId, Param params)
proto int GetPingAvg()
ping range estimation
proto void Call(func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
string m_CharacterId
character ID
string m_Reason
reason of disconnect (quit, kick, ban, sign-out...)
int m_Lifetime
lifetime of character in seconds
int m_DaytimeHour
current time in hour (hour in 24h)
int m_Population
population of current gameplay (server)
vector m_Position
position of spawn
string m_CharacterId
character ID
Param1< int > RespawnEventParams
RespawnTime.
Param1< int > MPConnectionLostEventParams
Duration.
Param1< int > LoginTimeEventParams
LoginTime.
const EventType MPSessionEndEventTypeID
no params
const EventType ConnectingStartEventTypeID
no params
const EventType LoginStatusEventTypeID
params: LoginStatusEventParams
Param1< vector > PreloadEventParams
Position.
Param4< float, float, int, int > ServerFpsStatsUpdatedEventParams
average server fps, highest frame time, skipped physics simulation steps server/client
const EventType WorldCleaupEventTypeID
no params
Param1< string > DLCOwnerShipFailedParams
world name
Param1< int > LogoutEventParams
logoutTime
const EventType SelectedUserChangedEventTypeID
no params
const EventType RespawnEventTypeID
params: RespawnEventParams
const EventType MPSessionFailEventTypeID
no params
const EventType StartupEventTypeID
no params
const EventType DialogQueuedEventTypeID
no params
Param4< int, string, string, string > ChatMessageEventParams
channel, from, text, color config class
Param2< string, string > LoginStatusEventParams
text message for line 1, text message for line 2
const EventType MPSessionStartEventTypeID
no params
const EventType PreloadEventTypeID
params: PreloadEventParams
const EventType LoginTimeEventTypeID
params: LoginTimeEventParams
Param1< PlayerIdentity > ConnectivityStatsUpdatedEventParams
PlayerIdentity.
const EventType ServerFpsStatsUpdatedEventTypeID
params: ServerFpsStatsUpdatedEventParams
const EventType ConnectivityStatsUpdatedEventTypeID
params: ConnectivityStatsUpdatedEventParams
const EventType MPConnectionLostEventTypeID
params: MPConnectionLostEventParams
const EventType LogoutEventTypeID
params: LogoutEventParams
const EventType MPSessionPlayerReadyEventTypeID
no params
const EventType DLCOwnerShipFailedEventTypeID
params: DLCOwnerShipFailedParams
Param3< int, float, string > ProgressEventParams
state, progress, title
const EventType ProgressEventTypeID
params: ProgressEventParams
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
const EventType ConnectingAbortEventTypeID
no params
proto void Print(void var)
Prints content of variable to console/log.
proto native int Length()
Returns length of string.