1445 {
1446 string address;
1447 int port;
1448 int high, low;
1449
1450 switch (eventTypeId)
1451 {
1453 {
1454 #ifndef SERVER
1455
1457 #endif
1458 break;
1459 }
1461 {
1462 #ifndef SERVER
1464 #endif
1466 ClientData.ResetClientData();
1467 break;
1468 }
1470 {
1476 #ifdef PLATFORM_CONSOLE
1478 {
1479 OnlineServices.LeaveGameplaySession();
1480 OnlineServices.ClearCurrentServerInfo();
1482 {
1484 }
1485 }
1487 #endif
1488
1489
1490 StatsEventDisconnectedData discData = new StatsEventDisconnectedData();
1493 Analytics.PlayerDisconnected(discData);
1494 break;
1495 }
1497 {
1501 ProgressAsync.DestroyAllPendingProgresses();
1502
1504 {
1506 }
1507
1508 break;
1509 }
1511 {
1513 ProgressAsync.DestroyAllPendingProgresses();
1514
1517
1518
1519 StatsEventSpawnedData spawnData = new StatsEventSpawnedData();
1524 {
1526 }
1529 Analytics.PlayerSpawned(spawnData);
1530
1531 #ifdef PLATFORM_CONSOLE
1533 OnlineServices.SetMultiplayState(true);
1534 #endif
1536 {
1539 {
1541 }
1542
1543 #ifdef PLATFORM_CONSOLE
1544 #ifndef PLATFORM_WINDOWS
1546 {
1547 OnlineServices.EnterGameplaySession();
1548 OnlineServices.LoadVoicePrivilege();
1549 }
1550 #endif
1551 #endif
1552 }
1553
1555
1556 break;
1557 }
1559 {
1561 if (Class.CastTo(conLost_params, params))
1562 {
1563 int duration = conLost_params.param1;
1565 }
1566 break;
1567 }
1569 {
1571 break;
1572 }
1574 {
1576 break;
1577 }
1579 {
1581 if (Class.CastTo(chat_params, params))
1582 {
1583
1584 }
1585 break;
1586 }
1588 {
1590 if (Class.CastTo(prog_params, params))
1592 break;
1593 }
1595 {
1597 if (Class.CastTo(loginTimeParams, params))
1598 {
1600 }
1601 break;
1602 }
1604 {
1606 if (Class.CastTo(respawnParams, params))
1607 {
1609 }
1610 break;
1611 }
1613 {
1615 if (Class.CastTo(preloadParams, params))
1616 {
1618 }
1619 break;
1620 }
1622 {
1624 if (Class.CastTo(logoutParams, params))
1625 {
1627 }
1628 break;
1629 }
1631 {
1632 OnlineServices.Init();
1633 break;
1634 }
1636 {
1638 Class.CastTo(loginStatusParams, params);
1639
1640 string msg1 = loginStatusParams.param1;
1641 string msg2 = loginStatusParams.param2;
1642 string finalMsg;
1643
1644
1646 {
1647 finalMsg = msg1;
1648
1650 finalMsg += "\n" + msg2;
1651
1653 }
1655 {
1656
1657 finalMsg = msg1 + " " + msg2;
1659 }
1660 break;
1661 }
1663 {
1664 g_Game.SetGameState(DayZGameState.CONNECTING);
1666 break;
1667 }
1669 {
1670 g_Game.SetGameState(DayZGameState.MAIN_MENU);
1673 {
1676 }
1677 break;
1678 }
1680 {
1682 if (Class.CastTo(dlcParams, params))
1683 {
1684 Print(
"### DLC Ownership failed !!! Map: " + dlcParams.param1);
1685 }
1686 break;
1687 }
1689 {
1691 if (Class.CastTo(connectivityStatsParams, params))
1692 {
1693 PlayerIdentity playerIdentity = connectivityStatsParams.param1;
1694
1696 if (pingAvg <
GetWorld().GetPingWarningThreshold())
1697 {
1699 }
1700 else if (pingAvg <
GetWorld().GetPingCriticalThreshold())
1701 {
1703 }
1704 else
1705 {
1707 }
1708 }
1709 break;
1710 }
1712 {
1714 if (Class.CastTo(serverFpsStatsParams, params))
1715 {
1716 #ifdef DIAG_DEVELOPER
1717 m_ServerFpsStatsParams = serverFpsStatsParams;
1718 #endif
1719 float fps = serverFpsStatsParams.param1;
1720 if (fps >
GetWorld().GetServerFpsWarningThreshold())
1721 {
1723 }
1724 else if (fps >
GetWorld().GetServerFpsCriticalThreshold())
1725 {
1727 }
1728 else
1729 {
1731 }
1732 }
1733 break;
1734 }
1735 }
1736
1737 VONManager.GetInstance().OnEvent(eventTypeId, params);
1738
1741 {
1743 }
1744
1745 ErrorModuleHandler emh = ErrorModuleHandler.GetInstance();
1746 if (emh)
1747 emh.
OnEvent(eventTypeId, params);
1748 }
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.