DayZ 1.30
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◆ OnEvent() [2/2]

override void MissionBase::OnEvent ( EventType eventTypeId,
Param params )
inlineprotected

См. определение в файле missionServer.c строка 309

310 {
311 PlayerIdentity identity;
312 PlayerBase player;
313 int counter = 0;
314
315 switch (eventTypeId)
316 {
318 ClientPrepareEventParams clientPrepareParams;
319 Class.CastTo(clientPrepareParams, params);
320 CfgGameplayHandler.SyncDataSendEx(clientPrepareParams.param1);
321 CfgPlayerRestrictedAreaHandler.SyncDataSend(clientPrepareParams.param1);
322 CfgBunkerBroadcastHandler.SyncDataSend(clientPrepareParams.param1);
323 OnClientPrepareEvent(clientPrepareParams.param1, clientPrepareParams.param2, clientPrepareParams.param3, clientPrepareParams.param4, clientPrepareParams.param5);
324 break;
325
327 ClientNewEventParams newParams;
328 Class.CastTo(newParams, params);
329 player = OnClientNewEvent(newParams.param1, newParams.param2, newParams.param3);
330 if (!player)
331 {
332 Debug.Log("ClientNewEvent: Player is empty");
333 return;
334 }
335 identity = newParams.param1;
336 InvokeOnConnect(player,identity);
337 SyncEvents.SendPlayerList();
338
339 ControlPersonalLight(player);
340 SyncGlobalLighting(player);
341
342 UndergroundAreaLoader.SyncDataSend(identity);
343 break;
344
346 ClientReadyEventParams readyParams;
347 Class.CastTo(readyParams, params);
348 identity = readyParams.param1;
349 Class.CastTo(player, readyParams.param2);
350 if (!player)
351 {
352 Debug.Log("ClientReadyEvent: Player is empty");
353 return;
354 }
355
356 OnClientReadyEvent(identity, player);
357 InvokeOnConnect(player, identity);
358 // Send list of players at all clients
359 SyncEvents.SendPlayerList();
360 ControlPersonalLight(player);
361 SyncGlobalLighting(player);
362
363 UndergroundAreaLoader.SyncDataSend(identity);
364 break;
365
367 ClientRespawnEventParams respawnParams;
368 Class.CastTo(respawnParams, params);
369 identity = respawnParams.param1;
370 Class.CastTo(player, respawnParams.param2);
371 if (!player)
372 {
373 Debug.Log("ClientRespawnEvent: Player is empty");
374 return;
375 }
376
377 OnClientRespawnEvent(identity, player);
378 break;
379
381 ClientReconnectEventParams reconnectParams;
382 Class.CastTo(reconnectParams, params);
383
384 identity = reconnectParams.param1;
385 Class.CastTo(player, reconnectParams.param2);
386 if (!player)
387 {
388 Debug.Log("ClientReconnectEvent: Player is empty");
389 return;
390 }
391
392 OnClientReconnectEvent(identity, player);
393 break;
394
397 Class.CastTo(discoParams, params);
398
399 identity = discoParams.param1;
400 Class.CastTo(player, discoParams.param2);
401 int logoutTime = discoParams.param3;
402 bool authFailed = discoParams.param4;
403
404 if (!player)
405 {
406 Debug.Log("ClientDisconnectenEvent: Player is empty");
407 return;
408 }
409
410 OnClientDisconnectedEvent(identity, player, logoutTime, authFailed);
411 break;
412
414 LogoutCancelEventParams logoutCancelParams;
415
416 Class.CastTo(logoutCancelParams, params);
417 Class.CastTo(player, logoutCancelParams.param1);
418 identity = player.GetIdentity();
419 if (identity)
420 {
421 // disable reconnecting to old char
422 // g_Game.RemoveFromReconnectCache(identity.GetId());
423 Print("[Logout]: Player " + identity.GetId() + " cancelled");
424 }
425 else
426 {
427 Print("[Logout]: Player cancelled");
428 }
429 m_LogoutPlayers.Remove(player);
430 m_NewLogoutPlayers.Remove(player);
431 break;
432 }
433 }
string Debug()
Определения CachedEquipmentStorageBase.c:26
void SyncGlobalLighting(PlayerBase player)
Определения missionServer.c:481
void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)
Определения missionServer.c:435
void ControlPersonalLight(PlayerBase player)
Определения missionServer.c:466
ref map< PlayerBase, ref LogoutInfo > m_NewLogoutPlayers
Определения missionServer.c:10
void OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)
Определения missionServer.c:599
void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
Определения missionServer.c:449
void OnClientDisconnectedEvent(PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
Определения missionServer.c:641
ref map< PlayerBase, ref LogoutInfo > m_LogoutPlayers
Определения missionServer.c:9
void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)
Определения missionServer.c:633
PlayerBase OnClientNewEvent(PlayerIdentity identity, vector pos, ParamsReadContext ctx)
Определения missionServer.c:549
void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player)
Определения missionServer.c:611
proto string GetId()
unique id of player (hashed steamID, database Xbox id...) can be used in database or logs
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
Определения gameplay.c:529
Param1< Man > LogoutCancelEventParams
Player.
Определения gameplay.c:435
const EventType ClientNewEventTypeID
params: ClientNewEventParams
Определения gameplay.c:509
Param5< PlayerIdentity, bool, vector, float, int > ClientPrepareEventParams
PlayerIdentity, useDB, pos, yaw, preloadTimeout (= additional time in seconds to how long server wait...
Определения gameplay.c:414
Param2< PlayerIdentity, Man > ClientRespawnEventParams
PlayerIdentity, Man.
Определения gameplay.c:420
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
Определения gameplay.c:515
Param4< PlayerIdentity, Man, int, bool > ClientDisconnectedEventParams
PlayerIdentity, Man, LogoutTime, AuthFailed.
Определения gameplay.c:426
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
Определения gameplay.c:513
Param2< PlayerIdentity, Man > ClientReconnectEventParams
PlayerIdentity, Man.
Определения gameplay.c:424
Param2< PlayerIdentity, Man > ClientReadyEventParams
PlayerIdentity, Man.
Определения gameplay.c:422
Param3< PlayerIdentity, vector, Serializer > ClientNewEventParams
PlayerIdentity, PlayerPos, Top, Bottom, Shoe, Skin.
Определения gameplay.c:416
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
Определения gameplay.c:519
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
Определения gameplay.c:517
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
Определения gameplay.c:507
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки Class::CastTo(), ClientDisconnectedEventTypeID, ClientNewEventTypeID, ClientPrepareEventTypeID, ClientReadyEventTypeID, ClientReconnectEventTypeID, ClientRespawnEventTypeID, ControlPersonalLight(), PlayerIdentityBase::GetId(), InvokeOnConnect(), Debug::Log(), LogoutCancelEventTypeID, m_LogoutPlayers, m_NewLogoutPlayers, OnClientDisconnectedEvent(), OnClientNewEvent(), OnClientPrepareEvent(), OnClientReadyEvent(), OnClientReconnectEvent(), OnClientRespawnEvent(), Print(), SyncEvents::SendPlayerList(), CfgBunkerBroadcastHandler::SyncDataSend(), CfgPlayerRestrictedAreaHandler::SyncDataSend(), UndergroundAreaLoader::SyncDataSend(), CfgGameplayHandler::SyncDataSendEx() и SyncGlobalLighting().