DayZ 1.27
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◆ OnEvent() [2/2]

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

См. определение в файле missionServer.c строка 253

254 {
255 PlayerIdentity identity;
256 PlayerBase player;
257 int counter = 0;
258
259 switch (eventTypeId)
260 {
262 ClientPrepareEventParams clientPrepareParams;
263 Class.CastTo(clientPrepareParams, params);
264 CfgGameplayHandler.SyncDataSendEx(clientPrepareParams.param1);
265 UndergroundAreaLoader.SyncDataSend(clientPrepareParams.param1);
266 CfgPlayerRestrictedAreaHandler.SyncDataSend(clientPrepareParams.param1);
267 OnClientPrepareEvent(clientPrepareParams.param1, clientPrepareParams.param2, clientPrepareParams.param3, clientPrepareParams.param4, clientPrepareParams.param5);
268 break;
269
271 ClientNewEventParams newParams;
272 Class.CastTo(newParams, params);
273 player = OnClientNewEvent(newParams.param1, newParams.param2, newParams.param3);
274 if (!player)
275 {
276 Debug.Log("ClientNewEvent: Player is empty");
277 return;
278 }
279 identity = newParams.param1;
280 InvokeOnConnect(player,identity);
281 SyncEvents.SendPlayerList();
282
283 ControlPersonalLight(player);
284 SyncGlobalLighting(player);
285
286 break;
287
289 ClientReadyEventParams readyParams;
290 Class.CastTo(readyParams, params);
291 identity = readyParams.param1;
292 Class.CastTo(player, readyParams.param2);
293 if (!player)
294 {
295 Debug.Log("ClientReadyEvent: Player is empty");
296 return;
297 }
298
299 OnClientReadyEvent(identity, player);
300 InvokeOnConnect(player, identity);
301 // Send list of players at all clients
302 SyncEvents.SendPlayerList();
303 ControlPersonalLight(player);
304 SyncGlobalLighting(player);
305 break;
306
308 ClientRespawnEventParams respawnParams;
309 Class.CastTo(respawnParams, params);
310 identity = respawnParams.param1;
311 Class.CastTo(player, respawnParams.param2);
312 if (!player)
313 {
314 Debug.Log("ClientRespawnEvent: Player is empty");
315 return;
316 }
317
318 OnClientRespawnEvent(identity, player);
319 break;
320
322 ClientReconnectEventParams reconnectParams;
323 Class.CastTo(reconnectParams, params);
324
325 identity = reconnectParams.param1;
326 Class.CastTo(player, reconnectParams.param2);
327 if (!player)
328 {
329 Debug.Log("ClientReconnectEvent: Player is empty");
330 return;
331 }
332
333 OnClientReconnectEvent(identity, player);
334 break;
335
338 Class.CastTo(discoParams, params);
339
340 identity = discoParams.param1;
341 Class.CastTo(player, discoParams.param2);
342 int logoutTime = discoParams.param3;
343 bool authFailed = discoParams.param4;
344
345 if (!player)
346 {
347 Debug.Log("ClientDisconnectenEvent: Player is empty");
348 return;
349 }
350
351 OnClientDisconnectedEvent(identity, player, logoutTime, authFailed);
352 break;
353
355 LogoutCancelEventParams logoutCancelParams;
356
357 Class.CastTo(logoutCancelParams, params);
358 Class.CastTo(player, logoutCancelParams.param1);
359 identity = player.GetIdentity();
360 if (identity)
361 {
362 // disable reconnecting to old char
363 // GetGame().RemoveFromReconnectCache(identity.GetId());
364 Print("[Logout]: Player " + identity.GetId() + " cancelled");
365 }
366 else
367 {
368 Print("[Logout]: Player cancelled");
369 }
370 m_LogoutPlayers.Remove(player);
371 m_NewLogoutPlayers.Remove(player);
372 break;
373 }
374 }
void Debug()
Определения UniversalTemperatureSource.c:349
void SyncGlobalLighting(PlayerBase player)
Определения missionServer.c:422
void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)
Определения missionServer.c:376
void ControlPersonalLight(PlayerBase player)
Определения missionServer.c:407
ref map< PlayerBase, ref LogoutInfo > m_NewLogoutPlayers
Определения missionServer.c:10
void OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)
Определения missionServer.c:540
void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
Определения missionServer.c:390
void OnClientDisconnectedEvent(PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
Определения missionServer.c:582
ref map< PlayerBase, ref LogoutInfo > m_LogoutPlayers
Определения missionServer.c:9
void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)
Определения missionServer.c:574
PlayerBase OnClientNewEvent(PlayerIdentity identity, vector pos, ParamsReadContext ctx)
Определения missionServer.c:490
void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player)
Определения missionServer.c:552
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(), CfgPlayerRestrictedAreaHandler::SyncDataSend(), UndergroundAreaLoader::SyncDataSend(), CfgGameplayHandler::SyncDataSendEx() и SyncGlobalLighting().