310 {
311 PlayerIdentity identity;
312 PlayerBase player;
313 int counter = 0;
314
315 switch (eventTypeId)
316 {
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
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;
337 SyncEvents.SendPlayerList();
338
341
342 UndergroundAreaLoader.SyncDataSend(identity);
343 break;
344
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
358
359 SyncEvents.SendPlayerList();
362
363 UndergroundAreaLoader.SyncDataSend(identity);
364 break;
365
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
378 break;
379
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
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
411 break;
412
415
416 Class.CastTo(logoutCancelParams, params);
417 Class.CastTo(player, logoutCancelParams.param1);
418 identity = player.GetIdentity();
419 if (identity)
420 {
421
422
423 Print(
"[Logout]: Player " + identity.
GetId() +
" cancelled");
424 }
425 else
426 {
427 Print(
"[Logout]: Player cancelled");
428 }
431 break;
432 }
433 }
void SyncGlobalLighting(PlayerBase player)
void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)
void ControlPersonalLight(PlayerBase player)
ref map< PlayerBase, ref LogoutInfo > m_NewLogoutPlayers
void OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)
void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
void OnClientDisconnectedEvent(PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
ref map< PlayerBase, ref LogoutInfo > m_LogoutPlayers
void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)
PlayerBase OnClientNewEvent(PlayerIdentity identity, vector pos, ParamsReadContext ctx)
void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player)
proto string GetId()
unique id of player (hashed steamID, database Xbox id...) can be used in database or logs
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
Param1< Man > LogoutCancelEventParams
Player.
const EventType ClientNewEventTypeID
params: ClientNewEventParams
Param5< PlayerIdentity, bool, vector, float, int > ClientPrepareEventParams
PlayerIdentity, useDB, pos, yaw, preloadTimeout (= additional time in seconds to how long server wait...
Param2< PlayerIdentity, Man > ClientRespawnEventParams
PlayerIdentity, Man.
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
Param4< PlayerIdentity, Man, int, bool > ClientDisconnectedEventParams
PlayerIdentity, Man, LogoutTime, AuthFailed.
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
Param2< PlayerIdentity, Man > ClientReconnectEventParams
PlayerIdentity, Man.
Param2< PlayerIdentity, Man > ClientReadyEventParams
PlayerIdentity, Man.
Param3< PlayerIdentity, vector, Serializer > ClientNewEventParams
PlayerIdentity, PlayerPos, Top, Bottom, Shoe, Skin.
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
proto void Print(void var)
Prints content of variable to console/log.