254 {
255 PlayerIdentity identity;
256 PlayerBase player;
257 int counter = 0;
258
259 switch (eventTypeId)
260 {
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
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;
281 SyncEvents.SendPlayerList();
282
285
286 break;
287
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
301
302 SyncEvents.SendPlayerList();
305 break;
306
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
319 break;
320
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
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
352 break;
353
356
357 Class.CastTo(logoutCancelParams, params);
358 Class.CastTo(player, logoutCancelParams.param1);
359 identity = player.GetIdentity();
360 if (identity)
361 {
362
363
364 Print(
"[Logout]: Player " + identity.
GetId() +
" cancelled");
365 }
366 else
367 {
368 Print(
"[Logout]: Player cancelled");
369 }
372 break;
373 }
374 }
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.