300 {
301 PlayerIdentity identity;
302 PlayerBase player;
303 int counter = 0;
304
305 switch (eventTypeId)
306 {
309 Class.CastTo(clientPrepareParams, params);
310 CfgGameplayHandler.SyncDataSendEx(clientPrepareParams.param1);
311 UndergroundAreaLoader.SyncDataSend(clientPrepareParams.param1);
312 CfgPlayerRestrictedAreaHandler.SyncDataSend(clientPrepareParams.param1);
313 OnClientPrepareEvent(clientPrepareParams.param1, clientPrepareParams.param2, clientPrepareParams.param3, clientPrepareParams.param4, clientPrepareParams.param5);
314 break;
315
318 Class.CastTo(newParams, params);
319 player =
OnClientNewEvent(newParams.param1, newParams.param2, newParams.param3);
320 if (!player)
321 {
322 Debug.Log(
"ClientNewEvent: Player is empty");
323 return;
324 }
325 identity = newParams.param1;
327 SyncEvents.SendPlayerList();
328
331
332 break;
333
336 Class.CastTo(readyParams, params);
337 identity = readyParams.param1;
338 Class.CastTo(player, readyParams.param2);
339 if (!player)
340 {
341 Debug.Log(
"ClientReadyEvent: Player is empty");
342 return;
343 }
344
347
348 SyncEvents.SendPlayerList();
351 break;
352
355 Class.CastTo(respawnParams, params);
356 identity = respawnParams.param1;
357 Class.CastTo(player, respawnParams.param2);
358 if (!player)
359 {
360 Debug.Log(
"ClientRespawnEvent: Player is empty");
361 return;
362 }
363
365 break;
366
369 Class.CastTo(reconnectParams, params);
370
371 identity = reconnectParams.param1;
372 Class.CastTo(player, reconnectParams.param2);
373 if (!player)
374 {
375 Debug.Log(
"ClientReconnectEvent: Player is empty");
376 return;
377 }
378
380 break;
381
384 Class.CastTo(discoParams, params);
385
386 identity = discoParams.param1;
387 Class.CastTo(player, discoParams.param2);
388 int logoutTime = discoParams.param3;
389 bool authFailed = discoParams.param4;
390
391 if (!player)
392 {
393 Debug.Log(
"ClientDisconnectenEvent: Player is empty");
394 return;
395 }
396
398 break;
399
402
403 Class.CastTo(logoutCancelParams, params);
404 Class.CastTo(player, logoutCancelParams.param1);
405 identity = player.GetIdentity();
406 if (identity)
407 {
408
409
410 Print(
"[Logout]: Player " + identity.
GetId() +
" cancelled");
411 }
412 else
413 {
414 Print(
"[Logout]: Player cancelled");
415 }
418 break;
419 }
420 }
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.