DayZ 1.29
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◆ OnEvent() [2/2]

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

См. определение в файле missionServer.c строка 299

300 {
301 PlayerIdentity identity;
302 PlayerBase player;
303 int counter = 0;
304
305 switch (eventTypeId)
306 {
308 ClientPrepareEventParams clientPrepareParams;
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
317 ClientNewEventParams newParams;
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;
326 InvokeOnConnect(player,identity);
327 SyncEvents.SendPlayerList();
328
329 ControlPersonalLight(player);
330 SyncGlobalLighting(player);
331
332 break;
333
335 ClientReadyEventParams readyParams;
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
345 OnClientReadyEvent(identity, player);
346 InvokeOnConnect(player, identity);
347 // Send list of players at all clients
348 SyncEvents.SendPlayerList();
349 ControlPersonalLight(player);
350 SyncGlobalLighting(player);
351 break;
352
354 ClientRespawnEventParams respawnParams;
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
364 OnClientRespawnEvent(identity, player);
365 break;
366
368 ClientReconnectEventParams reconnectParams;
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
379 OnClientReconnectEvent(identity, player);
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
397 OnClientDisconnectedEvent(identity, player, logoutTime, authFailed);
398 break;
399
401 LogoutCancelEventParams logoutCancelParams;
402
403 Class.CastTo(logoutCancelParams, params);
404 Class.CastTo(player, logoutCancelParams.param1);
405 identity = player.GetIdentity();
406 if (identity)
407 {
408 // disable reconnecting to old char
409 // g_Game.RemoveFromReconnectCache(identity.GetId());
410 Print("[Logout]: Player " + identity.GetId() + " cancelled");
411 }
412 else
413 {
414 Print("[Logout]: Player cancelled");
415 }
416 m_LogoutPlayers.Remove(player);
417 m_NewLogoutPlayers.Remove(player);
418 break;
419 }
420 }
string Debug()
Определения CachedEquipmentStorageBase.c:29
void SyncGlobalLighting(PlayerBase player)
Определения missionServer.c:468
void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)
Определения missionServer.c:422
void ControlPersonalLight(PlayerBase player)
Определения missionServer.c:453
ref map< PlayerBase, ref LogoutInfo > m_NewLogoutPlayers
Определения missionServer.c:10
void OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)
Определения missionServer.c:586
void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
Определения missionServer.c:436
void OnClientDisconnectedEvent(PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
Определения missionServer.c:628
ref map< PlayerBase, ref LogoutInfo > m_LogoutPlayers
Определения missionServer.c:9
void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)
Определения missionServer.c:620
PlayerBase OnClientNewEvent(PlayerIdentity identity, vector pos, ParamsReadContext ctx)
Определения missionServer.c:536
void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player)
Определения missionServer.c:598
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().