Dayz 1.25
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Класс ClientData

Закрытые статические члены

static void ResetClientData ()
 
static void AddPlayerBase (Man player)
 
static void RemovePlayerBase (Man player)
 
static void SyncEvent_PreprocessPlayerList (SyncPlayerList player_list)
 
static void SyncEvent_OnRecievedPlayerList (SyncPlayerList player_list)
 
static array< stringGetSimplePlayerList ()
 
static array< stringGetSimplePlayerList (SyncPlayerList list)
 
static void SyncEvent_OnEntityKilled (SyncEntityKillInfo entity_killed_data)
 
static void SyncEvent_OnPlayerIgnitedFireplace (EFireIgniteType igante_type)
 

Закрытые статические данные

static ref ScriptInvoker SyncEvent_OnPlayerListUpdate = new ScriptInvoker()
 
static ref ScriptInvoker SyncEvent_OnEntityKilled = new ScriptInvoker()
 
static ref ScriptInvoker SyncEvent_OnPlayerIgnitedFireplace = new ScriptInvoker()
 
static ref array< Man > m_PlayerBaseList = new array<Man>
 
static ref SyncPlayerList m_PlayerList
 
static ref SyncPlayerList m_LastNewPlayers
 
static ref OnlineServices m_OnlineServices
 

Подробное описание

Методы

◆ AddPlayerBase()

static void AddPlayerBase ( Man player)
inlinestaticprivate
24 {
26 m_PlayerBaseList.Insert( player );
27 }
PlayerBase GetPlayer()
Definition ModifierBase.c:47
static ref array< Man > m_PlayerBaseList
Definition ClientData.c:7
Definition EntityAI.c:95
proto native CGame GetGame()

Перекрестные ссылки GetGame(), GetPlayer() и m_PlayerBaseList.

Используется в ManBase::Init().

◆ GetSimplePlayerList() [1/2]

static array< string > GetSimplePlayerList ( )
inlinestaticprivate
93 {
95 if ( m_PlayerList && m_PlayerList.m_PlayerList )
96 {
97 for ( int i = 0; i < m_PlayerList.m_PlayerList.Count(); i++ )
98 {
99 SyncPlayer player = m_PlayerList.m_PlayerList.Get( i );
100 ids.Insert( player.m_UID );
101 }
102 }
103
104 return ids;
105 }
static ref SyncPlayerList m_PlayerList
Definition ClientData.c:8
Definition SyncPlayer.c:2

Перекрестные ссылки m_PlayerList.

Используется в OnlineServices::GetPendingInviteList(), BiosSessionService::GetSessionPlayerList(), OnlineServices::SetMultiplayState() и SyncEvent_OnRecievedPlayerList().

◆ GetSimplePlayerList() [2/2]

static array< string > GetSimplePlayerList ( SyncPlayerList list)
inlinestaticprivate
108 {
110 if ( list )
111 {
112 for ( int i = 0; i < list.m_PlayerList.Count(); i++ )
113 {
114 SyncPlayer player = list.m_PlayerList.Get( i );
115 ids.Insert( player.m_UID );
116 }
117 }
118
119 return ids;
120 }

◆ RemovePlayerBase()

static void RemovePlayerBase ( Man player)
inlinestaticprivate
30 {
31 if ( m_PlayerBaseList )
32 m_PlayerBaseList.RemoveItem( player );
33 }

Перекрестные ссылки m_PlayerBaseList.

Используется в ManBase::EEKilled() и ManBase::~PlayerBase().

◆ ResetClientData()

static void ResetClientData ( )
inlinestaticprivate
14 {
15 if ( m_PlayerBaseList )
16 m_PlayerBaseList.Clear();
17 if ( m_PlayerList && m_PlayerList.m_PlayerList )
18 m_PlayerList.m_PlayerList.Clear();
19 if ( m_LastNewPlayers && m_LastNewPlayers.m_PlayerList )
20 m_LastNewPlayers.m_PlayerList.Clear();
21 }
static ref SyncPlayerList m_LastNewPlayers
Definition ClientData.c:9

Перекрестные ссылки m_LastNewPlayers, m_PlayerBaseList и m_PlayerList.

Используется в CGame::OnEvent().

◆ SyncEvent_OnEntityKilled()

static void SyncEvent_OnEntityKilled ( SyncEntityKillInfo entity_killed_data)
inlinestaticprivate
123 {
124 SyncEvent_OnEntityKilled.Invoke(entity_killed_data.m_EntityVictim, entity_killed_data.m_EntityKiller, entity_killed_data.m_EntitySource, entity_killed_data.m_IsHeadShot );
125 }
static ref ScriptInvoker SyncEvent_OnEntityKilled
Definition ClientData.c:4

Перекрестные ссылки SyncEvent_OnEntityKilled.

◆ SyncEvent_OnPlayerIgnitedFireplace()

static void SyncEvent_OnPlayerIgnitedFireplace ( EFireIgniteType igante_type)
inlinestaticprivate
128 {
130 }
static ref ScriptInvoker SyncEvent_OnPlayerIgnitedFireplace
Definition ClientData.c:5

Перекрестные ссылки SyncEvent_OnPlayerIgnitedFireplace.

◆ SyncEvent_OnRecievedPlayerList()

static void SyncEvent_OnRecievedPlayerList ( SyncPlayerList player_list)
inlinestaticprivate
52 {
53 if (m_PlayerList && m_PlayerList.m_PlayerList)
54 {
55 //Print("SyncEvent_OnRecievedPlayerList | " + m_PlayerList.m_PlayerList.Count());
56 }
57
59
60 if ( !m_LastNewPlayers )
61 {
63 }
64 else
65 {
67 }
68
70
71 #ifdef PLATFORM_CONSOLE
72 #ifndef PLATFORM_WINDOWS // if app is not on Windows with -XBOX parameter
75 OnlineServices.m_ClientServices.GetSessionService().OnSessionPlayerListUpdate(newPlayersSimple);
76
77 if ( new_players.m_PlayerList.Count() > 0 )
78 {
80 }
81
82 if ( g_Game.GetGameState() == DayZGameState.IN_GAME )
83 {
85 }
86 #endif
87 #endif
88
90 }
DayZGame g_Game
Definition DayZGame.c:3746
static ref ScriptInvoker SyncEvent_OnPlayerListUpdate
Definition ClientData.c:3
static array< string > GetSimplePlayerList()
Definition ClientData.c:92
Definition OnlineServices.c:2
static bool GetMultiplayState()
Definition OnlineServices.c:512
static void SetMultiplayState(bool state)
Definition OnlineServices.c:517
static void LoadPermissions(array< string > player_list)
Definition OnlineServices.c:311
static ref BiosClientServices m_ClientServices
Definition OnlineServices.c:10
static void LoadFriends()
Definition OnlineServices.c:234
Definition SyncPlayerList.c:2
static SyncPlayerList Compare(SyncPlayerList a, SyncPlayerList b)
Definition SyncPlayerList.c:25

Перекрестные ссылки SyncPlayerList::Compare(), g_Game, OnlineServices::GetMultiplayState(), GetSimplePlayerList(), OnlineServices::LoadFriends(), OnlineServices::LoadPermissions(), OnlineServices::m_ClientServices, m_LastNewPlayers, m_PlayerList, OnlineServices::SetMultiplayState() и SyncEvent_OnPlayerListUpdate.

Используется в SyncEvents::OnSyncEvent().

◆ SyncEvent_PreprocessPlayerList()

static void SyncEvent_PreprocessPlayerList ( SyncPlayerList player_list)
inlinestaticprivate
36 {
37 foreach (auto sync_player : player_list.m_PlayerList)
38 {
40 if (!identity)
41 {
42 ErrorEx("PlayerIdentity not synchronized before SyncPlayer", ErrorExSeverity.WARNING);
43 continue;
44 }
45
46 sync_player.m_UID = identity.GetPlainId();
47 sync_player.m_PlayerName = identity.GetPlainName();
48 }
49 }
The class that will be instanced (moddable)
Definition gameplay.c:388
ErrorExSeverity
Definition EnDebug.c:62
enum ShapeType ErrorEx

Перекрестные ссылки ErrorEx.

Используется в SyncEvents::OnSyncEvent().

Поля

◆ m_LastNewPlayers

ref SyncPlayerList m_LastNewPlayers
staticprivate

◆ m_OnlineServices

ref OnlineServices m_OnlineServices
staticprivate

◆ m_PlayerBaseList

ref array<Man> m_PlayerBaseList = new array<Man>
staticprivate

◆ m_PlayerList

◆ SyncEvent_OnEntityKilled

◆ SyncEvent_OnPlayerIgnitedFireplace

◆ SyncEvent_OnPlayerListUpdate

ref ScriptInvoker SyncEvent_OnPlayerListUpdate = new ScriptInvoker()
staticprivate

Объявления и описания членов класса находятся в файле: