Dayz 1.25
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Класс InventoryInputUserData

Закрытые статические члены

static void SerializeDestroy (ParamsWriteContext ctx, notnull InventoryLocation src)
 
static void SendInputUserDataDestroy (notnull InventoryLocation src)
 
static void SerializeMove (ParamsWriteContext ctx, int type, notnull InventoryLocation src, notnull InventoryLocation dst)
 move
 
static void SendInputUserDataMove (int type, notnull InventoryLocation src, notnull InventoryLocation dst)
 
static void SendServerMove (Man player, int type, notnull InventoryLocation src, notnull InventoryLocation dst)
 
static void SerializeSwap (ParamsWriteContext ctx, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap)
 swap
 
static void SendInputUserDataSwap (notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap=false)
 
static void SendServerSwap (notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap=false)
 
static void SerializeHandEvent (ParamsWriteContext ctx, HandEventBase e)
 hand
 
static void SendInputUserDataHandEvent (HandEventBase e)
 
static void SendServerHandEventViaInventoryCommand (notnull Man player, HandEventBase e)
 

Подробное описание

Методы

◆ SendInputUserDataDestroy()

static void SendInputUserDataDestroy ( notnull InventoryLocation src)
inlinestaticprivate
115 {
116 if (GetGame().IsClient())
117 {
118 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] SendInputUserDataDestroy src=" + InventoryLocation.DumpToStringNullSafe(src));
121 ctx.Send();
122 }
123 }
void syncDebugPrint(string s)
Definition Debug.c:1
static void SerializeDestroy(ParamsWriteContext ctx, notnull InventoryLocation src)
Definition InventoryInputUserData.c:107
InventoryLocation.
Definition InventoryLocation.c:28
static string DumpToStringNullSafe(InventoryLocation loc)
Definition InventoryLocation.c:218
Definition Debug.c:735
static bool IsSyncLogEnable()
Definition Debug.c:819
Definition EntityAI.c:95
Definition gameplay.c:121
proto native CGame GetGame()

Перекрестные ссылки InventoryLocation::DumpToStringNullSafe(), GetGame(), LogManager::IsSyncLogEnable(), SerializeDestroy() и syncDebugPrint().

◆ SendInputUserDataHandEvent()

static void SendInputUserDataHandEvent ( HandEventBase e)
inlinestaticprivate
80 {
81 if (GetGame().IsClient())
82 {
83 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] t=" + GetGame().GetTime() + "ms SendInputUserDataHandEvent e=" + e.DumpToString());
86 ctx.Send();
87 }
88 }
float GetTime()
Definition NotificationSystem.c:35
static void SerializeHandEvent(ParamsWriteContext ctx, HandEventBase e)
hand
Definition InventoryInputUserData.c:72

Перекрестные ссылки GetGame(), GetTime(), LogManager::IsSyncLogEnable(), SerializeHandEvent() и syncDebugPrint().

Используется в HandleHandEvent().

◆ SendInputUserDataMove()

static void SendInputUserDataMove ( int type,
notnull InventoryLocation src,
notnull InventoryLocation dst )
inlinestaticprivate
14 {
15 if (GetGame().IsClient())
16 {
17 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] t=" + GetGame().GetTime() + "ms sending cmd=" + typename.EnumToString(InventoryCommandType, type) + " src=" + InventoryLocation.DumpToStringNullSafe(src) + " dst=" + InventoryLocation.DumpToStringNullSafe(dst));
19 SerializeMove(ctx, type, src, dst);
20 ctx.Send();
21 }
22 }
InventoryCommandType
Definition Inventory.c:3
static void SerializeMove(ParamsWriteContext ctx, int type, notnull InventoryLocation src, notnull InventoryLocation dst)
move
Definition InventoryInputUserData.c:5

Перекрестные ссылки InventoryLocation::DumpToStringNullSafe(), GetGame(), GetTime(), LogManager::IsSyncLogEnable(), SerializeMove() и syncDebugPrint().

Используется в HandleTakeToDst().

◆ SendInputUserDataSwap()

static void SendInputUserDataSwap ( notnull InventoryLocation src1,
notnull InventoryLocation src2,
notnull InventoryLocation dst1,
notnull InventoryLocation dst2,
bool skippedSwap = false )
inlinestaticprivate
49 {
50 if (GetGame().IsClient())
51 {
55 ctx.Send();
56 }
57 }
static void SerializeSwap(ParamsWriteContext ctx, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap)
swap
Definition InventoryInputUserData.c:37

Перекрестные ссылки InventoryLocation::DumpToStringNullSafe(), GetGame(), GetTime(), LogManager::IsSyncLogEnable(), SerializeSwap() и syncDebugPrint().

Используется в HandleForceSwapEntities() и HandleSwapEntities().

◆ SendServerHandEventViaInventoryCommand()

static void SendServerHandEventViaInventoryCommand ( notnull Man player,
HandEventBase e )
inlinestaticprivate
91 {
92 // Warning: this uses NetworkMessageInventoryCommand
93 if (GetGame().IsServer())
94 {
95 if (e.IsServerSideOnly())
96 Error("[syncinv] SendServerHandEvent - called on server side event only, e=" + e.DumpToString());
97 if (player.IsAlive())
98 Error("[syncinv] SendServerHandEvent - called on living thing.. server hand command is only for dead people, e=" + e.DumpToString());
99 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] SendServerHandEventViaInventoryCommand SendInputUserDataHandEvent e=" + e.DumpToString());
102 GameInventory.ServerHandEvent(player, e.GetSrcEntity(), ctx);
103 }
104 }
script counterpart to engine's class Inventory
Definition Inventory.c:79
static proto native bool ServerHandEvent(notnull Man player, notnull EntityAI item, ParamsWriteContext ctx)
hand event to clients
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

Перекрестные ссылки Error(), GetGame(), LogManager::IsSyncLogEnable(), SerializeHandEvent(), GameInventory::ServerHandEvent() и syncDebugPrint().

Используется в HandleHandEvent().

◆ SendServerMove()

static void SendServerMove ( Man player,
int type,
notnull InventoryLocation src,
notnull InventoryLocation dst )
inlinestaticprivate
25 {
26 if (GetGame().IsServer())
27 {
28 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] server sending cmd=" + typename.EnumToString(InventoryCommandType, type) + " src=" + InventoryLocation.DumpToStringNullSafe(src) + " dst=" + InventoryLocation.DumpToStringNullSafe(dst));
30 SerializeMove(ctx, type, src, dst);
32 }
33 }
static proto native bool ServerLocationSyncMoveEntity(Man player, notnull EntityAI item, ParamsWriteContext ctx)
synchronously removes item from current inventory location and adds it to destination + sync via inve...

Перекрестные ссылки InventoryLocation::DumpToStringNullSafe(), GetGame(), LogManager::IsSyncLogEnable(), SerializeMove(), GameInventory::ServerLocationSyncMoveEntity() и syncDebugPrint().

Используется в GameInventory::TakeToDst().

◆ SendServerSwap()

static void SendServerSwap ( notnull InventoryLocation src1,
notnull InventoryLocation src2,
notnull InventoryLocation dst1,
notnull InventoryLocation dst2,
bool skippedSwap = false )
inlinestaticprivate
60 {
61 if (GetGame().IsServer())
62 {
67 }
68 }
static proto native bool ServerLocationSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, ParamsWriteContext ctx)
swaps two entities

Перекрестные ссылки InventoryLocation::DumpToStringNullSafe(), GetGame(), LogManager::IsSyncLogEnable(), SerializeSwap(), GameInventory::ServerLocationSwap() и syncDebugPrint().

◆ SerializeDestroy()

static void SerializeDestroy ( ParamsWriteContext ctx,
notnull InventoryLocation src )
inlinestaticprivate
108 {
110 ctx.Write(InventoryCommandType.DESTROY);
111 src.WriteToContext(ctx);
112 }
const int INPUT_UDT_INVENTORY
Definition _constants.c:9

Перекрестные ссылки INPUT_UDT_INVENTORY.

Используется в SendInputUserDataDestroy().

◆ SerializeHandEvent()

static void SerializeHandEvent ( ParamsWriteContext ctx,
HandEventBase e )
inlinestaticprivate

hand

73 {
75 ctx.Write(InventoryCommandType.HAND_EVENT);
76 e.WriteToContext(ctx);
77 }

Перекрестные ссылки INPUT_UDT_INVENTORY.

Используется в HandEvent(), OnUpdate(), SendInputUserDataHandEvent(), SendServerHandEventViaInventoryCommand(), SendServerHandEventViaJuncture() и ValidateHandEvent().

◆ SerializeMove()

static void SerializeMove ( ParamsWriteContext ctx,
int type,
notnull InventoryLocation src,
notnull InventoryLocation dst )
inlinestaticprivate

move

6 {
8 ctx.Write(type);
9 src.WriteToContext(ctx);
10 dst.WriteToContext(ctx);
11 }

Перекрестные ссылки INPUT_UDT_INVENTORY.

Используется в OnUpdate(), SendInputUserDataMove(), SendServerMove() и TakeToDst().

◆ SerializeSwap()

static void SerializeSwap ( ParamsWriteContext ctx,
notnull InventoryLocation src1,
notnull InventoryLocation src2,
notnull InventoryLocation dst1,
notnull InventoryLocation dst2,
bool skippedSwap )
inlinestaticprivate

swap

38 {
40 ctx.Write(InventoryCommandType.SWAP);
41 src1.WriteToContext(ctx);
42 src2.WriteToContext(ctx);
43 dst1.WriteToContext(ctx);
44 dst2.WriteToContext(ctx);
45 ctx.Write(skippedSwap);
46 }

Перекрестные ссылки INPUT_UDT_INVENTORY.

Используется в SendInputUserDataSwap(), SendServerSwap() и ValidateSwap().


Объявления и описания членов класса находятся в файле: