General purpose serializer change from read to write here if the validation doesn't update it
3411 {
3412 int type = -1;
3413 if (!ctx.
Read(type))
3414 {
3415 return false;
3416 }
3417
3422
3425
3426 switch (type)
3427 {
3429 if (!ValidateUserReservationCancel(serializer, validation))
3430 {
3431 return false;
3432 }
3433 break;
3436 {
3437 return false;
3438 }
3439 break;
3442 {
3443 return false;
3444 }
3445 break;
3448 {
3449 return false;
3450 }
3451 break;
3452 default:
3453 break;
3454 }
3455
3456
3458 {
3460#ifdef ENABLE_LOGGING
3462 {
3464 }
3465#endif
3468 {
3470 writeableSerializer.CopyFrom(serializer);
3471 serializer = writeableSerializer;
3472 }
3474
3476 break;
3478#ifdef ENABLE_LOGGING
3480 {
3482 }
3483#endif
3485 break;
3487#ifdef ENABLE_LOGGING
3489 {
3491 }
3492#endif
3494 break;
3495 }
3496
3497 return true;
3498
3499
3500 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
InventoryValidationResult
bool ValidateSyncMoveServer(ParamsReadContext ctx, InventoryValidation validation)
bool ValidateSwapServer(inout Serializer ctx, InventoryValidation validation)
bool ValidateHandEventServer(inout Serializer ctx, InventoryValidation validation)
DayZPlayer GetDayZPlayerOwner()
bool StoreInputForRemotes(bool handling_juncture, bool remote, ParamsReadContext ctx)
static const int SJ_INVENTORY_FAILURE
static const int SJ_INVENTORY
static void InventoryMoveLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
InventoryValidationResult m_Result
InventoryValidationReason m_Reason
static bool IsInventoryMoveLogEnable()
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native bool CanWrite()
Serialization general interface. Serializer API works with: