DayZ 1.30
DayZ Explorer by KGB
 
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◆ ExecuteInventoryCommandServer()

bool ExecuteInventoryCommandServer ( ParamsReadContext ctx)
protected

Serializer can be updated and re-written to when we may want to only correct the client instead of denying the inventory command

См. определение в файле DayZPlayerInventory.c строка 3501

3502 {
3503 int type = -1;
3504 if (!ctx.Read(type))
3505 {
3506 return false;
3507 }
3508
3510 Serializer serializer = ctx;
3511
3512 switch (type)
3513 {
3514 case InventoryCommandType.USER_RESERVATION_CANCEL:
3515 Error("JunctureServer - InventoryCommandType.USER_RESERVATION_CANCEL");
3516 return false;
3517 case InventoryCommandType.SYNC_MOVE:
3518 if (!ExecuteSyncMoveCommandServer(serializer))
3519 {
3520#ifdef ENABLE_LOGGING
3522 {
3523 Debug.InventoryMoveLog("Failed - ExecuteSyncMoveCommandServer STS = " + GetDayZPlayerOwner().GetSimulationTimeStamp(), "SYNC_MOVE" , "n/a", "ExecuteInventoryCommandServer", GetDayZPlayerOwner().ToString() );
3524 }
3525#endif
3526 return false;
3527 }
3528 break;
3529 case InventoryCommandType.HAND_EVENT:
3530 if (!ExecuteHandEventCommandServer(serializer))
3531 {
3532#ifdef ENABLE_LOGGING
3534 {
3535 Debug.InventoryMoveLog("Failed - ExecuteHandEventCommandServer STS = " + GetDayZPlayerOwner().GetSimulationTimeStamp(), "SYNC_MOVE" , "n/a", "ExecuteInventoryCommandServer", GetDayZPlayerOwner().ToString() );
3536 }
3537#endif
3538 return false;
3539 }
3540 break;
3541 case InventoryCommandType.SWAP:
3542 if (!ExecuteSwapCommandServer(serializer))
3543 {
3544#ifdef ENABLE_LOGGING
3546 {
3547 Debug.InventoryMoveLog("Failed - ExecuteSwapCommandServer STS = " + GetDayZPlayerOwner().GetSimulationTimeStamp(), "SYNC_MOVE" , "n/a", "ExecuteInventoryCommandServer", GetDayZPlayerOwner().ToString() );
3548 }
3549#endif
3550 return false;
3551 }
3552 break;
3553 default:
3554 break;
3555 }
3556
3557#ifdef ENABLE_LOGGING
3559 {
3560 Debug.InventoryMoveLog("Executed STS = " + GetDayZPlayerOwner().GetSimulationTimeStamp(), "SYNC_MOVE" , "n/a", "ExecuteInventoryCommandServer", GetDayZPlayerOwner().ToString() );
3561 }
3562#endif
3563
3564 StoreInputForRemotes(true, false, serializer);
3565 return true;
3566
3567 }
InventoryCommandType
bool ExecuteHandEventCommandServer(inout Serializer ctx)
Определения DayZPlayerInventory.c:2047
bool ExecuteSwapCommandServer(inout Serializer ctx)
Определения DayZPlayerInventory.c:3038
DayZPlayer GetDayZPlayerOwner()
Определения DayZPlayerInventory.c:170
bool ExecuteSyncMoveCommandServer(ParamsReadContext ctx)
Определения DayZPlayerInventory.c:1307
bool StoreInputForRemotes(bool handling_juncture, bool remote, ParamsReadContext ctx)
Определения DayZPlayerInventory.c:3710
proto string ToString()
static void InventoryMoveLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Определения 3_Game/DayZ/tools/Debug.c:198
Определения 3_Game/DayZ/tools/Debug.c:2
static bool IsInventoryMoveLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:759
proto bool Read(void value_in)
Serialization general interface. Serializer API works with:
Определения Serializer.c:56
void Error(string err)
Messagebox with error message.
Определения EnDebug.c:90

Перекрестные ссылки Error(), ExecuteHandEventCommandServer(), ExecuteSwapCommandServer(), ExecuteSyncMoveCommandServer(), GetDayZPlayerOwner(), Debug::InventoryMoveLog(), LogManager::IsInventoryMoveLogEnable(), Serializer::Read(), StoreInputForRemotes() и ToString().

Используется в OnHandleStoredJunctureData().