DayZ 1.24
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ConnectErrorClientModule Class Reference
Inheritance diagram for ConnectErrorClientModule:
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Collaboration diagram for ConnectErrorClientModule:
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Private Member Functions

void ConnectErrorClientModule ()
 
override void InitOptionalVariables ()
 
override void FillErrorDataMap ()
 
override void OnEvent (EventType eventTypeId, Param params)
 

Detailed Description

Definition at line 23 of file ConnectErrorClientModule.c.

Constructor & Destructor Documentation

◆ ConnectErrorClientModule()

void ConnectErrorClientModule::ConnectErrorClientModule ( )
inlineprivate

Definition at line 25 of file ConnectErrorClientModule.c.

26 {
27 SetCategory(ErrorCategory.ConnectErrorClient);
28 }
ErrorCategory
ErrorCategory - To decide what ErrorHandlerModule needs to be called and easily identify where it cam...

Member Function Documentation

◆ FillErrorDataMap()

override void ConnectErrorClientModule::FillErrorDataMap ( )
inlineprivate

Definition at line 37 of file ConnectErrorClientModule.c.

38 {
39 super.FillErrorDataMap();
40
41 InsertDialogueErrorProperties(EConnectErrorClient.SERVER_UNREACHABLE, "#STR_server_unreachable");
42 InsertDialogueErrorProperties(EConnectErrorClient.ALREADY_CONNECTING, "#STR_already_connecting");
43 InsertDialogueErrorProperties(EConnectErrorClient.ERROR_MSG_SHOWED, "#STR_error_msg_showed");
44 InsertDialogueErrorProperties(EConnectErrorClient.INCORRECT_CLIENT_STATE, "#STR_incorrect_client_state");
45 InsertDialogueErrorProperties(EConnectErrorClient.INVALID_SESSION, "#STR_invalid_session");
46
47 InsertDialogueErrorProperties(EConnectErrorClient.VERSION_MISMATCH, "#multi_server_not_compatible_message");
48 InsertDialogueErrorProperties(EConnectErrorClient.VERSION_MISMATCH_RB, "#multi_server_not_compatible_message");
49 InsertDialogueErrorProperties(EConnectErrorClient.VERSION_MISMATCH_AB, "#multi_server_not_compatible_message");
50
51 InsertDialogueErrorProperties(EConnectErrorClient.DLC_CHECK_FAILED, "#mod_detail_info_warning");
52 InsertDialogueErrorProperties(EConnectErrorClient.EMPTY_PASSWORD, "#STR_empty_password");
53
56 }
void InsertDialogueErrorProperties(int code, string message, int dialogButtonType=DBT_OK, int defaultButton=DBB_OK, int dialogMeaningType=DMT_EXCLAMATION, bool displayAdditionalInfo=true)
Insert an error with Dialogue as handling, using the Optional Variables.
void InsertErrorProperties(int code, string message="")
Insert an error with no handling.

References InsertDialogueErrorProperties(), and InsertErrorProperties().

◆ InitOptionalVariables()

override void ConnectErrorClientModule::InitOptionalVariables ( )
inlineprivate

Definition at line 30 of file ConnectErrorClientModule.c.

31 {
32 super.InitOptionalVariables();
33
34 m_Header = "#server_browser_connecting_failed";
35 }
class ErrorHandlerModule m_Header
This is where to input logic and extend functionality of ErrorHandlerModule.

References m_Header.

◆ OnEvent()

override void ConnectErrorClientModule::OnEvent ( EventType eventTypeId,
Param params )
inlineprivate

Definition at line 59 of file ConnectErrorClientModule.c.

60 {
61 switch (eventTypeId)
62 {
64 g_Game.GetUIManager().CloseSpecificDialog(m_LastErrorThrown);
65 break;
66
67 default:
68 break;
69 }
70 }
DayZGame g_Game
Definition DayZGame.c:3528
int m_LastErrorThrown
Holds the last thrown error in this module, defaults to 0.
const EventType MPSessionPlayerReadyEventTypeID
no params
Definition gameplay.c:466

References g_Game, m_LastErrorThrown, and MPSessionPlayerReadyEventTypeID.


The documentation for this class was generated from the following file: