DayZ 1.24
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InventoryInputUserData.c
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1
3{
6 {
8 ctx.Write(type);
9 src.WriteToContext(ctx);
10 dst.WriteToContext(ctx);
11 }
12
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 }
23
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 }
35
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 }
47
58
70
73 {
75 ctx.Write(InventoryCommandType.HAND_EVENT);
76 e.WriteToContext(ctx);
77 }
78
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 }
89
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 }
106
108 {
110 ctx.Write(InventoryCommandType.DESTROY);
111 src.WriteToContext(ctx);
112 }
113
115 {
116 if (GetGame().IsClient())
117 {
118 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] SendInputUserDataDestroy src=" + InventoryLocation.DumpToStringNullSafe(src));
121 ctx.Send();
122 }
123 }
124};
125
void syncDebugPrint(string s)
Definition Debug.c:1
InventoryCommandType
Definition Inventory.c:3
const int INPUT_UDT_INVENTORY
Definition _constants.c:9
float GetTime()
script counterpart to engine's class Inventory
Definition Inventory.c:79
static proto native bool ServerLocationSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, ParamsWriteContext ctx)
swaps two entities
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...
static proto native bool ServerHandEvent(notnull Man player, notnull EntityAI item, ParamsWriteContext ctx)
hand event to clients
Abstracted event, not to be used, only inherited.
static void SerializeSwap(ParamsWriteContext ctx, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap)
swap
static void SendServerMove(Man player, int type, notnull InventoryLocation src, notnull InventoryLocation dst)
static void SendInputUserDataHandEvent(HandEventBase e)
static void SendInputUserDataMove(int type, notnull InventoryLocation src, notnull InventoryLocation dst)
static void SendInputUserDataSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap=false)
static void SerializeDestroy(ParamsWriteContext ctx, notnull InventoryLocation src)
static void SerializeHandEvent(ParamsWriteContext ctx, HandEventBase e)
hand
static void SerializeMove(ParamsWriteContext ctx, int type, notnull InventoryLocation src, notnull InventoryLocation dst)
move
static void SendInputUserDataDestroy(notnull InventoryLocation src)
static void SendServerSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap=false)
static void SendServerHandEventViaInventoryCommand(notnull Man player, HandEventBase e)
InventoryLocation.
static string DumpToStringNullSafe(InventoryLocation loc)
static bool IsSyncLogEnable()
Definition Debug.c:759
Serialization general interface. Serializer API works with:
Definition Serializer.c:56
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90