DayZ 1.24
Loading...
Searching...
No Matches
ConnectErrorServerModule Class Reference
Inheritance diagram for ConnectErrorServerModule:
[legend]
Collaboration diagram for ConnectErrorServerModule:
[legend]

Private Member Functions

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

Detailed Description

Definition at line 34 of file ConnectErrorServerModule.c.

Constructor & Destructor Documentation

◆ ConnectErrorServerModule()

void ConnectErrorServerModule::ConnectErrorServerModule ( )
inlineprivate

Definition at line 36 of file ConnectErrorServerModule.c.

37 {
38 SetCategory(ErrorCategory.ConnectErrorServer);
39 }
ErrorCategory
ErrorCategory - To decide what ErrorHandlerModule needs to be called and easily identify where it cam...

Member Function Documentation

◆ FillErrorDataMap()

override void ConnectErrorServerModule::FillErrorDataMap ( )
inlineprivate

Definition at line 48 of file ConnectErrorServerModule.c.

49 {
50 super.FillErrorDataMap();
51
52 InsertDialogueErrorProperties(EConnectErrorServer.WRONG_PASSWORD, "#server_browser_wrong_password");
53 InsertDialogueErrorProperties(EConnectErrorServer.WRONG_VERSION, "#server_browser_wrong_version");
54 InsertDialogueErrorProperties(EConnectErrorServer.CONNECT_ERROR, "#server_browser_wrong_connect_error");
55 InsertDialogueErrorProperties(EConnectErrorServer.SESSION_FULL, "#server_browser_session_full");
56 InsertDialogueErrorProperties(EConnectErrorServer.FILE_PATCHING, "#server_browser_bad_file_patching");
57
58 InsertDialogueErrorProperties(EConnectErrorServer.ALREADY_CONNECTED, "#STR_already_connected");
59 InsertDialogueErrorProperties(EConnectErrorServer.HOST_ADDRESS, "#STR_host_address");
60 InsertDialogueErrorProperties(EConnectErrorServer.NET_CHANNEL, "#STR_net_channel");
62 InsertDialogueErrorProperties(EConnectErrorServer.REQUEST_PLAYER, "#STR_request_player");
63 InsertDialogueErrorProperties(EConnectErrorServer.CREATE_PLAYER, "#STR_create_player");
66 InsertDialogueErrorProperties(EConnectErrorServer.NET_CHANNEL_SERVER, "#STR_net_channel_server");
67 InsertDialogueErrorProperties(EConnectErrorServer.ACTIVATE, "#STR_activate");
68 InsertDialogueErrorProperties(EConnectErrorServer.SERVER_LOCKED, "#STR_MP_SESSION_LOCKED");
69 InsertDialogueErrorProperties(EConnectErrorServer.SERVER_SHUTDOWN, "#STR_shutdown_server");
70 InsertDialogueErrorProperties(EConnectErrorServer.BUILD_SMALLER, "#STR_build_smaller" + "\n" + "#STR_PLEASE_UPDATE");
71 InsertDialogueErrorProperties(EConnectErrorServer.BUILD_GREATER, "#STR_build_greater" + "\n" + "#STR_PLEASE_WAIT");
72 InsertDialogueErrorProperties(EConnectErrorServer.VERSION_SMALLER, "#STR_version_smaller" + "\n" + "#STR_PLEASE_UPDATE");
73 InsertDialogueErrorProperties(EConnectErrorServer.VERSION_GREATER, "#STR_version_greater" + "\n" + "#STR_PLEASE_WAIT");
74 InsertDialogueErrorProperties(EConnectErrorServer.EQUAL_MOD, "#STR_equal_mod");
75 InsertDialogueErrorProperties(EConnectErrorServer.CLIENT_DIAG, "#STR_client_diag");
76 InsertDialogueErrorProperties(EConnectErrorServer.SERVER_DIAG, "#STR_server_diag");
77 InsertDialogueErrorProperties(EConnectErrorServer.NO_DEVICE_ID, "#STR_no_device_id");
78 }
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.

References InsertDialogueErrorProperties().

◆ InitOptionalVariables()

override void ConnectErrorServerModule::InitOptionalVariables ( )
inlineprivate

Definition at line 41 of file ConnectErrorServerModule.c.

42 {
43 super.InitOptionalVariables();
44
45 m_Header = "#server_browser_connecting_failed";
46 }
class ErrorHandlerModule m_Header
This is where to input logic and extend functionality of ErrorHandlerModule.

References m_Header.

◆ OnEvent()

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

Definition at line 80 of file ConnectErrorServerModule.c.

81 {
82 switch (eventTypeId)
83 {
85#ifndef NO_GUI
86 g_Game.GetUIManager().CloseSpecificDialog(m_LastErrorThrown);
87#endif
88 break;
89
90 default:
91 break;
92 }
93 }
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: