Dayz Explorer 1.29.162510
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inventoryinputuserdata.c
Go to the documentation of this file.
1
3{
5 static void SerializeMove(ParamsWriteContext ctx, int type, notnull InventoryLocation src, notnull InventoryLocation dst)
6 {
7 ctx.Write(INPUT_UDT_INVENTORY);
8 ctx.Write(type);
9 src.WriteToContext(ctx);
10 dst.WriteToContext(ctx);
11 }
12
13 static void SendInputUserDataMove(int type, notnull InventoryLocation src, notnull InventoryLocation dst)
14 {
15 if (g_Game.IsClient())
16 {
17 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] t=" + g_Game.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
24 static void SerializeInventoryCheckForItem(ParamsWriteContext ctx, EntityAI item)
25 {
27 item.GetInventory().GetCurrentInventoryLocation(il);
28 il.WriteToContext(ctx);
29 }
30
31 static void SendClientInventoryCheck(array<EntityAI> items)
32 {
34 int nItems = items.Count();
36 ctx.Write(nItems);
37 for (int i = 0; i < nItems; ++i)
38 {
39 SerializeInventoryCheckForItem(ctx, items[i]);
40 }
41 ctx.Send();
42 }
43
44 static void SendServerInventoryCheck(array<EntityAI> items, DayZPlayer player)
45 {
46 ScriptRPC ctx = new ScriptRPC();
47 int nItems = items.Count();
48 ctx.Write(nItems);
49 for (int i = 0; i < nItems; i++)
50 {
51 SerializeInventoryCheckForItem(ctx, items[i]);
52 }
53
54 ctx.Send(player, ERPCs.RPC_ITEM_REPAIR, false, player.GetIdentity());
55 }
56
57 static void SendServerMove(Man player, int type, notnull InventoryLocation src, notnull InventoryLocation dst)
58 {
59 if (g_Game.IsServer())
60 {
61 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] server sending cmd=" + typename.EnumToString(InventoryCommandType, type) + " src=" + InventoryLocation.DumpToStringNullSafe(src) + " dst=" + InventoryLocation.DumpToStringNullSafe(dst));
63 SerializeMove(ctx, type, src, dst);
64 GameInventory.ServerLocationSyncMoveEntity(player, src.GetItem(), ctx);
65 }
66 }
68
70 static void SerializeSwap(ParamsWriteContext ctx, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap)
71 {
72 ctx.Write(INPUT_UDT_INVENTORY);
73 ctx.Write(InventoryCommandType.SWAP);
74 src1.WriteToContext(ctx);
75 src2.WriteToContext(ctx);
76 dst1.WriteToContext(ctx);
77 dst2.WriteToContext(ctx);
78 ctx.Write(skippedSwap);
79 }
80
81 static void SendInputUserDataSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap = false)
82 {
83 if (g_Game.IsClient())
84 {
85 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] t=" + g_Game.GetTime() + "ms sending cmd=SWAP src1=" + InventoryLocation.DumpToStringNullSafe(src1) + " src2=" + InventoryLocation.DumpToStringNullSafe(src2) + " dst1=" + InventoryLocation.DumpToStringNullSafe(dst1) + " dst2=" + InventoryLocation.DumpToStringNullSafe(dst2));
87 SerializeSwap(ctx, src1, src2, dst1, dst2, skippedSwap);
88 ctx.Send();
89 }
90 }
91
92 static void SendServerSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2, bool skippedSwap = false)
93 {
94 if (g_Game.IsServer())
95 {
96 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] server sending cmd=SWAP src1=" + InventoryLocation.DumpToStringNullSafe(src1) + " src2=" + InventoryLocation.DumpToStringNullSafe(src2) + " dst1=" + InventoryLocation.DumpToStringNullSafe(dst1) + " dst2=" + InventoryLocation.DumpToStringNullSafe(dst2));
98 SerializeSwap(ctx, src1, src2, dst1, dst2, skippedSwap);
99 GameInventory.ServerLocationSwap(src1, src2, dst1, dst2, ctx);
100 }
101 }
103
105 static void SerializeHandEvent(ParamsWriteContext ctx, HandEventBase e)
106 {
107 ctx.Write(INPUT_UDT_INVENTORY);
108 ctx.Write(InventoryCommandType.HAND_EVENT);
109 e.WriteToContext(ctx);
110 }
111
112 static void SendInputUserDataHandEvent(HandEventBase e)
113 {
114 if (g_Game.IsClient())
115 {
116 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] t=" + g_Game.GetTime() + "ms SendInputUserDataHandEvent e=" + e.DumpToString());
118 SerializeHandEvent(ctx, e);
119 ctx.Send();
120 }
121 }
122
123 static void SendServerHandEventViaInventoryCommand(notnull Man player, HandEventBase e)
124 {
125 // Warning: this uses NetworkMessageInventoryCommand
126 if (g_Game.IsServer())
127 {
128 if (e.IsServerSideOnly())
129 Error("[syncinv] SendServerHandEvent - called on server side event only, e=" + e.DumpToString());
130 if (player.IsAlive())
131 Error("[syncinv] SendServerHandEvent - called on living thing.. server hand command is only for dead people, e=" + e.DumpToString());
132 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] SendServerHandEventViaInventoryCommand SendInputUserDataHandEvent e=" + e.DumpToString());
134 SerializeHandEvent(ctx, e);
135 GameInventory.ServerHandEvent(player, e.GetSrcEntity(), ctx);
136 }
137 }
139}
140
void syncDebugPrint(string s)
Definition debug.c:1
InventoryCommandType
Definition inventory.c:3
const int INPUT_UDT_INVENTORY
Definition _constants.c:9
const int INPUT_UDT_INVENTORY_CHECK
Definition _constants.c:19
script counterpart to engine's class Inventory
Definition inventory.c:81
static proto native bool ServerHandEvent(notnull Man player, notnull EntityAI item, ParamsWriteContext ctx)
hand event to clients
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...
Abstracted event, not to be used, only inherited.
InventoryLocation.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZGame g_Game
Definition dayzgame.c:3942
ERPCs
Definition erpcs.c:2
Serializer ParamsWriteContext
Definition gameplay.c:16
void Error(string err)
Messagebox with error message.
Definition endebug.c:90