ACE3/addons/common/functions/fnc__handleNetEvent.sqf

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//fnc__handleNetEvent.sqf
// internal handler for net events
#include "script_component.hpp"
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private ["_eventName", "_eventArgs", "_eventNames", "_eventIndex", "_eventTargets", "_sentEvents", "_owner", "_serverFlagged", "_events"];
//IGNORE_PRIVATE_WARNING("_handleNetEvent");
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PARAMS_2(_eventType,_event);
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if (_eventType == "ACEg") then {
_eventName = _event select 0;
_eventArgs = _event select 1;
_eventNames = GVAR(events) select 0;
_eventIndex = _eventNames find _eventName;
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if (_eventIndex != -1) then {
_events = (GVAR(events) select 1) select _eventIndex;
#ifdef DEBUG_EVENTS
ACE_LOGINFO(format [ARR_2("* Net Event %1", _eventName)]);
ACE_LOGINFO(format [ARR_2(" args=%1", _eventArgs)]);
#endif
{
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if (!isNil "_x") then {
_eventArgs call CALLSTACK_NAMED(_x, format [ARR_3("Net Event %1 ID: %2", _eventName, _forEachIndex)]);
#ifdef DEBUG_EVENTS_CALLSTACK
ACE_LOGINFO(format [ARR_2(" ID: %1", _forEachIndex)]);
#endif
};
} forEach _events;
};
};
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if (_eventType == "ACEc") then {
if (isServer) then {
_eventName = _event select 0;
_eventTargets = _event select 1;
_eventArgs = _event select 2;
_sentEvents = [];
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if (!IS_ARRAY(_eventTargets)) then {
_eventTargets = [_eventTargets];
};
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//If not multiplayer, and there are targets, then just run localy
if ((!isMultiplayer) && {(count _eventTargets) > 0}) exitWith {
ACEg = [_eventName, _eventArgs];
["ACEg", ACEg] call FUNC(_handleNetEvent);
};
_serverFlagged = false;
{
_owner = _x;
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if (IS_OBJECT(_x)) then {
_owner = owner _x;
};
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if (!(_owner in _sentEvents)) then {
PUSH(_sentEvents, _owner);
ACEg = [_eventName, _eventArgs];
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if (isDedicated || {_x != ACE_player}) then {
if (isDedicated && {local _x} && {!_serverFlagged}) then {
_serverFlagged = true;
["ACEg", ACEg] call FUNC(_handleNetEvent);
} else {
_owner publicVariableClient "ACEg";
};
} else {
["ACEg", ACEg] call FUNC(_handleNetEvent);
};
};
} forEach _eventTargets;
};
};