ACE3/addons/common/functions/fnc__handleNetEvent.sqf

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/*
* Author: jaynus
* Internal net event handler.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
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params ["_eventType", "_event"];
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if (_eventType == "ACEg") then {
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_event params ["_eventName", "_eventArgs"];
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private _eventFunctions = GVAR(eventsLocation) getVariable _eventName;
if (!isNil "_eventFunctions") then {
#ifdef DEBUG_EVENTS
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ACE_LOGINFO_1("* Net Event %1",_eventName);
ACE_LOGINFO_1(" args=%1",_eventArgs);
#endif
{
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if (!isNil "_x") then {
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_eventArgs call CALLSTACK_NAMED(_x, FORMAT_2("Net Event %1 ID: %2",_eventName,_forEachIndex));
#ifdef DEBUG_EVENTS_CALLSTACK
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ACE_LOGINFO_1(" ID: %1",_forEachIndex);
#endif
};
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} forEach _eventFunctions;
};
};
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if (_eventType == "ACEc") then {
if (isServer) then {
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_event params ["_eventName", "_eventTargets", "_eventArgs"];
private _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
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if (!isMultiplayer && {count _eventTargets > 0}) exitWith {
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ACEg = [_eventName, _eventArgs];
["ACEg", ACEg] call FUNC(_handleNetEvent);
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};
private _serverFlagged = false;
{
private _owner = _x;
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if (IS_OBJECT(_x)) then {
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_owner = owner _x;
};
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if !(_owner in _sentEvents) then {
_sentEvents pushBack _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);
};
};
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false
} count _eventTargets;
};
};