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