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"
params ["_eventType", "_event"];
if (_eventType == "ACEg") then {
_event params ["_eventName", "_eventArgs"];
GVAR(events) params ["_eventNames"];
private _eventIndex = _eventNames find _eventName;
if (_eventIndex != -1) then {
private _events = (GVAR(events) select 1) select _eventIndex;
#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 _events;
};
};
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;
};
};