Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_PlayerProfileManagerComponent Interface Reference
Inheritance diagram for SCR_PlayerProfileManagerComponent:
[legend]

Public Member Functions

CareerBackendData GetPlayerProfile (int playerID)
 
override void HandleOnFactionAssigned (int playerID, Faction assignedFaction)
 What happens when a player is assigned a faction.
 
override void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 What happens when a player disconnects.
 
void StoreProfile (int playerID, bool disconnecting=false)
 
bool LoadPlayerProfileFromBackend (int playerID)
 
void LoadConnectingPlayerProfile (int playerID)
 
override void EOnFrame (IEntity owner, float timeSlice)
 
override void OnPostInit (IEntity owner)
 
override void EOnInit (IEntity owner)
 
void SCR_PlayerProfileManagerComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 
- Public Member Functions inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode GetGameMode ()
 
void OnGameEnd ()
 Called on all machines when the world ends.
 
void OnGameStateChanged (SCR_EGameModeState state)
 Called when game mode state changes called on all machines.
 
void OnGameModeStart ()
 Called on every machine when game mode starts.
 
void OnGameModeEnd (SCR_GameModeEndData data)
 Called when game mode ends.
 
void OnPlayerConnected (int playerId)
 Called after a player is connected.
 
void OnPlayerAuditSuccess (int playerId)
 Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
 
void OnPlayerAuditFail (int playerId)
 Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc.
 
void OnPlayerAuditTimeouted (int playerId)
 Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled.
 
void OnPlayerAuditRevived (int playerId)
 Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed).
 
void OnPlayerRegistered (int playerId)
 Called on every machine after a player is registered (identity, name etc.).
 
void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 Called after a player is disconnected.
 
void OnPlayerSpawned (int playerId, IEntity controlledEntity)
 Called after a player is spawned.
 
bool PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
void OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 
void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
bool HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 See SCR_BaseGameMode.HandlePlayerKilled.
 
void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player gets killed.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour.
 
void OnPlayerDeleted (int playerId, IEntity player)
 Called after a player gets deleted.
 
void OnPlayerRoleChange (int playerId, EPlayerRole roleFlags)
 Called when player role changes.
 
void OnWorldPostProcess (World world)
 Called once loading of all entities of the world have been finished (still within the loading)
 
void HandleOnLoadoutAssigned (int playerID, SCR_BasePlayerLoadout assignedLoadout)
 What happens when a player is assigned a loadout.
 
void HandleOnFactionAssigned (int playerID, Faction assignedFaction)
 What happens when a player is assigned a faction.
 
void HandleOnSpawnPointAssigned (int playerID, SCR_SpawnPoint spawnPoint)
 What happens when a player is assigned a spawn point.
 
void OnControllableSpawned (IEntity entity)
 When a controllable entity is spawned, this event is raised.
 
void OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator killer)
 When a controllable entity is destroyed, this event is raised.
 
void OnControllableDeleted (IEntity entity)
 Prior to a controllable entity being DELETED, this event is raised.
 
void SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 

Protected Member Functions

Faction GetPlayerFaction (int playerID)
 
override void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player gets killed.
 

Protected Attributes

float m_fRefreshTime
 
ref map< int, ref CareerBackendDatam_mPlayerProfiles = null
 
ref array< int > m_aPlayerIDsToLoadProfile = {}
 
float m_fCurrentRefreshTime = 1
 
ref CampaignCallback m_Callback = new CampaignCallback()
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Static Protected Attributes

static SCR_RespawnSystemComponent s_RespawnSystemComponent = null
 

Constructor & Destructor Documentation

◆ SCR_PlayerProfileManagerComponent()

void SCR_PlayerProfileManagerComponent.SCR_PlayerProfileManagerComponent ( IEntityComponentSource  src,
IEntity  ent,
IEntity  parent 
)
Parameters
[in]src
[in]ent
[in]parent

Member Function Documentation

◆ EOnFrame()

override void SCR_PlayerProfileManagerComponent.EOnFrame ( IEntity  owner,
float  timeSlice 
)

◆ EOnInit()

override void SCR_PlayerProfileManagerComponent.EOnInit ( IEntity  owner)

◆ GetPlayerFaction()

Faction SCR_PlayerProfileManagerComponent.GetPlayerFaction ( int  playerID)
protected

◆ GetPlayerProfile()

CareerBackendData SCR_PlayerProfileManagerComponent.GetPlayerProfile ( int  playerID)
Parameters
[in]playerID
Returns
player profile from playerID

◆ HandleOnFactionAssigned()

override void SCR_PlayerProfileManagerComponent.HandleOnFactionAssigned ( int  playerID,
Faction  assignedFaction 
)

What happens when a player is assigned a faction.

Parameters
[in]playerID
[in]assignedFaction

Implements SCR_BaseGameModeComponent.

◆ LoadConnectingPlayerProfile()

void SCR_PlayerProfileManagerComponent.LoadConnectingPlayerProfile ( int  playerID)
Parameters
[in]playerID

◆ LoadPlayerProfileFromBackend()

bool SCR_PlayerProfileManagerComponent.LoadPlayerProfileFromBackend ( int  playerID)
Parameters
[in]playerID
Returns

◆ OnPlayerDisconnected()

override void SCR_PlayerProfileManagerComponent.OnPlayerDisconnected ( int  playerId,
KickCauseCode  cause,
int  timeout 
)

What happens when a player disconnects.

Parameters
[in]playerIDis a unique player identifier that defines which player has disconnected.
[in]cause
[in]timeout

Implements SCR_BaseGameModeComponent.

◆ OnPlayerKilled()

override void SCR_PlayerProfileManagerComponent.OnPlayerKilled ( int  playerId,
IEntity  playerEntity,
IEntity  killerEntity,
notnull Instigator  killer 
)
protected

Called after a player gets killed.

Parameters
[in]playerIdPlayerId of victim player.
[in]playerEntityEntity of victim player if any.
[in]killerEntityEntity of killer instigator if any.
[in]killerInstigator of the kill, use type to see if there is any

Implements SCR_BaseGameModeComponent.

◆ OnPostInit()

override void SCR_PlayerProfileManagerComponent.OnPostInit ( IEntity  owner)

◆ StoreProfile()

void SCR_PlayerProfileManagerComponent.StoreProfile ( int  playerID,
bool  disconnecting = false 
)
Parameters
[in]playerID
[in]disconnecting

Member Data Documentation

◆ m_aPlayerIDsToLoadProfile

ref array<int> SCR_PlayerProfileManagerComponent.m_aPlayerIDsToLoadProfile = {}
protected

◆ m_Callback

ref CampaignCallback SCR_PlayerProfileManagerComponent.m_Callback = new CampaignCallback()
protected

◆ m_fCurrentRefreshTime

float SCR_PlayerProfileManagerComponent.m_fCurrentRefreshTime = 1
protected

◆ m_fRefreshTime

float SCR_PlayerProfileManagerComponent.m_fRefreshTime
protected

◆ m_mPlayerProfiles

ref map<int, ref CareerBackendData> SCR_PlayerProfileManagerComponent.m_mPlayerProfiles = null
protected

◆ s_RespawnSystemComponent

SCR_RespawnSystemComponent SCR_PlayerProfileManagerComponent.s_RespawnSystemComponent = null
staticprotected

The documentation for this interface was generated from the following file: