Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Protected Attributes | List of all members
SCR_ReconnectComponent Interface Reference

Takes care of managing player reconnects in case of involuntary disconnect Authority-only component attached to gamemode prefab. More...

Inheritance diagram for SCR_ReconnectComponent:
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Public Member Functions

ScriptInvoker GetOnAddedToList ()
 
ScriptInvoker GetOnReconnect ()
 
bool IsReconnectListEmpty ()
 
bool IsReconnectEnabled ()
 
SCR_EReconnectState IsInReconnectList (int playerId)
 Is subject playerID currently present in list of possible reconnects.
 
SCR_EReconnectState IsEntityReconnectList (IEntity entity)
 Is subject entity is currently present in list of possible reconnects.
 
IEntity ReturnControlledEntity (int playerId)
 Return control of the entity subject controlled before disconnect.
 
bool OnPlayerDC (int playerId, KickCauseCode cause)
 Propagated from SCR_BaseGameMode OnPlayerDisconnected event.
 
bool Init ()
 
override void OnPostInit (IEntity owner)
 
override void EOnInit (IEntity owner)
 
void ~SCR_ReconnectComponent ()
 
- 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 instigator)
 See SCR_BaseGameMode.HandlePlayerKilled.
 
void OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData)
 Called after a player gets killed.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator)
 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 (notnull SCR_InstigatorContextData instigatorContextData)
 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)
 

Static Public Member Functions

static SCR_ReconnectComponent GetInstance ()
 

Public Attributes

bool m_bEnableReconnect
 

Static Public Attributes

static SCR_ReconnectComponent s_Instance
 

Protected Member Functions

override void OnPlayerAuditTimeouted (int playerId)
 SCR_BaseGameMode event.
 

Protected Attributes

bool m_bIsInit
 
bool m_bIsReconEnabled
 
ref array< ref SCR_ReconnectDatam_ReconnectPlayerList = {}
 
ref ScriptInvoker m_OnAddedToReconnectList
 
ref ScriptInvoker m_OnPlayerReconnect
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Detailed Description

Takes care of managing player reconnects in case of involuntary disconnect Authority-only component attached to gamemode prefab.

Constructor & Destructor Documentation

◆ ~SCR_ReconnectComponent()

void SCR_ReconnectComponent.~SCR_ReconnectComponent ( )

Member Function Documentation

◆ EOnInit()

override void SCR_ReconnectComponent.EOnInit ( IEntity  owner)

◆ GetInstance()

static SCR_ReconnectComponent SCR_ReconnectComponent.GetInstance ( )
static
Returns

◆ GetOnAddedToList()

ScriptInvoker SCR_ReconnectComponent.GetOnAddedToList ( )
Returns

◆ GetOnReconnect()

ScriptInvoker SCR_ReconnectComponent.GetOnReconnect ( )
Returns

◆ Init()

bool SCR_ReconnectComponent.Init ( )
Returns
whether there is a proper connection to backend

◆ IsEntityReconnectList()

SCR_EReconnectState SCR_ReconnectComponent.IsEntityReconnectList ( IEntity  entity)

Is subject entity is currently present in list of possible reconnects.

Parameters
[in]entityis the subject
Returns
state of the reconnecting subject

◆ IsInReconnectList()

SCR_EReconnectState SCR_ReconnectComponent.IsInReconnectList ( int  playerId)

Is subject playerID currently present in list of possible reconnects.

Parameters
[in]playerIdthe subject's ID
Returns
state of the reconnecting subject

◆ IsReconnectEnabled()

bool SCR_ReconnectComponent.IsReconnectEnabled ( )
Returns
true if the reconnect functionality is enabled, false otherwise

◆ IsReconnectListEmpty()

bool SCR_ReconnectComponent.IsReconnectListEmpty ( )
Returns
true if the reconnect list empty, false otherwise

◆ OnPlayerAuditTimeouted()

override void SCR_ReconnectComponent.OnPlayerAuditTimeouted ( int  playerId)
protected

◆ OnPlayerDC()

bool SCR_ReconnectComponent.OnPlayerDC ( int  playerId,
KickCauseCode  cause 
)

Propagated from SCR_BaseGameMode OnPlayerDisconnected event.

Returns
true if this disconnect is saved as eligible for reconnect

◆ OnPostInit()

override void SCR_ReconnectComponent.OnPostInit ( IEntity  owner)

◆ ReturnControlledEntity()

IEntity SCR_ReconnectComponent.ReturnControlledEntity ( int  playerId)

Return control of the entity subject controlled before disconnect.

Parameters
[in]playerIdis the subject
Returns

Member Data Documentation

◆ m_bEnableReconnect

bool SCR_ReconnectComponent.m_bEnableReconnect

◆ m_bIsInit

bool SCR_ReconnectComponent.m_bIsInit
protected

◆ m_bIsReconEnabled

bool SCR_ReconnectComponent.m_bIsReconEnabled
protected

◆ m_OnAddedToReconnectList

ref ScriptInvoker SCR_ReconnectComponent.m_OnAddedToReconnectList
protected

◆ m_OnPlayerReconnect

ref ScriptInvoker SCR_ReconnectComponent.m_OnPlayerReconnect
protected

◆ m_ReconnectPlayerList

ref array<ref SCR_ReconnectData> SCR_ReconnectComponent.m_ReconnectPlayerList = {}
protected

◆ s_Instance

SCR_ReconnectComponent SCR_ReconnectComponent.s_Instance
static

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