DayZ_Scripts / scripts /3_Game /DayZ /Services /BiosSessionService.c
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class BiosSessionService
{
protected int m_GetSessionAttempts;
string m_CurrentHandle;
//! Enter a gameplay session
/*!
The async result is returned in the OnEnterGameplaySession callback.
Expected errors:
LOGICAL - if the user is currently in an active gameplay session.
@param session_address server IP address.
@param session_port server port.
@return EBiosError indicating if the async operation is pending.
*/
proto native EBiosError EnterGameplaySessionAsync(string session_address, int session_port);
//! Leave a gameplay session
/*!
The async result is returned in the OnLeaveGameplaySession callback.
If there is an unexpected error the state is cleared.
Expected errors:
ERR_NOT_FOUND - when attempting to leave a gameplay session the user is not part of.
ERR_LOGICAL - when the user is not in a gameplay session.
@param session_address server IP address.
@param session_port server port.
@return EBiosError indicating if the async operation is pending.
*/
proto native EBiosError LeaveGameplaySessionAsync(string session_address, int session_port);
//! Alerts engine that players in current session have changed
/*!
@param newPlayers players that have just joined the server. When player joins a server, ALL players already on server count as new players.
*/
proto native void OnSessionPlayerListUpdate(array<string> newPlayers);
//! Gets a session from a join handle
/*!
The async result is returned in the OnGetGameplaySession, OnGetLobbySession or OnGetSessionError callback,
dependinng on the type of session, or error.
Expected errors:
@param join_handle the parsed join handle.
@return EBiosError indicating if the async operation is pending.
*/
void TryGetSession( string join_handle = "" )
{
if ( join_handle != "" )
{
m_GetSessionAttempts = 0;
m_CurrentHandle = join_handle;
}
if ( m_GetSessionAttempts < 10 )
GetSessionAsync( m_CurrentHandle );
else
g_Game.DisconnectSessionEx(DISCONNECT_SESSION_FLAGS_JOIN);
}
//! Gets a session from a join handle
/*!
The async result is returned in the OnGetGameplaySession, OnGetLobbySession or OnGetSessionError callback,
dependinng on the type of session, or error.
Expected errors:
@param join_handle the parsed join handle.
@return EBiosError indicating if the async operation is pending.
*/
proto native EBiosError GetSessionAsync(string join_handle);
//! Sets the activity to a gameplay session
/*!
The async result is returned in the OnSetActivity callback.
Expected errors:
ERR_NOT_FOUND - when attempting to set a gameplay session activity the user is not part of.
@param session_address server IP address.
@param session_port server port.
@return EBiosError indicating if the async operation is pending.
*/
proto native EBiosError SetGameplayActivityAsync(string session_address, int session_port);
//! not implemented
//proto native EBiosError SetLobbyActivityAsync(...);
//! Clears the current activity
/*!
The async result is returned in the OnClearActivity callback.
Expected errors:
@return EBiosError indicating if the async operation is pending.
*/
proto native EBiosError ClearActivityAsync();
//! Show system UI to invite friends to current gameplay session
/*!
The async result is returned in the OnShowInviteToGameplaySession callback.
On Xbox, if session with session_address and session_port does not exist, then xbox show
message "We could not send the invite".
@param session_address server IP address.
@param session_port server port.
@return EBiosError indicating if the async operation is pending.
*/
proto native EBiosError ShowInviteToGameplaySessionAsync(string session_address, int session_port);
//! Send invite to list of users
/*!
The async result is returned in the OnInviteToGameplaySession callback.
The user must be inside the session. That means, OnEnterGameplaySession must be called with no errors.
@param session_address server IP address.
@param session_port server port.
@param invitee_list list of users to invite
@return EBiosError indicating if the async operation is pending.
*/
proto native EBiosError InviteToGameplaySessionAsync(string session_address, int session_port, array<string> invitee_list);
//! Notifiy about interactive multiplayer state
proto native void SetMultiplayState(bool is_active);
//! Callback function
/*!
@param error error indicating success or fail of the async operation.
*/
void OnSetActivity(EBiosError error)
{
OnlineServices.ErrorCaught( error );
}
//! Callback function
/*!
@param error error indicating success or fail of the async operation.
*/
void OnClearActivity(EBiosError error)
{
}
//! Callback function
/*!
@param session_address server IP address.
@param session_port server port.
*/
void OnGetGameplaySession(string session_address, int session_port)
{
m_GetSessionAttempts = 0;
switch (g_Game.GetGameState())
{
case DayZGameState.IN_GAME:
{
string addr;
int port;
bool found = GetGame().GetHostAddress( addr, port );
if (addr != session_address || port != session_port )
{
if (found)
{
OnlineServices.SetInviteServerInfo( session_address, session_port );
g_Game.GetUIManager().CloseAll();
if (!g_Game.GetUIManager().EnterScriptedMenu( MENU_INVITE_TIMER, null ))
{
NotificationSystem.AddNotification( NotificationType.CONNECT_FAIL_GENERIC, NotificationSystem.DEFAULT_TIME_DISPLAYED );
}
}
else
{
NotificationSystem.AddNotification( NotificationType.JOIN_FAIL_GET_SESSION, NotificationSystem.DEFAULT_TIME_DISPLAYED );
}
}
else
{
NotificationSystem.AddNotification( NotificationType.INVITE_FAIL_SAME_SERVER, NotificationSystem.DEFAULT_TIME_DISPLAYED, "#ps4_already_in_session" );
}
break;
}
case DayZGameState.CONNECTING:
{
g_Game.DisconnectSessionEx(DISCONNECT_SESSION_FLAGS_FORCE);
// Intentionally no break, fall through to connecting
}
default:
{
g_Game.ConnectFromJoin( session_address, session_port );
break;
}
}
}
//! //! Callback function, not implemented
/*void OnGetLobbySession(...)
{
}*/
//! Callback function
/*!
@param error error indicating fail of the async operation. Cannot be OK.
*/
void OnGetSessionError(EBiosError error)
{
OnlineServices.ErrorCaught( error );
m_GetSessionAttempts++;
#ifdef PLATFORM_XBOX
GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( TryGetSession, 100, false, "" );
#endif
#ifdef PLATFORM_PS4
g_Game.DisconnectSessionEx(DISCONNECT_SESSION_FLAGS_JOIN);
#endif
}
//! Callback function
/*!
@param session_address server IP address. Empty if failed.
@param session_port server port. 0 if failed.
@param error error indicating success or fail of the async operation.
*/
void OnEnterGameplaySession(string session_address, int session_port, EBiosError error)
{
if ( !OnlineServices.ErrorCaught( error ) )
{
SetGameplayActivityAsync( session_address, session_port );
if ( OnlineServices.GetPendingInviteList() )
InviteToGameplaySessionAsync( session_address, session_port, OnlineServices.GetPendingInviteList() );
//OnlineServices.GetCurrentServerInfo(session_address, session_port);
}
}
//! Callback function
/*!
@param error error indicating success or fail of the async operation.
*/
void OnLeaveGameplaySession(EBiosError error)
{
}
//! Callback function
/*!
@param error indicating success or fail of the async operation.
*/
void OnShowInviteToGameplaySession(EBiosError error)
{
OnlineServices.ErrorCaught( error );
}
//! Callback function
/*!
@param error indicating success or fail of the async operation.
*/
void OnInviteToGameplaySession(EBiosError error)
{
}
array<string> GetSessionPlayerList()
{
return ClientData.GetSimplePlayerList();
}
};