Свойство | Тип | Описание | |
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ScriptParameterTypes | System.Type[] |
Метод | Описание | |
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ACR_ServerCommunicator ( [ Intrinsics, [ Host ) : System | ||
DispatchPeriodicEvents ( ) : void |
Called to periodically dispatch events on the main thread.
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GetDatabase ( ) : |
Get the associated database object, creating it on demand if required.
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GetLastTellFromPlayerId ( uint PlayerObject ) : int |
Get the last receive tell from player id for a player.
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GetLastTellToPlayerId ( uint PlayerObject ) : int |
Get the last send tell to player id for a player.
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GetLocalPlayerByAccountName ( string AccountName ) : uint |
Get a local player by account name.
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GetLocalPlayerByFirstName ( string FirstName ) : uint |
Get a local player by (ambiguous) first name lookup.
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GetLocalPlayerByName ( string First, string Last ) : uint |
Get a local player by character name.
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GetPlayerState ( uint PlayerObjectId ) : |
Look up the player state for a player in the internal lookup table.
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GetServerName ( int ServerId ) : string |
Get the name of a server.
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IsCrossServerNotificationEnabled ( uint PlayerObject ) : bool |
Get whether a player wishes to receive cross server event notifications.
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RunScriptOnServer ( int DestinationServerID, string ScriptName, string ScriptArgument ) : void |
Run a script on a remote server. The script must exist on the server. If acknowledgement is desired, it must be implemented in the form of a reply IPC request initiated by the script invoked. A script executed by this function must follow this prototype: void main(int SourceServerID, string Argument);
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ScriptMain ( [ ScriptParameters, [ DefaultReturnCode ) : |
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SendInfrastructureDiagnosticIrcMessage ( string Message ) : void |
Send an infrastructure diagnostic notification message to the default IRC gateway and default error notify IRC recipient.
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SendInfrastructureIrcMessage ( string Message ) : void |
Send an infrastructure notification message to the default IRC gateway and recipient.
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SetCrossServerNotificationsEnabled ( uint PlayerObject, bool Enabled ) : void |
Sets whether a player wishes to receive cross server event notifications.
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SetLastTellFromPlayerId ( uint PlayerObject, int PlayerId ) : void |
Set the last receive tell from player id for a player.
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SetLastTellToPlayerId ( uint PlayerObject, int PlayerId ) : void |
Set the last send tell to player id for a player.
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TryGetPlayerState ( uint PlayerObjectId ) : |
Look up the player state for a player in the internal lookup table.
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Метод | Описание | |
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ACR_PopulateChatSelect ( uint PlayerObject ) : void |
Populate the chat select GUI. This may be called as part of the enter event or the opening of the chat select GUI
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ACR_ServerCommunicator ( [ Other ) : System | ||
ActivateServerToServerPortal ( int ServerId, int PortalId, uint PlayerObjectId ) : void |
Activate a server-to-server portal transfer to a remote server.
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CommandDispatchLoop ( ) : void |
This method periodically runs as a DelayCommand continuation. Its purpose is to check for commands from the worker thread and dispatch them as appropriate.
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ConfigureWer ( ) : void |
Configure Windows Error Reporting as appropriate.
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ConfirmModuleOnline ( ) : bool |
Check if this module is permitted to come online. Modules can be restricted to only being hosted by a particular machine in recovery scenarios to prevent an automatically started server instance on another machine from coming online inadvertently.
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CreatePlayerState ( uint PlayerObjectId ) : void |
Create a new player state object for a PC. It is assumed that there is no pre-existing state object for the PC yet.
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DeletePlayerState ( uint PlayerObjectId ) : void |
Remove the player state object for an outgoing PC.
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DisableCharacterSave ( uint PlayerObjectId ) : bool |
This method asks the vault plugin to blackhole the next character save for a given file name. The blackhole is removed at login time by the client enter handler.
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DrainCommandQueue ( ) : void |
This method drains items from the IPC thread command queue, i.e. those actions that must be performed in a script context because they need to call script APIs.
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EnableCharacterSave ( uint PlayerObjectId ) : bool |
This method asks the vault plugin to remove any blackhole to stop character saves for a given file name.
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EnqueueExecuteQuery ( string Query ) : void |
Enqueue an execute-only (no return value) query to the query thread.
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GameDifficultyCheck ( ) : void |
This method periodically runs as a DelayCommand continuation. Its purpose is to check for an appropriate game difficulty level.
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GetNetworkManager ( ) : ACR_ServerCommunicator.ServerNetworkManager |
Get the overarching network management subsystem.
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GetPlayerByAccountName ( string AccountName ) : ACR_ServerCommunicator.GamePlayer |
Get a global player by account name.
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GetPlayerByFirstName ( string FirstName ) : ACR_ServerCommunicator.GamePlayer |
Get a global player by (ambiguous) first name lookup. Note that only locally resolveable players can be searched with the ambiguous lookup mode.
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GetPlayerByName ( string First, string Last ) : ACR_ServerCommunicator.GamePlayer |
Get a global player by character name.
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GetPlayerLatency ( uint PlayerObject ) : int |
Get the last reported latency measurement for a player.
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HandleChatEvent ( int ChatMode, string ChatText, uint SenderObjectId ) : int |
This method filters module chat events. Its purpose is to check for commands internal to the server-to-server communication system and dispatch these as appropriate.
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HandleClientEnter ( uint PlayerObject ) : void |
This method handles ClientEnter events and sends the banner to the entering PC.
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HandleClientLeave ( uint PlayerObject ) : void |
This method handles ClientLeave events and cleans up local player state for the outgoing PC.
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HandleLatencyCheckResponse ( uint PlayerObject ) : void |
Handle the client's check-in response to a latency test.
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HandleQuarantinePlayer ( uint PlayerObjectId ) : bool |
This method is called when a player is being quarantined. Its purpose is to check configuration to identify whether the player should have saves disabled, and, if so, disable saves for the in quarantine player.
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InitializeServerCommunicator ( ) : void |
This method initializes the server communicator (one-time startup processing).
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IsCharacterSpooled ( uint PlayerObjectId ) : bool |
This method checks if the player object has a character file that is still in the spool, waiting for remote upload.
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IsServerOnline ( int ServerId ) : bool |
Check whether a server is online.
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IsServerPublic ( int ServerId ) : bool |
Check whether a server is marked as public.
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ListOnlineServers ( uint PlayerObject ) : void |
Send a textural description of the online server list to a player on the local server.
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ListOnlineUsers ( uint PlayerObject ) : void |
Send a textural description of the online player list to player on the local server.
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ParseSendIrcMessage ( string Text, uint SenderObjectId ) : void |
Parse out a #ircmsg [recipient] [msg] command and act on it.
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PatchContentFiles ( ) : void |
Apply content patches as appropriate.
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PollModuleOnlineAllowed ( ) : void |
Set up a polling cycle to check for whether the module is allowed to come online.
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PortalStatusCheck ( uint PlayerObjectId, |
This method periodically notifies the player of the current portal status until the portal attempt completes (or is aborted).
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ProcessTellCommand ( string Start, uint SenderObjectId, TELL_TYPE TellType ) : void |
Parse and act on a tell style internal command.
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RecordModuleResources ( ) : void |
Discover and record resources located in the module proper, and log them to the database.
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ResolveCharacterNameToPlayerId ( string CharacterName ) : int |
Look up a character by name and return the owning player id. The local cache (only) is queried. If the character was not in the local cache (which implies that the player was not online), then no query to the database is made and 0 is returned.
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ResolvePlayerIdToServerId ( int PlayerId ) : int |
Look up a player by player id and return the server id of their primary logged on character. If the player isn't logged on or the player id was invalid, zero is returned.
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ResolvePlayerName ( string PlayerName ) : int |
Look up a player by name and return the character id. The local cache (only) is queried. If the player was not in the local cache (which implies that the player was not online), then no query to the database is made and 0 is returned.
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RunPatchInitScript ( ) : void |
Call a predefined patch initialization script at startup time. The script is never included in a hak or module, but only distributed by the content patch system. It may or may not actually be present but if it is present, it would typically reside in override. The purpose of the function is to give a hotfix script a chance to hook callbacks in the game world if necessary.
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RunUpdateServerExternalAddress ( ) : void |
This method checks if an external hostname update is ready. If so, then the database is updated.
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SendFeedbackError ( uint PlayerObjectId, string Message ) : void |
Send a feedback error message to a player.
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SendIrcMessage ( int GatewayId, string Recipient, uint SenderObjectId, string Message ) : void |
Send an IRC message via an IRC gateway.
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SendServerToServerTell ( uint SenderObjectId, ACR_ServerCommunicator.GamePlayer SenderPlayer, ACR_ServerCommunicator.GamePlayer RecipientPlayer, string Message ) : void |
This method initiates a server-to-server tell.
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SendTellReply ( uint SenderObjectId, string Message, bool ReTell ) : void |
This method sends a reply tell to the last tell sender.
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ShowHelp ( uint PlayerObject ) : void |
This method sends command help text to a player.
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ShowInternalState ( uint PlayerObject ) : void |
This method dumps the internal state of the game world manager out.
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ShowLastLoginTime ( uint PlayerObject, string Name ) : void |
This method looks up the last login time for a player.
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ShowRecordData ( uint PlayerObject, string Name ) : void |
This method looks up various data records for a player.
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ShowServerLatency ( uint PlayerObject ) : void |
This method sends a description of the server's latency characteristics to a player.
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ShowServerUptime ( uint PlayerObject ) : void |
This method sends the server uptime to a player.
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SignalIPCEvent ( int SourcePlayerId, int SourceServerId, int DestinationPlayerId, int DestinationServerId, int EventType, string EventText ) : void |
Signal an IPC event to a server's IPC event queue.
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StartAccountAssociationCheck ( uint PlayerObject ) : void |
Start a check to determine whether the player has associated a forum account in the database. The check runs asynchronously to avoid blocking the main thread.
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UpdatePlayerLatency ( uint PlayerObject ) : void |
This method requests an update for player latency for a given player object.
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UpdateServerExternalAddress ( ) : void |
This method periodically runs as a DelayCommand continuation. Its purpose is to refresh the database's view of our network address, so that server-to-server portals still function if the external address changes without a server process restart.
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public ACR_ServerCommunicator ( [ Intrinsics, [ Host ) : System | ||
Intrinsics | [ | |
Host | [ | |
Результат | System |
public GetLastTellFromPlayerId ( uint PlayerObject ) : int | ||
PlayerObject | uint | |
Результат | int |
public GetLastTellToPlayerId ( uint PlayerObject ) : int | ||
PlayerObject | uint | Supplies the player whose last send tell /// to player id is to be retrieved. |
Результат | int |
public GetLocalPlayerByAccountName ( string AccountName ) : uint | ||
AccountName | string | Supplies the account name to look for. /// |
Результат | uint |
public GetLocalPlayerByFirstName ( string FirstName ) : uint | ||
FirstName | string | Supplies the first name to search for. /// |
Результат | uint |
public GetLocalPlayerByName ( string First, string Last ) : uint | ||
First | string | Supplies the character first name. |
Last | string | Optionally supplies the character last name. /// |
Результат | uint |
public GetPlayerState ( uint PlayerObjectId ) : |
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PlayerObjectId | uint | Supplies the PC object id to look up. /// |
Результат |
public GetServerName ( int ServerId ) : string | ||
ServerId | int | Supplies the id of the server to /// query. |
Результат | string |
public IsCrossServerNotificationEnabled ( uint PlayerObject ) : bool | ||
PlayerObject | uint | Supplies the PC object to query. |
Результат | bool |
public RunScriptOnServer ( int DestinationServerID, string ScriptName, string ScriptArgument ) : void | ||
DestinationServerID | int | Supplies the destination server /// ID. |
ScriptName | string | Supplies the name of the script. |
ScriptArgument | string | Supplies an optional argument to pass /// to the script. |
Результат | void |
public ScriptMain ( [ ScriptParameters, [ DefaultReturnCode ) : |
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ScriptParameters | [ | |
DefaultReturnCode | [ | |
Результат |
public SendInfrastructureDiagnosticIrcMessage ( string Message ) : void | ||
Message | string | Supplies the message to send. |
Результат | void |
public SendInfrastructureIrcMessage ( string Message ) : void | ||
Message | string | Supplies the message to send. |
Результат | void |
public SetCrossServerNotificationsEnabled ( uint PlayerObject, bool Enabled ) : void | ||
PlayerObject | uint | Supplies the PC object to adjust the /// notification state of. |
Enabled | bool | Supplies true if the PC wishes to receive /// cross server notifications, else false if the PC doesn't want to /// receive them. |
Результат | void |
public SetLastTellFromPlayerId ( uint PlayerObject, int PlayerId ) : void | ||
PlayerObject | uint | Supplies the player to set the value /// for. |
PlayerId | int | Supplies the player id that last sent a tell /// to the player. |
Результат | void |
public SetLastTellToPlayerId ( uint PlayerObject, int PlayerId ) : void | ||
PlayerObject | uint | Supplies the player that sent the /// tell. |
PlayerId | int | Supplies the player id that the player last /// sent a tell to. |
Результат | void |
public TryGetPlayerState ( uint PlayerObjectId ) : |
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PlayerObjectId | uint | Supplies the PC object id to look up. /// |
Результат |