79 lines
3.3 KiB
Ucode
79 lines
3.3 KiB
Ucode
//==============================================================================
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// NicePack / NiceRemoteDataAdapter
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//==============================================================================
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// Temporary stand-in for future functionality.
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// Use this class to catch events from storages.
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceRemoteDataAdapter extends Object
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dependson(NiceStorageBase);
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var LevelInfo level;
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static function DataCreated(string dataID);
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// Called on clients the moment client storage connects to the server one.
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static function LinkEstablished();
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// Called on client after server responds to his request
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// to check if certain data exists.
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static function DataExistResponse(string dataID, bool doesExist);
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// Called on client after server responds to his connection request.
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static function ConnectionRequestResponse
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( string dataID,
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NiceStorageBase.ECreateDataResponse response
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);
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// Fired-off when writing rights to a certain data were granted.
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// Always called on server.
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// Only called on client that gained writing rights.
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static function WriteAccessGranted( string dataID,
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NicePlayerController newOwner);
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// Fired-off when server refused to grant writing rights to data.
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// Always called on server.
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// Only called on client that tried to gain writing rights.
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static function WriteAccessRevoked( string dataID,
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NicePlayerController newOwner);
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// Fired-off when writing rights to a certain data were revoked.
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// Always called on server.
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// Only called on client that lost writing rights.
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static function WriteAccessRefused( string dataID,
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NicePlayerController newOwner);
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// Fired off on client when server finished sending him all the info about
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// particular data set.
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static function DataUpToDate(string dataID);
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// Fire off on server and listening clients when
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// a particular variable was updated.
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static function VariableUpdated( string dataID,
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string varName);
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static function BoolVariableUpdated(string dataID,
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string varName,
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bool newValue);
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static function ByteVariableUpdated(string dataID,
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string varName,
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byte newValue);
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static function IntVariableUpdated( string dataID,
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string varName,
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int newValue);
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static function FloatVariableUpdated( string dataID,
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string varName,
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float newValue);
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static function StringVariableUpdated( string dataID,
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string varName,
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string newValue);
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static function ClassVariableUpdated( string dataID,
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string varName,
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class<Actor> newValue);
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defaultproperties
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{
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} |