NicePack/sources/Data/NiceRemoteDataAdapter.uc
2020-02-16 19:53:59 +07:00

79 lines
3.3 KiB
Ucode

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