Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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PersistenceSystem.c
Go to the documentation of this file.
1/*
2===========================================
3Do not modify, this script is generated
4===========================================
5*/
6
11
12class PersistenceSystem: WorldSystem
13{
14 static proto static PersistenceSystem GetInstance();
19 proto external bool Save(notnull Managed entityOrState, ESaveGameType saveType = ESaveGameType.MANUAL);
21 proto external void RequestSpawn(notnull PersistenceSpawnRequest spawnRequest, PersistenceResultCallback callback = null);
23 proto external void RequestLoad(notnull PersistenceLoadRequest loadRequest, PersistenceResultCallback callback = null);
25 proto external IEntity GetTrackedParent(IEntity entity);
27 proto external EPersistenceSystemState GetState();
29 proto external bool IsPrefabDataForced();
31 proto external bool IsTracked(notnull Managed entityOrState);
38 proto external bool StartTracking(notnull Managed entityOrState, bool lazy = true);
40 proto external bool StopTracking(notnull Managed entityOrState, bool removeData = true);
42 proto external UUID GetId(Managed entityOrState);
49 proto external bool SetId(notnull Managed entityOrState, UUID id, bool makeAvailable = false);
51 proto external Managed FindById(UUID id);
53 proto external PersistenceCollection FindCollection(string resourceOrDisplayName);
59 proto external ref PersistenceConfig GetConfig(notnull Managed entityOrState);
64 proto external bool SetConfig(notnull Managed entityOrState, notnull PersistenceConfig config);
69 proto external bool ReloadConfig(notnull Managed entityOrState);
71 proto external ESerializeResult SerializeEntity(notnull IEntity entity, notnull SaveContext context, SerializerDefaultSpawnData defaultData = null);
76 proto external IEntity DeserializeLoadEntity(notnull IEntity entity, notnull LoadContext context, bool allowRecreate = true);
78 proto external IEntity DeserializeSpawnEntity(notnull LoadContext context);
85 proto external ref PersistenceDeferredDeserializeTask AddDeferredDeserializeTask();
87 proto external void ResolveDeferredDeserializeTaskAfterTime(notnull PersistenceDeferredDeserializeTask deferredDeserializeTask, float timeSeconds);
97 proto external void WhenAvailable(UUID uuid, notnull PersistenceWhenAvailableTask task, float maxWaitSeconds = 0.0, PersistenceDeferredDeserializeTask deferredDeserializeTask = null);
99 proto external bool WasDataLoaded();
100 proto external Managed GetPersistentState(typename stateType);
102 proto external bool ShouldKeepSessionData();
108 proto external void CommitStorage(typename storageType, PersistenceStatusCallback callback = null);
113 proto external void ClearStorage(typename storageType, PersistenceStatusCallback callback = null);
114
115 // callbacks
116
117 event protected void OnStateChanged(EPersistenceSystemState oldState, EPersistenceSystemState newState);
119 event protected void OnBeforeSave(ESaveGameType saveType);
125 event protected void OnAfterSave(ESaveGameType saveType, bool success);
127 event protected void OnAfterLoad(bool success);
134 event protected void HandleDelete(IEntity entity);
135}
136
ResourceName GetConfig()
void OnAfterLoad(bool success)
Called after initial world load completed. Success = false indicates fatal deserialization which is l...
void OnBeforeSave(ESaveGameType saveType)
Called before save data is being read (and comitted).
void OnStateChanged(EPersistenceSystemState oldState, EPersistenceSystemState newState)
void HandleDelete(IEntity entity)
void OnAfterSave(ESaveGameType saveType, bool success)
Collection of data to avoid writing known defaults during serialization.
Definition UUID.c:28
proto external EParticleEffectState GetState()
ESaveGameType
ESerializeResult
EPersistenceSystemState