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PersistenceSystem.c
Go to the documentation of this file.
1
/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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11
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class
PersistenceSystem
: WorldSystem
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{
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static
proto
static
PersistenceSystem
GetInstance();
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proto external
bool
Save(notnull Managed entityOrState,
ESaveGameType
saveType =
ESaveGameType
.MANUAL);
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proto external
void
RequestSpawn(notnull
PersistenceSpawnRequest
spawnRequest,
PersistenceResultCallback
callback = null);
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proto external
void
RequestLoad(notnull
PersistenceLoadRequest
loadRequest,
PersistenceResultCallback
callback = null);
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proto external
IEntity
GetTrackedParent(
IEntity
entity);
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proto external
EPersistenceSystemState
GetState
();
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proto external
bool
IsPrefabDataForced();
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proto external
bool
IsTracked(notnull Managed entityOrState);
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proto external
bool
StartTracking(notnull Managed entityOrState,
bool
lazy =
true
);
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proto external
bool
StopTracking(notnull Managed entityOrState,
bool
removeData =
true
);
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proto external
UUID
GetId(Managed entityOrState);
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proto external
bool
SetId(notnull Managed entityOrState,
UUID
id
,
bool
makeAvailable =
false
);
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proto external Managed FindById(
UUID
id
);
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proto external
PersistenceCollection
FindCollection(
string
resourceOrDisplayName);
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proto external ref
PersistenceConfig
GetConfig
(notnull Managed entityOrState);
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proto external
bool
SetConfig(notnull Managed entityOrState, notnull
PersistenceConfig
config);
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proto external
bool
ReloadConfig(notnull Managed entityOrState);
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proto external
ESerializeResult
SerializeEntity(notnull
IEntity
entity, notnull
SaveContext
context,
SerializerDefaultSpawnData
defaultData = null);
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proto external
IEntity
DeserializeLoadEntity(notnull
IEntity
entity, notnull
LoadContext
context,
bool
allowRecreate =
true
);
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proto external
IEntity
DeserializeSpawnEntity(notnull
LoadContext
context);
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proto external ref
PersistenceDeferredDeserializeTask
AddDeferredDeserializeTask();
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proto external
void
ResolveDeferredDeserializeTaskAfterTime(notnull
PersistenceDeferredDeserializeTask
deferredDeserializeTask,
float
timeSeconds);
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proto external
void
WhenAvailable(
UUID
uuid, notnull
PersistenceWhenAvailableTask
task
,
float
maxWaitSeconds = 0.0,
PersistenceDeferredDeserializeTask
deferredDeserializeTask = null);
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proto external
bool
WasDataLoaded();
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proto external Managed GetPersistentState(
typename
stateType);
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proto external
bool
ShouldKeepSessionData();
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proto external
void
CommitStorage(
typename
storageType,
PersistenceStatusCallback
callback = null);
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proto external
void
ClearStorage(
typename
storageType,
PersistenceStatusCallback
callback = null);
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// callbacks
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event
protected
void
OnStateChanged
(
EPersistenceSystemState
oldState,
EPersistenceSystemState
newState);
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event
protected
void
OnBeforeSave
(
ESaveGameType
saveType);
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event
protected
void
OnAfterSave
(
ESaveGameType
saveType,
bool
success);
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event
protected
void
OnAfterLoad
(
bool
success);
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event
protected
void
HandleDelete
(
IEntity
entity);
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}
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GetConfig
ResourceName GetConfig()
Definition
SCR_PlayerCommandsConfig.c:13
task
from task
Definition
SCR_TaskNotificationConfigs.c:12
IEntity
Definition
IEntity.c:13
LoadContext
Definition
LoadContext.c:17
PersistenceCollection
Definition
PersistenceCollection.c:13
PersistenceConfig
Definition
PersistenceConfig.c:13
PersistenceDeferredDeserializeTask
Definition
PersistenceDeferredDeserializeTask.c:13
PersistenceLoadRequest
Definition
PersistenceLoadRequest.c:13
PersistenceResultCallback
Definition
PersistenceResultCallback.c:14
PersistenceSpawnRequest
Definition
PersistenceSpawnRequest.c:13
PersistenceStatusCallback
Definition
PersistenceStatusCallback.c:14
PersistenceSystem
Definition
PersistenceSystem.c:13
PersistenceSystem::OnAfterLoad
void OnAfterLoad(bool success)
Called after initial world load completed. Success = false indicates fatal deserialization which is l...
PersistenceSystem::OnBeforeSave
void OnBeforeSave(ESaveGameType saveType)
Called before save data is being read (and comitted).
PersistenceSystem::OnStateChanged
void OnStateChanged(EPersistenceSystemState oldState, EPersistenceSystemState newState)
PersistenceSystem::HandleDelete
void HandleDelete(IEntity entity)
PersistenceSystem::OnAfterSave
void OnAfterSave(ESaveGameType saveType, bool success)
PersistenceWhenAvailableTask
Definition
PersistenceWhenAvailableTask.c:14
SaveContext
Definition
SaveContext.c:17
SerializerDefaultSpawnData
Collection of data to avoid writing known defaults during serialization.
Definition
SerializerDefaultSpawnData.c:14
UUID
Definition
UUID.c:28
GetState
proto external EParticleEffectState GetState()
Definition
SCR_BaseEntitiesEditorUIEffect.c:32
ESaveGameType
ESaveGameType
Definition
ESaveGameType.c:13
ESerializeResult
ESerializeResult
Definition
ESerializeResult.c:13
EPersistenceSystemState
EPersistenceSystemState
Definition
EPersistenceSystemState.c:13
scripts
Game
generated
Plugins
Persistence
System
PersistenceSystem.c
Generated by
1.17.0