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Room.c
Go to the documentation of this file.
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/*
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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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sealed
class
Room
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{
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private
void
Room();
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private
void
~Room();
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/*
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\brief Returns true for official dedicated server and false for community servers.
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*/
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proto external
bool
Official();
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/*
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\brief Does the server require a password to join.
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*/
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proto external
bool
PasswordProtected();
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/*
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\brief Returns false if the server is not ready to receive players (e.g. is restarting / has some network issues / just crashed etc.)
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*/
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proto external
bool
Joinable();
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/*
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\brief Load informations about hosted addons. User has to be authorized first.
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*/
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proto external
void
LoadDownloadList(
BackendCallback
callback);
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/*
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\brief Is the list of hosted addons ready or should we load it (LoadDownloadList)
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*/
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proto external
bool
IsDownloadListLoaded();
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/*
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\brief Returns supported game version of server
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*/
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proto external
string
GameVersion();
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/*
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\brief Returns region in which server is located
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*/
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[
Obsolete
()]
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proto external
string
Region();
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/*
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\brief Returns name of server
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*/
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proto external
string
Name();
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/*
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\brief Returns name of scenario on server
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*/
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proto external
string
ScenarioName();
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/*
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\brief Addon that contains the hosted scenario
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*/
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proto external
Dependency
HostScenarioMod();
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/*
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\brief Returns IP address of server
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*/
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proto external
string
HostAddress();
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/*
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\brief Specifies type of server. Check backend documentation for specific values.
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*/
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proto external
string
HostType();
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/*
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\brief BI-account name of the server owner (if known)
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*/
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[
Obsolete
()]
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proto external
string
OwnerName();
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/*
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\brief Returns Gamemode name on the server
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*/
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[
Obsolete
()]
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proto external
string
GameMode();
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/*
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\brief Issue Join request to the server. On Successful result can initiate transition to the server.
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*/
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proto external
void
Join(
BackendCallback
callback,
JsonApiStruct
params
);
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/*
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\brief Returns maximum number of players allowed on the server.
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*/
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proto external
int
PlayerLimit();
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/*
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\brief Returns current count of players on the server.
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*/
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proto external
int
PlayerCount();
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/*
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\returns maximum size of the join queue.
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*/
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proto external
int
GetQueueMaxSize();
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/*
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\returns current size (how many slots are used) of the join queue.
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*/
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proto external
int
GetQueueSize();
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/*
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\brief Get current position of user in join queue
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\returns int value of current position or -1 if user is not in queue of this room
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*/
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proto external
int
GetQueueUserPosition();
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/*
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\brief Get average time (in seconds) to wait before user is moved by one position in this queue.
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\note Value calculation is based on how long in average it took previous people in queue to join the server.
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It is just estimation and might not represent real waiting time.
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\returns int value of seconds or -1 if there wasn't enough data to compute this value
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*/
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proto external
int
GetQueueAvgWaitTime();
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/*
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\brief Get time (in seconds) of how long you are in queue since joining it.
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\returns int value of seconds or -1 if you are not in the queue
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*/
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proto external
int
GetQueueJoinTime();
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/*
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\brief Get time (in seconds) of how long ago you last moved in queue.
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\returns int value of seconds or -1 if you did not moved yet
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*/
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proto external
int
GetQueueLastMoveTime();
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/*
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\brief Set BackendCallback which will be used in periodical polls in queue
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*/
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proto external
void
SetQueueBackendCallback(
BackendCallback
callback);
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/*
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\brief Leave join queue
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*/
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proto external
void
LeaveJoinQueue();
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/*
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\brief Get the list of addons that are present on the server.
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\note Available just if IsAuthorized() returns true
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*/
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proto external
void
GetItems(out notnull array<Dependency> items);
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/*
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\brief Returns true of server has mods
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*/
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proto external
bool
IsModded();
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/*
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\brief Sets favorite state for the server
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*/
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proto external
void
SetFavorite(
bool
favorite,
BackendCallback
callback);
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/*
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\brief Returns true if server is flagged as favorite
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*/
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proto external
bool
IsFavorite();
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/*
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\brief Are client's mods the same as in this room?
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*/
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proto external
bool
IsClientReady();
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/*
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\brief Returns true if server is flagged as crossplatform
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*/
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proto external
bool
IsCrossPlatform();
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/*
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\brief Returns MissionWorkshopItem of currently hosted scenario on the server
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*/
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proto external
MissionWorkshopItem
HostScenario();
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/*
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\brief Get the last measured ping value.
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\note The ping is measured between client and a ping site that is assigned to the server.
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*/
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proto external
float
GetPing();
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/*
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\brief Returns true if server is protected by BattlEye
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*/
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proto external
bool
HasBattlEye();
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proto external
bool
IsAuthorized();
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/*
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\brief Verify if input password is valid and if it is then authorize client
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*/
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proto external
void
VerifyPassword(
string
password,
BackendCallback
callback);
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/*
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\brief Check if client is authorized with previous server - used in case of reconnect without need of reentering the password
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*/
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proto external
void
CheckAuthorization(
BackendCallback
callback);
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}
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params
category params
Definition
SCR_SpherePointGeneratorPreviewComponent.c:21
BackendCallback
Definition
Backend_Storage.c:5
Dependency
Definition
Dependency.c:29
JsonApiStruct
base classes for filtering in server browser
Definition
SCR_FeedbackDialogUI.c:3
MissionWorkshopItem
Definition
MissionWorkshopItem.c:13
Obsolete
typedef Obsolete
Definition
HelicopterAutopilotHelperComponent.c:16
scripts
GameLib
generated
online
Room.c
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