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https://github.com/FlightControl-Master/MOOSE.git
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#EVENT #NET
* On a MP server, added IniPlayerUCID and TgtPlayerUCID to the EventData structure (filled in applicable Events)
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@@ -5,7 +5,7 @@
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-- ===
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--
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-- ### Author: **Applevangelist**
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-- # Last Update June 2023
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-- # Last Update Oct 2023
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--
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-- ===
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--
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@@ -35,6 +35,7 @@ do
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-- @field #number id
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-- @field #number side
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-- @field #number slot
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-- @field #numner timestamp
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--- Encapsules multiplayer environment scripting functions from [net](https://wiki.hoggitworld.com/view/DCS_singleton_net)
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-- with some added FSM functions and options to block/unblock players in MP environments.
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@@ -42,7 +43,7 @@ do
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-- @field #NET
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NET = {
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ClassName = "NET",
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Version = "0.1.2",
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Version = "0.1.3",
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BlockTime = 600,
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BlockedPilots = {},
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BlockedUCIDs = {},
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@@ -205,7 +206,7 @@ function NET:_EventHandler(EventData)
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-- Joining
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if data.id == EVENTS.PlayerEnterUnit or data.id == EVENTS.PlayerEnterAircraft then
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self:T(self.lid.."Pilot Joining: "..name.." | UCID: "..ucid)
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self:T(self.lid.."Pilot Joining: "..name.." | UCID: "..ucid.." | Event ID: "..data.id)
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-- Check for blockages
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local blocked = self:IsAnyBlocked(ucid,name,PlayerID,PlayerSide,PlayerSlot)
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@@ -213,15 +214,18 @@ function NET:_EventHandler(EventData)
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-- block pilot
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local outcome = net.force_player_slot(tonumber(PlayerID), 0, '' )
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else
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self.KnownPilots[name] = {
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name = name,
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ucid = ucid,
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id = PlayerID,
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side = PlayerSide,
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slot = PlayerSlot,
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}
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local client = CLIENT:FindByPlayerName(name) or data.IniUnit
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self:__PlayerJoined(1,client,name)
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if not self.KnownPilots[name] or (self.KnownPilots[name] and TNow-self.KnownPilots[name].timestamp > 3) then
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self:__PlayerJoined(1,client,name)
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self.KnownPilots[name] = {
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name = name,
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ucid = ucid,
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id = PlayerID,
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side = PlayerSide,
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slot = PlayerSlot,
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timestamp = TNow,
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}
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end
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return self
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end
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end
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@@ -466,11 +470,9 @@ end
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-- @return #number PlayerID or nil
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function NET:GetPlayerIDByName(Name)
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if not Name then return nil end
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local playerList = self:GetPlayerList()
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self:T({playerList})
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local playerList = net.get_player_list()
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for i=1,#playerList do
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local playerName = net.get_name(i)
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self:T({playerName})
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if playerName == Name then
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return playerList[i]
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end
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