Use arrays for client init states, not client data
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@@ -107,9 +107,9 @@ function updatePlayerPing(client) {
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// ===========================================================================
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function playerClientReady(client) {
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setEntityData(client, "vrr.isReady", true, false);
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logToConsole(LOG_DEBUG, `${getPlayerDisplayForConsole(client)}'s client resources are downloaded and ready!`);
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if(getEntityData(client, "vrr.isStarted") == true) {
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playerResourceReady[client.index] = true;
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logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s client resources are downloaded and ready! Started: ${getYesNoFromBool(playerResourceStarted[client.index])}`);
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if(playerResourceStarted[client.index] == true) {
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initClient(client);
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}
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}
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@@ -117,16 +117,16 @@ function playerClientReady(client) {
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// ===========================================================================
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function playerGUIReady(client) {
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setEntityData(client, "vrr.guiReady", true, false);
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logToConsole(LOG_DEBUG, `${getPlayerDisplayForConsole(client)}'s client GUI is initialized and ready!`);
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playerGUI[client.index] = true;
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logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s client GUI is initialized and ready!`);
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}
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// ===========================================================================
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function playerClientStarted(client) {
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setEntityData(client, "vrr.isStarted", true, false);
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logToConsole(LOG_DEBUG, `${getPlayerDisplayForConsole(client)}'s client resources are started and running!`);
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if(getEntityData(client, "vrr.isReady") == true) {
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playerResourceStarted[client.index] = true;
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logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s client resources are started and running! Ready: ${getYesNoFromBool(playerResourceReady[client.index])}`);
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if(playerResourceReady[client.index] == true) {
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initClient(client);
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}
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}
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@@ -134,7 +134,7 @@ function playerClientStarted(client) {
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// ===========================================================================
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function playerClientStopped(client) {
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logToConsole(LOG_DEBUG, `${getPlayerDisplayForConsole(client)}'s client resources have stopped (possibly error?). Kicking them from the server ...`);
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logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s client resources have stopped (possibly error?). Kicking them from the server ...`);
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disconnectPlayer(client);
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}
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@@ -1100,6 +1100,18 @@ function sendHouseToPlayer(client, houseId, description, entrancePosition, blipM
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// ==========================================================================
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function sendJobToPlayer(client, jobId, jobLocationId, name, position) {
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sendNetworkEventToPlayer("vrr.job", client, jobId, jobLocationId, name, position);
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}
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// ==========================================================================
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function sendVehicleToPlayer(client, vehicleId, model, position, heading, colour1, colour2, colour3, colour4) {
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sendNetworkEventToPlayer("vrr.vehicle", client, vehicleId, model, position, heading, colour1, colour2, colour3, colour4);
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}
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// ==========================================================================
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function sendAllBusinessesToPlayer(client) {
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let businesses = getServerData().businesses;
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for(let i in businesses) {
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@@ -1119,12 +1131,21 @@ function sendAllHousesToPlayer(client) {
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// ==========================================================================
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function sendAllJobsToPlayer(client) {
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//let jobs = getServerData().jobs;
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//for(let i in jobs) {
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// for(let j in jobs[i].locations) {
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// sendJobToPlayer(client, jobs[i].index, jobs[i].name, jobs[i].locations[j].position, jobs[i].blipModel);
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// }
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//}
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let jobs = getServerData().jobs;
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for(let i in jobs) {
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for(let j in jobs[i].locations) {
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sendJobToPlayer(client, jobs[i].index, jobs[i].locations[j].index, jobs[i].name, jobs[i].locations[j].position, jobs[i].blipModel);
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}
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}
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}
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// ==========================================================================
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function sendAllVehiclesToPlayer(client) {
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let vehicles = getServerData().vehicles;
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for(let i in vehicles) {
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sendVehicleToPlayer(client, vehicles[i].index, vehicles[i].model, vehicles[i].syncPosition, vehicles[i].syncHeading, vehicles[i].colour1, vehicles[i].colour2, vehicles[i].colour3, vehicles[i].colour4);
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}
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}
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// ==========================================================================
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