- Route bank sync payloads through the client bridge - Refresh account state without rebuilding the full session - Split CAD dispatcher UI into modular source files
85 lines
2.1 KiB
Plaintext
85 lines
2.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* File: fnc_saveHotState.sqf
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* Author: IDSolutions
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* Date: 2026-04-01
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* Public: No
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*
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* Description:
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* Flushes extension-backed hot state for a single UID or every known UID.
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*
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* Arguments:
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* 0: UID to flush. Empty string flushes all known players. <STRING>
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*
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* Return Value:
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* True if the flush routine completed. <BOOL>
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*/
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params [["_uid", "", [""]]];
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private _uids = [];
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if (_uid isEqualTo "") then {
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{
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if (isNull _x) then { continue; };
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private _playerUid = getPlayerUID _x;
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if (_playerUid isNotEqualTo "") then {
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_uids pushBackUnique _playerUid;
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};
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} forEach allPlayers;
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if !(isNil QEGVAR(actor,Registry)) then {
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{
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if (_x isNotEqualTo "") then {
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_uids pushBackUnique _x;
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};
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} forEach keys EGVAR(actor,Registry);
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};
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} else {
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_uids pushBack _uid;
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};
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{
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private _flushUid = _x;
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if (_flushUid isEqualTo "") then { continue; };
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private _orgID = "default";
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if !(isNil QEGVAR(org,OrgStore)) then {
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_orgID = EGVAR(org,OrgStore) call ["resolveOrgIdForUid", [_flushUid]];
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if (_orgID isEqualTo "") then {
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_orgID = "default";
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};
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};
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if !(isNil QEGVAR(actor,ActorStore)) then {
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EGVAR(actor,ActorStore) call ["snapshot", [_flushUid]];
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EGVAR(actor,ActorStore) call ["save", [_flushUid]];
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};
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if !(isNil QEGVAR(bank,BankStore)) then {
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EGVAR(bank,BankStore) call ["save", [_flushUid]];
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};
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if !(isNil QEGVAR(locker,LockerStore)) then {
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EGVAR(locker,LockerStore) call ["save", [_flushUid]];
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};
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if !(isNil QEGVAR(locker,VAStore)) then {
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EGVAR(locker,VAStore) call ["save", [_flushUid]];
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};
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if !(isNil QEGVAR(garage,GarageStore)) then {
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EGVAR(garage,GarageStore) call ["save", [_flushUid]];
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};
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if !(isNil QEGVAR(garage,VGarageStore)) then {
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EGVAR(garage,VGarageStore) call ["save", [_flushUid]];
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};
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if !(isNil QEGVAR(org,OrgStore)) then {
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EGVAR(org,OrgStore) call ["saveById", [_orgID]];
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};
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} forEach _uids;
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true
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