435 lines
12 KiB
Plaintext
435 lines
12 KiB
Plaintext
classDiagram
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class server_state {
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BUCKET
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}
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class server_events {
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Measurement OnUserConnected
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Measurement OnUserDisconnected
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Measurement PlayerConnected
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Measurement PlayerDisconnected
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Measurement OnUserClientStateChanged
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Measurement OnUserAdminStateChanged
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Measurement OnUserKicked
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Meausrement HandleChatMessage
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Measurement MPEnded
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Measurement EntityCreated
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Measurement EntityKilled
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Measurement GroupCreated
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Measurement GroupDeleted
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Measurement MarkerCreated
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Measurement MarkerDeleted
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Measurement MarkerUpdated
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Measurement Service
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}
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server_state --> running_mission
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class running_mission {
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capture: ServerPoll, 60s
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capture: MissionEH, MPEnded
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tag string profileName
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tag string connectedServer
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field string onLoadName
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field string missionName
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field string missionNameSource
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field string briefingName
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}
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server_state --> view_distance
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class view_distance {
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capture: ServerPoll, 60s
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tag string profileName
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tag string connectedServer
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field string viewDistance
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field string objectViewDistance
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}
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server_state --> server_time
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class server_time {
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capture: ServerPoll, 3s
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tag string profileName
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tag string connectedServer
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field float diag_tickTime
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field int serverTime
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field float timeMultiplier
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field int accTime
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}
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server_state --> running_scripts
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class running_scripts {
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capture: ServerPoll, 3s
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tag string profileName
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tag string connectedServer
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field int spawn_total
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field int execVM_total
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field int exec_total
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field int execFSM_total
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field int pfh_total
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}
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server_state --> entities_local
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class entities_local {
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capture: ServerPoll, 30s
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capture: MissionEH, EntityKilled
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capture: MissionEH, EntityCreated
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capture: MissionEH, GroupCreated
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capture: MissionEH, GroupDeleted
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tag string profileName
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tag string connectedServer
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field int units_alive
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field int units_dead
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field int vehicles_total
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field int groups_total
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}
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server_state --> entities_global
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class entities_global {
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capture: ServerPoll, 30s
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capture: MissionEH, EntityKilled
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capture: MissionEH, EntityCreated
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capture: MissionEH, GroupCreated
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capture: MissionEH, GroupDeleted
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tag string profileName
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tag string connectedServer
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field int units_alive
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field int units_dead
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field int vehicles_total
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field int groups_total
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}
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server_state --> entities_remote
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class entities_remote {
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capture: ServerPoll, 30s
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capture: MissionEH, EntityKilled
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capture: MissionEH, EntityCreated
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capture: MissionEH, GroupCreated
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capture: MissionEH, GroupDeleted
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tag string profileName
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tag string connectedServer
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field int units_alive
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field int units_dead
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field int vehicles_total
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field int groups_total
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}
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server_state --> server_performance
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class server_performance {
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capture: ServerPoll, 1s
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tag string profileName
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tag string connectedServer
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field string fps_avg
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field string fps_min
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}
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server_state --> weather
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class weather {
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capture: ServerPoll, 60s
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tag string profileName
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tag string connectedServer
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field string fog
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field string overcast
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field string rain
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field string humidity
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field string waves
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field string windDir
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field string windStr
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field string gusts
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field string lightnings
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field string moonIntensity
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field string moonPhase
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field string sunOrMoon
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}
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class config_state {
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tag string profileName
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tag string connectedServer
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Measurement mission_config_file
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Measurement addon_options
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Measurement mission_parameters
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}
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config_state --> mission_config_file
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class mission_config_file {
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tag string profileName
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tag string connectedServer
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tag string category [
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mission_info
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respawn
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player_ui
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corpse_and_wreck
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mission_settings
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]
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}
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%% ' link fields in each category
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mission_config_file --> mission_info
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class mission_info {
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tag string profileName
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tag string connectedServer
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field string author
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field string onLoadName
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field string onLoadMission
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field string loadScreen
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%% field string header
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field string gameType
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field int minPlayers
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field int maxPlayers
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field int onLoadIntro
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field int onLoadMissionTime
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field int onLoadIntroTime
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field string briefingName
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field string overviewPicture
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field string overviewText
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field string overviewTextLocked
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}
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mission_config_file --> respawn
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class respawn {
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tag string profileName
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tag string connectedServer
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field string respawn
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field string respawnButton
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field string respawnDelay
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field string respawnVehicleDelay
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field string respawnDialog
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field string respawnOnStart
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field string respawnTemplates
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field string respawnTemplatesWest
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field string respawnTemplatesEast
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field string respawnTemplatesGuer
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field string respawnTemplatesCiv
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field string respawnWeapons
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field string respawnMagazines
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field int reviveMode
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field int reviveUnconsciousStateMode
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field int reviveRequiredTrait
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field int reviveRequiredItems
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field int reviveRequiredItemsFakConsumed
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field int reviveMedicSpeedMultiplier
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field int reviveDelay
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field int reviveForceRespawnDelay
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field int reviveBleedOutDelay
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field int enablePlayerAddRespawn
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}
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mission_config_file --> player_ui
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class player_ui {
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tag string profileName
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tag string connectedServer
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field int overrideFeedback
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field int showHUD
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field int showCompass
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field int showGPS
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field int showGroupIndicator
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field int showMap
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field int showNotePad
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field int showPad
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field int showWatch
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field int showUAVFeed
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field int showSquadRadar
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}
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mission_config_file --> corpse_and_wreck
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class corpse_and_wreck {
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tag string profileName
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tag string connectedServer
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field int corpseManagerMode
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field int corpseLimit
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field int corpseRemovalMinTime
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field int corpseRemovalMaxTime
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field int wreckManagerMode
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field int wreckLimit
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field int wreckRemovalMinTime
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field int wreckRemovalMaxTime
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field int minPlayerDistance
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}
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mission_config_file --> mission_settings
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class mission_settings {
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tag string profileName
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tag string connectedServer
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field int aiKills
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field int briefing
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field int debriefing
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field string disableChannels
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field int disabledAI
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field string disableRandomization
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field List~string~ enableDebugConsole
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field int enableItemsDropping
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field int enableTeamSwitch
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field int forceRotorLibSimulation
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field int joinUnassigned
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field int minScore
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field int avgScore
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field int maxScore
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field string onCheat
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field string onPauseScript
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field int saving
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field int scriptedPlayer
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field int skipLobby
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field int HostDoesNotSkipLobby
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field string missionGroup
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}
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class player_state
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player_state --> player_identity
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class player_identity {
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capture: MissionEH, OnUserConnected
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capture: MissionEH, OnUserDisconnected
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capture: MissionEH, PlayerConnected
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capture: MissionEH, PlayerDisconnected
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capture: MissionEH, OnUserKicked
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tag string connectedServer
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tag string playerUID
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field string playerID
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field string ownerId
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field string playerUID
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field string profileName
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field string displayName
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field string steamName
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field bool isHC
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field bool isJip
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field string roleDescription
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}
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player_state --> player_status
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class player_status {
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capture: MissionEH, OnUserConnected
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capture: MissionEH, OnUserDisconnected
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capture: MissionEH, PlayerConnected
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capture: MissionEH, PlayerDisconnected
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capture: MissionEH, OnUserClientStateChanged
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capture: MissionEH, OnUserAdminStateChanged
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capture: MissionEH, OnUserKicked
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tag string connectedServer
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tag string playerUID
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field int clientStateNumber
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field int adminState
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}
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player_state --> player_performance
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class player_performance {
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capture: ServerPoll
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tag string connectedServer
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tag string playerUID
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field float avgPing
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field float avgBandwidth
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field float desync
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}
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player_state --> unit_inventory
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class unit_inventory {
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capture: InventoryClosedEH
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tag string connectedServer
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tag string playerUID
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field string currentWeapon
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field string uniform
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field string vest
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field string backpack
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field string headgear
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field string goggles
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field string hmd
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field string primaryWeapon
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field string primaryWeaponMagazine
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field string secondaryWeapon
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field string secondaryWeaponMagazine
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field string handgunWeapon
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field string handgunMagazine
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}
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player_state --> unit_state
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class unit_state {
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capture: UnitEH, GetInMan
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capture: UnitEH, GetOutMan
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tag string connectedServer
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tag string playerUID
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field float health
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field bool is_unconscious
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field bool is_cardiac_arrest
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field bool is_captive
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field bool in_vehicle
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field string vehicle_role
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field float speed_kmh
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field string unitTraitX
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field bool unitTraitY
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field int unitTraitZ
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}
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class player_events
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player_events --> Dammaged
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class Dammaged {
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capture: UnitEH, Dammaged
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tag string connectedServer
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tag string playerUID
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field string selection
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field string damage
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field string hitIndex
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field string hitPoint
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field string shooter
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field string projectile
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}
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player_events --> FiredMan
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class FiredMan {
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capture: UnitEH, FiredMan
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tag string connectedServer
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tag string playerUID
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field string weapon
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field string muzzle
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field string mode
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field string ammo
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field string magazine
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field string vehicle
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field string vehicleClass
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}
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player_events --> GetInMan
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class GetInMan {
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capture: UnitEH, GetInMan
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tag string connectedServer
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tag string playerUID
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field string role
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field string vehicle
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field string turret
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}
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player_events --> GetOutMan
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class GetOutMan {
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capture: UnitEH, GetOutMan
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tag string connectedServer
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tag string playerUID
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field string role
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field string vehicle
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field string turret
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}
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player_events --> HandleScore
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class HandleScore {
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capture: UnitEH, HandleScore
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tag string connectedServer
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tag string playerUID
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field int score
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field string object
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field string objectclass
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}
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player_events --> InventoryClosed
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class InventoryClosed {
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capture: UnitEH, InventoryClosed
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tag string connectedServer
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tag string playerUID
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field string currentWeaponClass
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field string uniformClass
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field string vestClass
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field string backpackClass
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field string headgearClass
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field string gogglesClass
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field string hmdClass
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field string primaryWeaponClass
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field string primaryWeaponMagazineClass
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field string secondaryWeaponClass
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field string secondaryWeaponMagazineClass
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field string handgunWeaponClass
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field string handgunMagazineClass
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} |