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local syncOptions -- Choice of repository, network share, or perforce fetch for new gamedata
local SERVER_DATA = 1
local serverStatusStrings =
{
[ SERVER_STATUS_DOWN ] = SI_SERVER_STATUS_DOWN ,
[ SERVER_STATUS_UP ] = SI_SERVER_STATUS_UP ,
[ SERVER_STATUS_OUT ] = SI_SERVER_STATUS_OUT ,
[ SERVER_STATUS_LOCKED ] = SI_SERVER_STATUS_LOCKED ,
}
local STATUS_COLORS =
{
}
end
local serverSortKeys =
{
[ "name" ] = { } ,
[ "status" ] = { tiebreaker = "name" } ,
}
local currentSortKey = "name"
local currentSortOrder = ZO_SORT_ORDER_UP
return ZO_TableOrderingFunction ( server1 . data , server2 . data , currentSortKey , serverSortKeys , currentSortOrder )
end
if ( sortKey )
then
if ( sortKey == currentSortKey )
then
currentSortOrder = not currentSortOrder
else
currentSortOrder = ZO_SORT_ORDER_UP
end
currentSortKey = sortKey
end
end
if ( numWorlds > 0 ) then
for worldIndex = 0 , numWorlds - 1 do
if ( serverName ~= "" and ( serverStatus ~= SERVER_STATUS_OUT ) )
then
if ( serverStatus == "" )
then
end
table . insert ( dataList , ZO_ScrollList_CreateDataEntry ( SERVER_DATA , { name = serverName , status = serverStatus , worldIndex = worldIndex } ) )
end
end
end
end
local worldSelectionEnabled = true
end
if ( worldSelectionEnabled == false ) then return end
if ( serverData ) then
-- if the user picked the same world they are already logged into, just bail out...
else
end
else
end
end
end
ZO_ScrollList_SetEqualityFunction ( list , SERVER_DATA , function ( server1 , server2 ) return server1 . name == server2 . name end )
ZO_ServerSelectCancel . gameStateString = "AccountLogin"
EVENT_MANAGER : RegisterForEvent ( "ServerSelect" , EVENT_WORLD_LIST_RECEIVED , ZO_ServerSelect_UpdateWorlds )
end |