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local pregameStates =
{
[ "CharacterSelect" ] =
{
end
end ,
end
} ,
[ "ShowEULA" ] =
{
end ,
end ,
end ,
return "AccountLogin"
end ,
} ,
[ "AccountLogin" ] =
{
if ( ZO_PREGAME_HAD_GLOBAL_ERROR ) then
end
ZO_PREGAME_FIRED_CHARACTER_CONSTRUCTION_READY = false
ZO_PREGAME_CHARACTER_LIST_RECEIVED = false
ZO_PREGAME_CHARACTER_COUNT = 0
if ( ZO_ServerSelectCancel ~= nil ) then
ZO_ServerSelectCancel . gameStateString = "AccountLogin"
end
end ,
end
} ,
[ "WorldSelect_Requested" ] =
{
end ,
end
} ,
[ "WorldSelect_ShowList" ] =
{
end ,
end
} ,
[ "ServerSelectIntro" ] =
{
end ,
end ,
end ,
return "ShowEULA"
end
} ,
}
--[[
Various PC-only functions.
]] --
end
end
end
end
end
do
local loginQueuedScene
local currentLoginQueueWaitTime
local lastQueuePosition
-- if our position increases, the ETA we have "locked" is no longer valid
if ( not currentLoginQueueWaitTime or queuePosition > lastQueuePosition ) then
currentLoginQueueWaitTime = zo_max ( waitTime * 1000 , 1000 ) -- minimum wait time is that last second...
lastQueuePosition = queuePosition
else
end
return currentLoginQueueWaitTime
end
if ( not loginQueuedScene ) then
end
ZO_Dialogs_UpdateDialogMainText ( ZO_Dialogs_FindDialog ( "LOGIN_QUEUED" ) , nil , { waitTime , queuePosition } )
else
end
end
end
end
end
local LOGIN_REQUEST_TIME_MAX = 60
end
end
if ( errorCode == AUTHENTICATION_ERROR_PAYMENT_EXPIRED ) then
else
end
end
end
local errorCodeToStateChange =
{
[ GLOBAL_ERROR_CODE_LOBBY_WORLD_PERMISSIONS ] = "CharacterSelect_FromIngame" ,
[ GLOBAL_ERROR_CODE_LOBBY_CHARACTER_LOCKED ] = "CharacterSelect_FromIngame" ,
[ GLOBAL_ERROR_CODE_LOBBY_CHARACTER_RENAME_NEEDED ] = "CharacterSelect_FromIngame" ,
[ GLOBAL_ERROR_CODE_LOBBY_TRANSFER_FAILED ] = "CharacterSelect_FromIngame" ,
[ GLOBAL_ERROR_CODE_LOBBY_CHAR_STILL_IN_GAME ] = "CharacterSelect_FromIngame" ,
}
ZO_PREGAME_HAD_GLOBAL_ERROR = true
local errorString , errorStringFormat
if ( errorCode ~= nil ) then
if ( errorStringFormat ~= "" ) then
else
errorString = errorStringFormat
end
end
end
if ( not errorString or errorString == "" ) then
end
if ( errorCodeToStateChange [ errorCode ] ) then
else
end
local force = true
if helpLinkURL then
ZO_Dialogs_ShowDialog ( "HANDLE_ERROR_WITH_HELP" , { url = helpLinkURL } , { mainTextParams = { errorString } } )
else
end
end
ZO_PREGAME_HAD_GLOBAL_ERROR = true
local errorString
local errorStringFormat
if logoutError ~= nil and logoutError ~= LOGOUT_ERROR_UNKNOWN_ERROR then
if errorStringFormat ~= "" then
end
elseif globalErrorCode ~= nil and globalErrorCode ~= GLOBAL_ERROR_CODE_NO_ERROR then
-- if the error code is not in LogoutReason then it is probably in the GlobalErrorCode enum
if errorStringFormat ~= "" then
end
end
if ( not errorString or errorString == "" ) then
end
local force = true
end
if ( not ZO_PREGAME_HAD_GLOBAL_ERROR ) then
ZO_PREGAME_IS_CHARACTER_CREATE_INTRO_PLAYING = false
else
end
end
end
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_VIDEO_PLAYBACK_COMPLETE , OnVideoPlaybackComplete )
end
local otpDurationMs = otpDurationInSeconds * 1000
local dialogName , textParams
if otpReason == LOGIN_STATUS_OTP_PENDING then
dialogName = "PROVIDE_OTP_INITIAL"
elseif otpReason == LOGIN_STATUS_OTP_FAILED then
dialogName = "PROVIDE_OTP_SUBSEQUENT"
textParams = { otpDurationMs }
end
ZO_Dialogs_ShowDialog ( dialogName , { otpExpirationMs = otpExpirationMs , otpReason = otpReason } , { mainTextParams = textParams } )
end
--[[
Initialization and Event Registration
]] --
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_WORLD_LIST_RECEIVED , OnWorldListReceived )
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_LOGIN_FAILED_INVALID_CREDENTIALS , OnBadLogin )
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_LOGIN_FAILED_AUTHENTICATION_DOWN , OnAuthenticationDown )
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_DISCONNECTED_FROM_SERVER , ServerDisconnectError )
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_LOGIN_OVERFLOW_MODE_PROMPT , OnOverflowModeWaiting )
if ( addOnName == "ZO_Pregame" ) then
end
end
end
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