Greatly optimize safe gear handling

- Safe inventory arrays are no longer sent over network to all machines
on server startup and on each lock/unlock
- Disabled user input then closed gear dialog during safe
lock/unlock/pack to block various duping methods.
- Moved safe creation, deletion and gear handling to server. This cuts
down on add[Magazine/Weapon/Backpack]Cargo, createVehicle and
deleteVehicle BE logs.
This commit is contained in:
ebaydayz
2016-08-10 20:33:48 -04:00
parent f186e256cb
commit 72656ed001
12 changed files with 225 additions and 238 deletions

View File

@@ -3,7 +3,7 @@
Usage: [_obj] spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking","_lockedClass","_text","_playerNear","_combination","_ComboMatch","_objType","_charID","_vector"];
private ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_10" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -17,7 +17,7 @@ _lockedClass = getText (configFile >> "CfgVehicles" >> _objType >> "lockedClass"
_text = getText (configFile >> "CfgVehicles" >> _objType >> "displayName");
// Silently exit if object no longer exists
if(isNull _obj) exitWith { DZE_ActionInProgress = false; };
if (isNull _obj) exitWith { DZE_ActionInProgress = false; };
["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
player playActionNow "Medic";
uiSleep 1;
@@ -28,61 +28,28 @@ _playerNear = _obj call dze_isnearest_player;
if (_playerNear) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_11" call dayz_rollingMessages;};
_ownerID = _obj getVariable["CharacterID","0"];
_charID = _ownerID;
_objectID = _obj getVariable["ObjectID","0"];
_objectUID = _obj getVariable["ObjectUID","0"];
_ComboMatch = (_ownerID == dayz_combination);
if (DZE_permanentPlot) then {
_combination = _obj getVariable["characterID","0"];
_ownerID = _obj getVariable["ownerPUID","0"];
_ComboMatch = (_combination == dayz_combination);
};
if(!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {DZE_ActionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_115",_text] call dayz_rollingMessages; };
if (DZE_permanentPlot) then {_ownerID = _obj getVariable["ownerPUID","0"];};
if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {DZE_ActionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_115",_text] call dayz_rollingMessages; };
_alreadyPacking = _obj getVariable["packing",0];
if (_alreadyPacking == 1) exitWith {DZE_ActionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_116",_text] call dayz_rollingMessages;};
_obj setVariable["packing",1];
_dir = direction _obj;
_vector = [(vectorDir _obj),(vectorUp _obj)];
_pos = _obj getVariable["OEMPos",(getposATL _obj)];
if (!isNull _obj) then {
disableUserInput true; // Make sure player can not modify gear while it is being saved
(findDisplay 106) closeDisplay 0; // Close gear
dze_waiting = nil;
PVDZE_log_lockUnlock = [player, _obj,true];
publicVariableServer "PVDZE_log_lockUnlock";
PVDZE_handleSafeGear = [player,_obj,1];
publicVariableServer "PVDZE_handleSafeGear";
//wait for response from server to verify safe was logged and saved before proceeding
waitUntil {!isNil "dze_waiting"};
disableUserInput false; // Safe is done saving now
//place vault
_holder = createVehicle [_lockedClass,_pos,[], 0, "CAN_COLLIDE"];
_holder setdir _dir;
_holder setVariable["memDir",_dir,true];
_holder setVectorDirAndUp _vector;
_holder setPosATL _pos;
player reveal _holder;
_holder setVariable["CharacterID",_charID,true];
_holder setVariable["ObjectID",_objectID,true];
_holder setVariable["ObjectUID",_objectUID,true];
_holder setVariable ["OEMPos", _pos, true];
if (DZE_permanentPlot) then {
_holder setVariable ["ownerPUID", _ownerID , true];
};
_weapons = getWeaponCargo _obj;
_magazines = getMagazineCargo _obj;
_backpacks = getBackpackCargo _obj;
// remove vault
deleteVehicle _obj;
// Fill variables with loot
_holder setVariable ["WeaponCargo", _weapons, true];
_holder setVariable ["MagazineCargo", _magazines, true];
_holder setVariable ["BackpackCargo", _backpacks, true];
[_lockedClass,objNull] spawn fn_waitForObject;
format[localize "str_epoch_player_117",_text] call dayz_rollingMessages;
};
s_player_lockvault = -1;
DZE_ActionInProgress = false;
DZE_ActionInProgress = false;