Speed up playerSync a little

Removed unused variables and redundant checks.

_Force was always true so any condition with an OR _force in it was the
same as (true) i.e. redundant.
This commit is contained in:
ebaydayz
2016-09-17 14:03:05 -04:00
parent 9c2f15159a
commit da70306291
2 changed files with 36 additions and 44 deletions

View File

@@ -51,15 +51,7 @@ if (_characterID != "?") exitwith {
if (alive _playerObj) then {
// High priority. Sync must finish fast before player object isNull
[_playerObj,nil,true,true] call server_playerSync;
if (dayz_enableGhosting) then {
//diag_log format["GhostPlayers: %1, ActivePlayers: %2",dayz_ghostPlayers,dayz_activePlayers];
if (!(_playerUID in dayz_ghostPlayers)) then {
dayz_ghostPlayers set [count dayz_ghostPlayers, _playerUID];
dayz_activePlayers set [count dayz_activePlayers, [_playerUID,diag_ticktime]];
//diag_log format["playerID %1 added to ghost list",_playerUID];
};
};
//Punish combat log
if (_inCombat > 0) then {
_playerObj setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
@@ -71,6 +63,16 @@ if (_characterID != "?") exitwith {
diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
[nil, nil, rTitleText, format["PLAYER COMBAT LOGGED: %1",_playerName], "PLAIN"] call RE; // Message whole server
};
// Low priority. Player object not needed
if (dayz_enableGhosting) then {
//diag_log format["GhostPlayers: %1, ActivePlayers: %2",dayz_ghostPlayers,dayz_activePlayers];
if (!(_playerUID in dayz_ghostPlayers)) then {
dayz_ghostPlayers set [count dayz_ghostPlayers, _playerUID];
dayz_activePlayers set [count dayz_activePlayers, [_playerUID,diag_ticktime]];
//diag_log format["playerID %1 added to ghost list",_playerUID];
};
};
};
/*

View File

@@ -2,23 +2,20 @@ private ["_distanceFoot","_playerPos","_lastPos","_playerGear","_medical","_curr
"_currentWpn","_muzzles","_array","_coins","_key","_globalCoins","_bankCoins","_group","_playerBackp",
"_backpack","_kills","_killsB","_killsH","_headShots","_humanity","_lastTime","_timeGross","_timeSince",
"_timeLeft","_config","_onLadder","_isTerminal","_modelChk","_temp","_currentState","_character",
"_magazines","_characterID","_force","_charPos","_isInVehicle","_name","_Achievements","_isNewMed",
"_isNewPos","_isNewGear","_debug","_distance","_newPos","_count","_maxDist","_relocate","_playerUID"];
"_magazines","_characterID","_charPos","_isInVehicle","_name","_isNewMed",
"_isNewPos","_distance","_newPos","_count","_maxDist","_relocate","_playerUID"];
//[player,array]
_character = _this select 0;
_magazines = _this select 1;
_characterID = _character getVariable ["characterID","0"];
_playerUID = getPlayerUID _character;
_force = true;
_charPos = getPosATL _character;
_isInVehicle = vehicle _character != _character;
_timeSince = 0;
_humanity = 0;
_name = if (alive _character) then {name _character} else {"Dead Player"};
_Achievements = [];
_debug = getMarkerpos "respawn_west";
_distance = (_debug distance _charPos) < 1500;
_distance = (getMarkerpos "respawn_west" distance _charPos) < 1500;
if (_character isKindOf "Animal") exitWith {
diag_log ("ERROR: Cannot Sync Character " + _name + " is an Animal class");
@@ -30,7 +27,7 @@ if (isNil "_characterID") exitWith {
if (_characterID == "0" or _distance) exitWith {
if (_distance) then {
diag_log format["INFO: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3 (May be changing clothes)",_name,_characterID,_charPos];
diag_log format["INFO: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3 (May be logging in or changing clothes)",_name,_characterID,_charPos];
} else {
diag_log ("ERROR: Cannot Sync Character " + _name + " as no characterID");
};
@@ -39,7 +36,6 @@ if (_characterID == "0" or _distance) exitWith {
//Check for server initiated updates
_isNewMed = _character getVariable ["medForceUpdate",false]; //Med update is forced when a player receives some kind of med incident
_isNewPos = _character getVariable ["posForceUpdate",false]; //Med update is forced when a player receives some kind of med incident
_isNewGear = if (!isNil "_magazines") then { true } else { false };
//diag_log ("Starting Save... MED: " + str(_isNewMed) + " / POS: " + str(_isNewPos)); sleep 0.05;
//Check for player initiated updates
@@ -74,7 +70,7 @@ _humanity = ["humanity",_character] call server_getDiff2;
_charPosLen = count _charPos;
if (_isNewGear) then {
if (!isNil "_magazines") then {
if (typeName _magazines == "ARRAY") then {
_playerGear = [weapons _character,_magazines select 0,_magazines select 1];
_character setVariable["ServerMagArray",_magazines, false];
@@ -107,36 +103,30 @@ if (_isNewGear) then {
};
//Check if update is requested
if (_isNewPos or _force) then {
//diag_log ("position..." + str(_isNewPos) + " / " + str(_force)); sleep 0.05;
if (((_charPos select 0) == 0) && ((_charPos select 1) == 0)) then {
//Zero Position
} else {
//diag_log ("getting position..."); sleep 0.05;
_playerPos = [round (direction _character),_charPos];
if (count _lastPos > 2 && {_charPosLen > 2}) then {
if (!_isInVehicle) then {_distanceFoot = round (_charPos distance _lastPos);};
_character setVariable["lastPos",_charPos];
};
if (_charPosLen < 3) then {_playerPos = [];};
//diag_log ("position = " + str(_playerPos)); sleep 0.05;
if !((_charPos select 0 == 0) && (_charPos select 1 == 0)) then {
//Position is not zero
//diag_log ("getting position..."); sleep 0.05;
_playerPos = [round (direction _character),_charPos];
if (count _lastPos > 2 && {_charPosLen > 2}) then {
if (!_isInVehicle) then {_distanceFoot = round (_charPos distance _lastPos);};
_character setVariable["lastPos",_charPos];
};
_character setVariable ["posForceUpdate",false,true];
if (_charPosLen < 3) then {_playerPos = [];};
//diag_log ("position = " + str(_playerPos)); sleep 0.05;
};
_character setVariable ["posForceUpdate",false,true];
//Check player backpack each time sync runs
_backpack = unitBackpack _character;
_playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];
if (_isNewMed or _force) then {
//diag_log ("medical..."); sleep 0.05;
if (!_usec_Dead) then {
//diag_log ("medical check..."); sleep 0.05;
_medical = _character call player_sumMedical;
//diag_log ("medical result..." + str(_medical)); sleep 0.05;
};
_character setVariable ["medForceUpdate",false,true];
//diag_log ("medical..."); sleep 0.05;
if (!_usec_Dead) then {
//diag_log ("medical check..."); sleep 0.05;
_medical = _character call player_sumMedical;
//diag_log ("medical result..." + str(_medical)); sleep 0.05;
};
_character setVariable ["medForceUpdate",false,true];
_character addScore _kills;
_timeGross = (diag_ticktime - _lastTime);
@@ -197,7 +187,7 @@ if (_isInVehicle) then {
_currentWpn = "";
};
};
_currentState = [[_currentWpn,_currentAnim,_temp],_Achievements];
_currentState = [[_currentWpn,_currentAnim,_temp],[]];
/*
Everything is ready, now publish to HIVE
@@ -211,10 +201,10 @@ if (count _playerPos > 0) then {
};
//Wait for HIVE to be free and send request
if (Z_SingleCurrency) then {
_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity,_coins];
_key = if (Z_SingleCurrency) then {
format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity,_coins]
} else {
_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity];
format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity]
};
//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
//diag_log format["HIVE: SYNC: [%1,%2,%3,%4]",_characterID,_playerPos,_playerGear,_playerBackp];