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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Make server_playerSync exit log more accurate
This will now show INFO instead of ERROR when sync exits while a player is changing clothes.
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@@ -19,12 +19,12 @@ _playerObj = nil;
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//If playerObj is not in playableUnits then lets exit the disconnect system.
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if (isNil "_playerObj") exitWith {
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diag_log format["%1: Exiting. Player is not in playableUnits. _this:%2", __FILE__, _this];
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diag_log format["INFO: OnPlayerDisconnect exiting. Player is not in playableUnits. %1", _this];
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};
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//Player object is alive in debug zone. The player most likely just respawned.
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if (_playerPos distance respawn_west_original < 1500) exitWith {
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diag_log format["%1: Exiting. Player is near respawn_west. This is normal if the player just died. _this:%2", __FILE__, _this];
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diag_log format["INFO: OnPlayerDisconnect exiting. Player is near respawn_west. This is normal after death. %1", _this];
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if (!isNull _playerObj) then {
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_playerObj call sched_co_deleteVehicle;
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};
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@@ -1,5 +1,5 @@
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private ["_distanceFoot","_playerPos","_lastPos","_playerGear","_medical","_currentModel","_currentAnim",
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"_currentWpn","_muzzles","_array","_coins","_key","_globalCoins","_bankCoins","_playerBackp",
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"_currentWpn","_muzzles","_array","_coins","_key","_globalCoins","_bankCoins","_playerBackp","_exitReason",
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"_backpack","_kills","_killsB","_killsH","_headShots","_humanity","_lastTime","_timeGross","_timeSince",
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"_timeLeft","_config","_onLadder","_isTerminal","_modelChk","_temp","_currentState","_character",
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"_magazines","_characterID","_charPos","_isInVehicle","_name","_inDebug","_newPos","_count","_maxDist","_relocate","_playerUID"];
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@@ -16,20 +16,16 @@ _humanity = 0;
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_name = if (alive _character) then {name _character} else {"Dead Player"};
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_inDebug = (respawn_west_original distance _charPos) < 1500;
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if (_character isKindOf "Animal") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + _name + " is an Animal class");
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_exitReason = switch true do {
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case (isNil "_characterID"): {("ERROR: Cannot Sync Character " + _name + " has nil characterID")}; //Unit is null
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case (_inDebug): {format["INFO: Cannot Sync Character %1 near respawn_west %2. This is normal when relogging or changing clothes.",_name,_charPos]};
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case (_characterID == "0"): {("ERROR: Cannot Sync Character " + _name + " has no characterID")};
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case (_character isKindOf "Animal"): {("ERROR: Cannot Sync Character " + _name + " is an Animal class")};
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default {"none"};
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};
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if (isNil "_characterID") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + _name + " has nil characterID");
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};
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if (_characterID == "0" or _inDebug) exitWith {
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if (_inDebug) then {
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diag_log format["INFO: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3. This is normal when respawning, relogging and changing clothes.",_name,_characterID,_charPos];
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} else {
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diag_log ("ERROR: Cannot Sync Character " + _name + " as no characterID");
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};
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if (_exitReason != "none") exitWith {
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diag_log _exitReason;
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};
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//Check for player initiated updates
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