private ["_characterID","_temp","_currentWpn","_magazines","_force","_isNewPos","_humanity","_isNewGear","_currentModel","_modelChk","_playerPos","_playerGear","_playerBackp","_backpack","_killsB","_killsH","_medical","_isNewMed","_character","_timeSince","_charPos","_isInVehicle","_distanceFoot","_lastPos","_kills","_headShots","_timeGross","_timeLeft","_onLadder","_isTerminal","_currentAnim","_muzzles","_array","_key","_lastTime","_config","_currentState","_name"]; //[player,array] _character = _this select 0; _magazines = _this select 1; _characterID = _character getVariable ["characterID","0"]; _force = true; _charPos = getPosATL _character; _isInVehicle = vehicle _character != _character; _timeSince = 0; _humanity = 0; _name = if (alive _character) then {name _character} else {"Dead Player"}; if (_character isKindOf "Animal") exitWith { diag_log ("ERROR: Cannot Sync Character " + _name + " is an Animal class"); }; if (isNil "_characterID") exitWith { diag_log ("ERROR: Cannot Sync Character " + _name + " has nil characterID"); }; if (_characterID == "0") exitWith { diag_log ("ERROR: Cannot Sync Character " + _name + " as no characterID"); }; _Achievements = []; private["_debug","_distance"]; _debug = getMarkerpos "respawn_west"; _distance = _debug distance _charPos; if (_distance < 1500) exitWith { diag_log format["ERROR: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3",_name,_characterID,_charPos]; }; //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 if (_characterID != "0") then { _playerPos = []; _playerGear = []; _playerBackp = []; _medical = []; _distanceFoot = 0; //diag_log ("Found Character..."); //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]; _lastPos = _character getVariable ["lastPos",_charPos]; if (count _lastPos > 2 && count _charPos > 2) then { if (!_isInVehicle) then {_distanceFoot = round (_charPos distance _lastPos);}; _character setVariable["lastPos",_charPos]; }; if (count _charPos < 3) then {_playerPos = [];}; //diag_log ("position = " + str(_playerPos)); sleep 0.05; }; _character setVariable ["posForceUpdate",false,true]; }; if (_isNewGear) then { if (typeName _magazines == "ARRAY") then { _playerGear = [weapons _character,_magazines select 0,_magazines select 1]; }; }; //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 !(_character getVariable ["USEC_isDead",false]) 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]; }; //Process update if (_characterID != "0") then { //Record stats while we're here /* Check previous stats against what client had when they logged in this helps prevent JIP issues, where a new player wouldn't have received the old players updates. Only valid for stats where clients could have be recording results from their local objects (such as agent zombies) */ _kills = ["zombieKills",_character] call server_getDiff; _killsB = ["banditKills",_character] call server_getDiff; _killsH = ["humanKills",_character] call server_getDiff; _headShots = ["headShots",_character] call server_getDiff; _humanity = ["humanity",_character] call server_getDiff2; //_humanity = _character getVariable ["humanity",0]; _character addScore _kills; /* Assess how much time has passed, for recording total time on server */ _lastTime = _character getVariable ["lastTime",diag_ticktime]; _timeGross = (diag_ticktime - _lastTime); _timeSince = floor (_timeGross / 60); _timeLeft = (_timeGross - (_timeSince * 60)); /* Get character state details */ _currentWpn = currentMuzzle _character; _currentAnim = animationState _character; _config = configFile >> "CfgMovesMaleSdr" >> "States" >> _currentAnim; _onLadder = (getNumber (_config >> "onLadder")) == 1; _isTerminal = (getNumber (_config >> "terminal")) == 1; //_wpnDisabled = (getNumber (_config >> "disableWeapons")) == 1; _currentModel = typeOf _character; _modelChk = _character getVariable ["model_CHK",""]; if (_currentModel == _modelChk) then { _currentModel = ""; } else { _currentModel = str _currentModel; _character setVariable ["model_CHK",typeOf _character]; }; if (_onLadder or _isInVehicle or _isTerminal) then { _currentAnim = ""; //If position to be updated, make sure it is at ground level! if ((count _playerPos > 0) && !_isTerminal) then { _charPos set [2,0]; _playerPos set [1,_charPos]; }; }; if (_isInVehicle) then { _currentWpn = ""; } else { if (typeName _currentWpn == "STRING") then { _muzzles = getArray (configFile >> "cfgWeapons" >> _currentWpn >> "muzzles"); if (count _muzzles > 1) then {_currentWpn = currentMuzzle _character;}; } else { //diag_log ("DW_DEBUG: _currentWpn: " + str(_currentWpn)); _currentWpn = ""; }; }; _temp = round (_character getVariable ["temperature",100]); _currentState = [[_currentWpn,_currentAnim,_temp],_Achievements]; /* Everything is ready, now publish to HIVE */ if (count _playerPos > 0) then { _array = []; { if (_x > dayz_minpos && _x < dayz_maxpos) then {_array set [count _array,_x];}; } forEach (_playerPos select 1); _playerPos set [1,_array]; }; if (!isNull _character) then { if (alive _character) then { //Wait for HIVE to be free and send request _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]; //diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID); //diag_log format["HIVE: SYNC: [%1,%2,%3,%4]",_characterID,_playerPos,_playerGear,_playerBackp]; _key call server_hiveWrite; }; }; // If player is in a vehicle, keep its position updated if (vehicle _character != _character) then { [vehicle _character, "position"] call server_updateObject; }; // Force gear updates for nearby vehicles/tents {[_x,"gear"] call server_updateObject;} count nearestObjects [_character,DayZ_GearedObjects,10]; //Reset timer if (_timeSince > 0) then { _character setVariable ["lastTime",(diag_ticktime - _timeLeft)]; }; }; };