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DayZ-Epoch/SQF/dayz_server/compile/server_playerSync.sqf
ebaydayz 3ed4a95c14 Rework death messages
MPHit does not always fire when a player is killed:
https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPHit

Using either MPHit or MPKilled is not a good idea here. There is already
a local 'killed' event handler which fires on player death
(player_death.sqf). That script sends a PV (priority message) to the
server which triggers server_playerDied. That means fnc_plyrHit needed
to finish sending its data to the server via public setVariables
(non-priority messages) before server_playerDied executed. Triggering
both these scripts at the same time was a bad idea.

Instead of sending the data to the server via setVariable I just
included it in PVDZ_plr_Death. This also lets us pass extra information
from the damage handler like ammo type, cause of death, etc. Still need
to test, but it should be more reliable and performant than
fnc_playerHit called from MPHit or MPKilled.
2016-03-23 19:52:04 -04:00

238 lines
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private ["_name","_character","_magazines","_force","_characterID","_charPos","_isInVehicle","_timeSince","_humanity","_debug","_distance","_isNewMed","_isNewPos","_isNewGear","_playerPos","_playerGear","_playerBackp","_medical","_distanceFoot","_lastPos","_backpack","_kills","_killsB","_killsH","_headShots","_lastTime","_timeGross","_timeLeft","_currentWpn","_currentAnim","_config","_onLadder","_isTerminal","_currentModel","_modelChk","_muzzles","_temp","_currentState","_array","_key","_pos","_forceGear","_friendlies"];
_character = _this select 0;
_magazines = _this select 1;
_Achievements = _character getVariable "Achievements";
//_force = _this select 2;
_forceGear = _this select 3;
_force = true;
if (isNull _character) exitWith {
diag_log ("Player is Null FAILED: Exiting, player sync: " + str(_character));
};
_characterID = _character getVariable ["CharacterID","0"];
_charPos = getPosATL _character;
_isInVehicle = vehicle _character != _character;
_timeSince = 0;
_humanity = 0;
//diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));
_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");
};
if (isNil {_Achievements}) exitWith {
diag_log ("ERROR: Cannot Sync Achievements " + (name _character) + " has no default Achievements");
_Achievements = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];
};
/*
private["_debug","_distance"];
_debug = getMarkerpos "respawn_west";
_distance = _debug distance _charPos;
if (_distance < 2000) 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 };
//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 || _force) then {
//diag_log ("position..." + str(_isNewPos) + " / " + str(_force)); uiSleep 0.05;
if (((_charPos select 0) == 0) && ((_charPos select 1) == 0)) then {
//Zero Position
} else {
//diag_log ("getting position..."); uiSleep 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)); uiSleep 0.05;
};
_character setVariable ["posForceUpdate",false,true];
};
if (_isNewGear || _forceGear) then {
//diag_log ("gear..."); uiSleep 0.05;
_playerGear = [weapons _character,_magazines];
//diag_log ("playerGear: " +str(_playerGear));
_backpack = unitBackpack _character;
_playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];
};
if (_isNewMed || _force) then {
//diag_log ("medical..."); uiSleep 0.05;
if (!(_character getVariable["USEC_isDead",false])) then {
//diag_log ("medical check..."); uiSleep 0.05;
_medical = _character call player_sumMedical;
//diag_log ("medical result..." + str(_medical)); uiSleep 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 || _isInVehicle || _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];
if(DZE_FriendlySaving) then {
// save only last/most recent 5 entrys as we only have 200 chars in db field and weapon + animation names are sometimes really long 60-70 chars.
_friendlies = [(_character getVariable ["friendlies",[]]),5] call array_reduceSizeReverse;
_currentState set [(count _currentState),_friendlies];
};
/*
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];
};
} count (_playerPos select 1);
_playerPos set [1,_array];
};
if (!isNull _character) then {
if (alive _character) then {
//Wait for HIVE to be free
//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);
_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;
if (!(vehicle _character in needUpdate_objects)) then {
//diag_log format["DEBUG: Added to NeedUpdate=%1",vehicle _character];
needUpdate_objects set [count needUpdate_objects, vehicle _character];
};
};
// Force gear updates for nearby vehicles/tents
{
[_x, "gear"] call server_updateObject;
} count (nearestObjects [_charPos, DayZ_GearedObjects, 10]);
//[_charPos] call server_updateNearbyObjects;
//Reset timer
if (_timeSince > 0) then {
_character setVariable ["lastTime",(diag_ticktime - _timeLeft)];
};
};
};