Files
DayZ-Epoch/SQF/dayz_server/compile/server_handleSafeGear.sqf
ebayShopper 42e00475d6 Add sender verification to publish and swap object
Continuation of 8035df0

This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.

- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt

Changes in modular_build.sqf were the same as player_build.sqf.

Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
2017-11-03 16:09:14 -04:00

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private ["_backpacks","_charID","_clientID","_dir","_holder","_lockCode","_lockColor","_lockedClass","_magazines","_name","_obj","_objectID","_objectUID","_ownerID","_packedClass","_player","_playerUID","_pos","_status","_statusText","_type","_unlockedClass","_vector","_weapons","_message","_suppliedCode","_fnc_lockCode"];
_player = _this select 0;
_obj = _this select 1;
_status = _this select 2;
_name = if (alive _player) then {name _player} else {"Dead Player"};
_type = typeOf _obj;
_pos = _obj getVariable ["OEMPos",getPosATL _obj];
_dir = direction _obj;
_vector = [vectorDir _obj, vectorUp _obj];
_charID = _obj getVariable ["CharacterID","0"];
_objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"];
_ownerID = _obj getVariable ["ownerPUID","0"];
_lockCode = _charID;
if (count _this > 3) then {
_suppliedCode = _this select 3;
if (_status != 3 && {_status != 6}) then {_lockCode = _suppliedCode;};
};
// Player may have disconnected or died before message send. Attempt lock/unlock/pack/save procedure anyway
if (isNull _player) then {diag_log "ERROR: server_handleSafeGear called with Null player object";};
_clientID = owner _player;
_playerUID = getPlayerUID _player;
_statusText = switch (_status) do {
case 0: {"UNLOCKED"}; // unlock safe/lockbox
case 1: {"LOCKED"}; // lock safe/lockbox
case 2: {"PACKED"}; // pack safe/lockbox
case 3: {"FAILED unlocking"}; // failed unlock safe/lockbox
case 4: {"LOCKED"}; // lock door
case 5: {"UNLOCKED"}; // unlock door
case 6: {"FAILED unlocking"}; // failed unlocking door
};
if (isNull _obj) exitWith {
diag_log format["ERROR: server_handleSafeGear called with Null object by %1 (%2). %3 attempt failed.",_name,_playerUID,_statusText];
if (_status < 3) then {
dze_waiting = "fail";
_clientID publicVariableClient "dze_waiting";
};
};
switch (_status) do {
case 0: { //Unlocking
_unlockedClass = getText (configFile >> "CfgVehicles" >> _type >> "unlockedClass");
_weapons = _obj getVariable ["WeaponCargo",[]];
_magazines = _obj getVariable ["MagazineCargo",[]];
_backpacks = _obj getVariable ["BackpackCargo",[]];
// Create new unlocked safe, then delete old locked safe
//_holder = createVehicle [_unlockedClass,_pos,[],0,"CAN_COLLIDE"];
_holder = _unlockedClass createVehicle [0,0,0];
_holder setDir _dir;
_holder setVariable ["memDir",_dir,true];
_holder setVectorDirAndUp _vector;
_holder setPosATL _pos;
_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];};
deleteVehicle _obj;
[_weapons,_magazines,_backpacks,_holder] call server_addCargo;
};
case 1: { //Locking
_lockedClass = getText (configFile >> "CfgVehicles" >> _type >> "lockedClass");
// Save to database (also happens if a player is within 10m in server_playerSync and server_onPlayerDisconnect)
[_obj,"gear"] call server_updateObject;
_weapons = getWeaponCargo _obj;
_magazines = getMagazineCargo _obj;
_backpacks = getBackpackCargo _obj;
// Create new locked safe, then delete old unlocked safe
//_holder = createVehicle [_lockedClass,_pos,[],0,"CAN_COLLIDE"];
_holder = _lockedClass createVehicle [0,0,0];
_holder setDir _dir;
_holder setVariable ["memDir",_dir,true];
_holder setVectorDirAndUp _vector;
_holder setPosATL _pos;
_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];};
deleteVehicle _obj;
// Local setVariable gear onto new locked safe for easy access on next unlock
// Do not send big arrays over network! Only server needs these
_holder setVariable ["WeaponCargo",_weapons,false];
_holder setVariable ["MagazineCargo",_magazines,false];
_holder setVariable ["BackpackCargo",_backpacks,false];
};
case 2: { //Packing
_packedClass = getText (configFile >> "CfgVehicles" >> _type >> "packedClass");
if (_packedClass == "") exitWith {diag_log format["Server_HandleSafeGear Error: invalid object type: %1",_type];};
_weapons = getWeaponCargo _obj;
_magazines = getMagazineCargo _obj;
_backpacks = getBackpackCargo _obj;
//_holder = createVehicle [_packedClass,_pos,[],0,"CAN_COLLIDE"];
_holder = _packedClass createVehicle [0,0,0];
deleteVehicle _obj;
_holder setDir _dir;
_holder setPosATL _pos;
_holder addMagazineCargoGlobal [getText(configFile >> "CfgVehicles" >> _packedClass >> "seedItem"),1];
[_weapons,_magazines,_backpacks,_holder] call server_addCargo;
// Delete safe from database
[_objectID,_objectUID] call server_deleteObjDirect;
};
};
_fnc_lockCode = {
private ["_color","_code"];
if (_this == "") exitWith {0};
_code = if (typeName _this == "STRING") then {parseNumber _this} else {_this};
if (_code < 10000 || {_code > 10299}) exitWith {0};
_color = "";
_code = _code - 10000;
if (_code <= 99) then {_color = localize "STR_TEAM_RED";};
if (_code >= 100 && _code <= 199) then {_color = localize "STR_TEAM_GREEN"; _code = _code - 100;};
if (_code >= 200) then {_color = localize "STR_TEAM_BLUE"; _code = _code - 200;};
if (_code <= 9) then {_code = format["0%1", _code];};
_code = format ["%1%2",_color,_code];
_code
};
if (_status < 4) then {
_type = switch _type do {
case "VaultStorage";
case "VaultStorageLocked": {
"Safe"
};
case "LockboxStorage";
case "LockboxStorageLocked": {
_lockCode = _charID call _fnc_lockCode;
if (_status == 3) then {_suppliedCode = _suppliedCode call _fnc_lockCode;};
"LockBox"
};
};
};
if (_statusText == "FAILED unlocking") then {
_message = format["%1 (%2) %3 %4 with code: %5 (actual: %8) @%6 %7",_name,_playerUID,_statusText,_type,_suppliedCode,mapGridPosition _pos,_pos,_lockCode];
} else {
_message = format["%1 (%2) %3 %4 with code: %5 @%6 %7",_name,_playerUID,_statusText,_type,_lockCode,mapGridPosition _pos,_pos];
};
diag_log _message;
if (_status < 3) then {
dze_waiting = "success";
_clientID publicVariableClient "dze_waiting";
};