Files
DayZ-Epoch/SQF/dayz_server/compile/server_playerSync.sqf
ebayShopper 5a5323bdd7 Move large format strings to str formatText
These may exceed 2048 in some cases, so best to be safe and use str
formatText.

Partial revert of fbfb124 to more readable form
2017-11-05 12:12:26 -05:00

238 lines
9.7 KiB
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private ["_distanceFoot","_playerPos","_lastPos","_playerGear","_medical","_currentModel","_currentAnim",
"_currentWpn","_muzzles","_array","_coins","_key","_globalCoins","_bankCoins","_playerBackp","_exitReason",
"_backpack","_kills","_killsB","_killsH","_headShots","_humanity","_lastTime","_timeGross","_timeSince",
"_timeLeft","_config","_onLadder","_isTerminal","_modelChk","_temp","_currentState","_character",
"_magazines","_characterID","_charPos","_isInVehicle","_name","_inDebug","_newPos","_count","_maxDist","_relocate","_playerUID"];
//[player,array]
_character = _this select 0;
_magazines = _this select 1;
_characterID = _character getVariable ["characterID","0"];
_playerUID = getPlayerUID _character;
_charPos = getPosATL _character;
_isInVehicle = vehicle _character != _character;
_timeSince = 0;
_humanity = 0;
_name = if (alive _character) then {name _character} else {"Dead Player"};
_inDebug = (respawn_west_original distance _charPos) < 1500;
_exitReason = switch true do {
case (isNil "_characterID"): {("ERROR: Cannot Sync Character " + _name + " has nil characterID")}; //Unit is null
case (_inDebug): {format["INFO: Cannot Sync Character %1 near respawn_west %2. This is normal when relogging or changing clothes.",_name,_charPos]};
case (_characterID == "0"): {("ERROR: Cannot Sync Character " + _name + " has no characterID")};
case (_character isKindOf "Animal"): {("ERROR: Cannot Sync Character " + _name + " is an Animal class")};
default {"none"};
};
if (_exitReason != "none") exitWith {
diag_log _exitReason;
};
//Check for player initiated updates
_playerPos = [];
_playerGear = [];
_playerBackp = [];
_medical = [];
_distanceFoot = 0;
//all getVariable immediately
_globalCoins = _character getVariable [Z_globalVariable, -1];
_bankCoins = _character getVariable [Z_BankVariable, -1];
_coins = _character getVariable [Z_MoneyVariable, -1]; //should getting coins fail set the variable to an invalid value to prevent overwritting the in the DB
_lastPos = _character getVariable ["lastPos",_charPos];
_usec_Dead = _character getVariable ["USEC_isDead",false];
_lastTime = _character getVariable ["lastTime",-1];
_modelChk = _character getVariable ["model_CHK",""];
_temp = round (_character getVariable ["temperature",100]);
_lastMagazines = _character getVariable ["ServerMagArray",[[],""]];
/*
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;
_charPosLen = count _charPos;
if (!isNil "_magazines") then {
if (typeName _magazines == "ARRAY") then {
_playerGear = [weapons _character,_magazines select 0,_magazines select 1];
_character setVariable["ServerMagArray",_magazines, false];
};
} else {
//check Magazines everytime they aren't sent by player_forceSave
_magTemp = (_lastMagazines select 0);
if (count _magTemp > 0) then {
_magazines = [(magazines _character),20] call array_reduceSize;
{
_class = _x;
if (typeName _x == "ARRAY") then {
_class = _x select 0;
};
if (_class in _magazines) then {
_MatchedCount = {_compare = if (typeName _x == "ARRAY") then {_x select 0;} else {_x}; _compare == _class} count _magTemp;
_CountedActual = {_x == _class} count _magazines;
if (_MatchedCount > _CountedActual) then {
_magTemp set [_forEachIndex, "0"];
};
} else {
_magTemp set [_forEachIndex, "0"];
};
} forEach (_lastMagazines select 0);
_magazines = _magTemp - ["0"];
_magazines = [_magazines, (_lastMagazines select 1)];
_character setVariable["ServerMagArray",_magazines, false];
_playerGear = [weapons _character,_magazines select 0,_magazines select 1];
};
};
//Check if update is requested
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];
};
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 (!_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;
/*
Assess how much time has passed, for recording total time on server
Note "lastTime" is -1 after clothes change
*/
if (_lastTime == -1) then {
_character setVariable ["lastTime",diag_tickTime,false];
} else {
_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;
if (_currentModel == _modelChk) then {
_currentModel = "";
} else {
_currentModel = str _currentModel;
_character setVariable ["model_CHK",typeOf _character];
};
if (count _this > 4) then { //calling from player_onDisconnect
if (_this select 4) then { //combat logged
_medical set [1, true]; //set unconcious to true
_medical set [10, 150]; //combat timeout
//_character setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
//_character setVariable ["unconsciousTime",150,true]; // Set knock out timer to 2 minutes 30 seconds
//_character setVariable ["USEC_injured",true]; // Set status to bleeding
//_character setVariable ["USEC_BloodQty",3000]; // Set blood to 3000
};
if (_isInVehicle) then {
//if the player object is inside a vehicle lets eject the player
_relocate = ((vehicle _character isKindOf "Air") && (_charPos select 2 > 1.5));
_character action ["eject", vehicle _character];
// Prevent relog in parachute, heli or plane above base exploit to get inside
if (_relocate) then {
_count = 0;
_maxDist = 800;
_newPos = [_charPos, 80, _maxDist, 10, 1, 0, 0, [], [_charPos,_charPos]] call BIS_fnc_findSafePos;
while {_newPos distance _charPos == 0} do {
_count = _count + 1;
if (_count > 4) exitWith {_newPos = _charPos;}; // Max 4km away fail safe (needs to finish fast so server_playerSync runs below)
_newPos = [_charPos, 80, (_maxDist + 800), 10, 1, 0, 0, [], [_charPos,_charPos]] call BIS_fnc_findSafePos;
};
_newPos set [2,0]; //findSafePos only returns two elements
_charPos = _newPos;
diag_log format["%1(%2) logged out in air vehicle. Relocated to safePos.",_name,_playerUID];
};
};
};
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 = "";
};
};
_currentState = [[_currentWpn,_currentAnim,_temp],[]];
// If player is in a vehicle, keep its position updated
if (vehicle _character != _character) then {
[vehicle _character, "position"] call server_updateObject;
};
//Reset timer
if (_timeSince > 0) then {
_character setVariable ["lastTime",(diag_ticktime - _timeLeft)];
};
/*
Everything is ready, now publish to HIVE
Low priority code below this point where _character object is no longer needed and may be Null.
*/
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];
};
//Wait for HIVE to be free and send request
_key = if (Z_SingleCurrency) then {
str formatText["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 {
str formatText["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 str formatText["INFO - %2(UID:%3) PlayerSync, %1",_key,_name,_playerUID];
_key call server_hiveWrite;
if (Z_SingleCurrency) then { //update global coins
_key = str formatText["CHILD:205:%1:%2:%3:%4:",_playerUID,dayZ_instance,_globalCoins,_bankCoins];
_key call server_hiveWrite;
};
// Force gear updates for nearby vehicles/tents
{[_x,"gear"] call server_updateObject;} count nearestObjects [_charPos,DayZ_GearedObjects,10];