mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
234 lines
9.5 KiB
Plaintext
234 lines
9.5 KiB
Plaintext
private ["_distanceFoot","_playerPos","_lastPos","_playerGear","_medical","_currentModel","_currentAnim",
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"_currentWpn","_muzzles","_array","_coins","_key","_globalCoins","_bankCoins","_playerBackp",
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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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//[player,array]
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_character = _this select 0;
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_magazines = _this select 1;
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_characterID = _character getVariable ["characterID","0"];
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_playerUID = getPlayerUID _character;
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_charPos = getPosATL _character;
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_isInVehicle = vehicle _character != _character;
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_timeSince = 0;
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_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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};
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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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};
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//Check for player initiated updates
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_playerPos = [];
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_playerGear = [];
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_playerBackp = [];
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_medical = [];
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_distanceFoot = 0;
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//all getVariable immediately
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_globalCoins = _character getVariable ["GlobalMoney", -1];
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_bankCoins = _character getVariable ["MoneySpecial", -1];
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_coins = _character getVariable [Z_MoneyVariable, -1]; //should getting coins fail set the variable to an invalid value to prevent overwritting the in the DB
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_lastPos = _character getVariable ["lastPos",_charPos];
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_usec_Dead = _character getVariable ["USEC_isDead",false];
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_lastTime = _character getVariable ["lastTime",diag_ticktime];
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_modelChk = _character getVariable ["model_CHK",""];
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_temp = round (_character getVariable ["temperature",100]);
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_lastMagazines = _character getVariable ["ServerMagArray",[[],""]];
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/*
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Check previous stats against what client had when they logged in
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this helps prevent JIP issues, where a new player wouldn't have received
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the old players updates. Only valid for stats where clients could have
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be recording results from their local objects (such as agent zombies)
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*/
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_kills = ["zombieKills",_character] call server_getDiff;
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_killsB = ["banditKills",_character] call server_getDiff;
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_killsH = ["humanKills",_character] call server_getDiff;
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_headShots = ["headShots",_character] call server_getDiff;
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_humanity = ["humanity",_character] call server_getDiff2;
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_charPosLen = count _charPos;
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if (!isNil "_magazines") then {
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if (typeName _magazines == "ARRAY") then {
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_playerGear = [weapons _character,_magazines select 0,_magazines select 1];
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_character setVariable["ServerMagArray",_magazines, false];
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};
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} else {
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//check Magazines everytime they aren't sent by player_forceSave
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_magTemp = (_lastMagazines select 0);
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if (count _magTemp > 0) then {
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_magazines = [(magazines _character),20] call array_reduceSize;
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{
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_class = _x;
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if (typeName _x == "ARRAY") then {
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_class = _x select 0;
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};
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if (_class in _magazines) then {
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_MatchedCount = {_compare = if (typeName _x == "ARRAY") then {_x select 0;} else {_x}; _compare == _class} count _magTemp;
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_CountedActual = {_x == _class} count _magazines;
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if (_MatchedCount > _CountedActual) then {
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_magTemp set [_forEachIndex, "0"];
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};
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} else {
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_magTemp set [_forEachIndex, "0"];
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};
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} forEach (_lastMagazines select 0);
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_magazines = _magTemp - ["0"];
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_magazines = [_magazines, (_lastMagazines select 1)];
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_character setVariable["ServerMagArray",_magazines, false];
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_playerGear = [weapons _character,_magazines select 0,_magazines select 1];
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};
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};
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//Check if update is requested
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if !((_charPos select 0 == 0) && (_charPos select 1 == 0)) then {
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//Position is not zero
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//diag_log ("getting position..."); sleep 0.05;
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_playerPos = [round (direction _character),_charPos];
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if (count _lastPos > 2 && {_charPosLen > 2}) then {
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if (!_isInVehicle) then {_distanceFoot = round (_charPos distance _lastPos);};
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_character setVariable["lastPos",_charPos];
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};
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if (_charPosLen < 3) then {_playerPos = [];};
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//diag_log ("position = " + str(_playerPos)); sleep 0.05;
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};
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_character setVariable ["posForceUpdate",false,true];
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//Check player backpack each time sync runs
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_backpack = unitBackpack _character;
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_playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];
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if (!_usec_Dead) then {
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//diag_log ("medical check..."); sleep 0.05;
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_medical = _character call player_sumMedical;
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//diag_log ("medical result..." + str(_medical)); sleep 0.05;
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};
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_character setVariable ["medForceUpdate",false,true];
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_character addScore _kills;
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_timeGross = (diag_ticktime - _lastTime);
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_timeSince = floor (_timeGross / 60);
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_timeLeft = (_timeGross - (_timeSince * 60));
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/*
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Get character state details
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*/
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_currentWpn = currentMuzzle _character;
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_currentAnim = animationState _character;
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_config = configFile >> "CfgMovesMaleSdr" >> "States" >> _currentAnim;
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_onLadder = (getNumber (_config >> "onLadder")) == 1;
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_isTerminal = (getNumber (_config >> "terminal")) == 1;
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//_wpnDisabled = (getNumber (_config >> "disableWeapons")) == 1;
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_currentModel = typeOf _character;
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if (_currentModel == _modelChk) then {
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_currentModel = "";
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} else {
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_currentModel = str _currentModel;
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_character setVariable ["model_CHK",typeOf _character];
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};
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if (count _this > 4) then { //calling from player_onDisconnect
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if (_this select 4) then { //combat logged
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_medical set [1, true]; //set unconcious to true
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_medical set [10, 150]; //combat timeout
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//_character setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
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//_character setVariable ["unconsciousTime",150,true]; // Set knock out timer to 2 minutes 30 seconds
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//_character setVariable ["USEC_injured",true]; // Set status to bleeding
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//_character setVariable ["USEC_BloodQty",3000]; // Set blood to 3000
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};
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if (_isInVehicle) then {
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//if the player object is inside a vehicle lets eject the player
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_relocate = if ((vehicle _character isKindOf "Air") && (_charPos select 2 > 1.5)) then {true} else {false};
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_character action ["eject", vehicle _character];
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// Prevent relog in parachute, heli or plane above base exploit to get inside
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if (_relocate) then {
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_count = 0;
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_maxDist = 800;
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_newPos = [_charPos, 80, _maxDist, 10, 1, 0, 0, [], [_charPos,_charPos]] call BIS_fnc_findSafePos;
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while {_newPos distance _charPos == 0} do {
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_count = _count + 1;
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if (_count > 4) exitWith {_newPos = _charPos;}; // Max 4km away fail safe (needs to finish fast so server_playerSync runs below)
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_newPos = [_charPos, 80, (_maxDist + 800), 10, 1, 0, 0, [], [_charPos,_charPos]] call BIS_fnc_findSafePos;
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};
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_newPos set [2,0]; //findSafePos only returns two elements
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_charPos = _newPos;
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diag_log format["%1(%2) logged out in air vehicle. Relocated to safePos.",_name,_playerUID];
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};
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};
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};
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if (_onLadder or _isInVehicle or _isTerminal) then {
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_currentAnim = "";
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//If position to be updated, make sure it is at ground level!
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if ((count _playerPos > 0) && !_isTerminal) then {
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_charPos set [2,0];
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_playerPos set [1,_charPos];
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};
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};
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if (_isInVehicle) then {
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_currentWpn = "";
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} else {
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if (typeName _currentWpn == "STRING") then {
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_muzzles = getArray (configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
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if (count _muzzles > 1) then {_currentWpn = currentMuzzle _character;};
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} else {
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//diag_log ("DW_DEBUG: _currentWpn: " + str(_currentWpn));
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_currentWpn = "";
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};
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};
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_currentState = [[_currentWpn,_currentAnim,_temp],[]];
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// If player is in a vehicle, keep its position updated
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if (vehicle _character != _character) then {
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[vehicle _character, "position"] call server_updateObject;
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};
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//Reset timer
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if (_timeSince > 0) then {
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_character setVariable ["lastTime",(diag_ticktime - _timeLeft)];
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};
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/*
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Everything is ready, now publish to HIVE
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Low priority code below this point where _character object is no longer needed and may be Null.
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*/
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if (count _playerPos > 0) then {
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_array = [];
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{
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if (_x > dayz_minpos && _x < dayz_maxpos) then {_array set [count _array,_x];};
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} forEach (_playerPos select 1);
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_playerPos set [1,_array];
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};
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//Wait for HIVE to be free and send request
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_key = if (Z_SingleCurrency) then {
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format["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]
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} else {
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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]
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};
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//diag_log str formatText["INFO - %2(UID:%3) PlayerSync, %1",_key,_name,_playerUID];
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_key call server_hiveWrite;
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if (Z_SingleCurrency) then { //update global coins
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_key = format["CHILD:205:%1:%2:%3:%4:",_playerUID,dayZ_instance,_globalCoins,_bankCoins];
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_key call server_hiveWrite;
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};
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// Force gear updates for nearby vehicles/tents
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{[_x,"gear"] call server_updateObject;} count nearestObjects [_charPos,DayZ_GearedObjects,10]; |