Files
DayZ-Epoch/SQF/dayz_server/compile/server_playerSync.sqf
ebaydayz a63da4606d Speed up onPlayerDisconnect a little
Removed redundant diag_log since it is already done in dayz_recordLogin.

Removed noatlf4 variable because we use inCombat instead. Noatlf4 is
only set if the player is hit in the damage handler, while inCombat is
set any time the player is in combat.
2016-09-17 12:05:32 -04:00

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private ["_distanceFoot","_playerPos","_lastPos","_playerGear","_medical","_currentModel","_currentAnim",
"_currentWpn","_muzzles","_array","_coins","_key","_globalCoins","_bankCoins","_group","_playerBackp",
"_backpack","_kills","_killsB","_killsH","_headShots","_humanity","_lastTime","_timeGross","_timeSince",
"_timeLeft","_config","_onLadder","_isTerminal","_modelChk","_temp","_currentState","_character",
"_magazines","_characterID","_force","_charPos","_isInVehicle","_name","_Achievements","_isNewMed",
"_isNewPos","_isNewGear","_debug","_distance","_newPos","_count","_maxDist","_relocate"];
//[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"};
_Achievements = [];
_debug = getMarkerpos "respawn_west";
_distance = (_debug distance _charPos) < 1500;
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" or _distance) exitWith {
if (_distance) then {
diag_log format["INFO: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3 (May be changing clothes)",_name,_characterID,_charPos];
} else {
diag_log ("ERROR: Cannot Sync Character " + _name + " as no characterID");
};
};
//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;
//all getVariable immediately
_globalCoins = _character getVariable ["GlobalMoney", -1];
_bankCoins = _character getVariable ["MoneySpecial", -1];
_group = _character getVariable ["savedGroup", []];
_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",diag_ticktime];
_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 (_isNewGear) 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 (_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];
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 (_isNewMed or _force) then {
//diag_log ("medical..."); sleep 0.05;
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;
_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) > 3 && {_isInVehicle}) then { //calling from player_onDisconnect
//if the player object is inside a vehicle lets eject the player
_relocate = if (vehicle _playerObj isKindOf "Air") then {true} else {false};
_playerObj action ["eject", vehicle _playerObj];
// 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)
_charPos = [_charPos, 80, (_maxDist + 800), 10, 1, 0, 0, [], [_charPos,_charPos]] call BIS_fnc_findSafePos;
};
diag_log format["%1(%2) logged out in air vehicle. Relocated to safePos %3m from logout position.",(name _character),(getPlayerUID _character),_charPos distance _newPos];
};
};
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],_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];
};
//Wait for HIVE to be free and send request
if (Z_SingleCurrency) then {
_key = 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];
} else {
_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 (Z_SingleCurrency) then { //update global coins
_key = format["CHILD:205:%1:%2:%3:%4:",(getPlayerUID _character),dayZ_instance,_globalCoins,_bankCoins];
_key call server_hiveWrite;
};
if (DZE_groupManagement) then { //update player group
_key = format["CHILD:204:%1:%2:%3:",(getPlayerUID _character),dayZ_instance, _group];
_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)];
};
//};
};