Files
DayZ-Epoch/SQF/dayz_server/compile/server_handleSafeGear.sqf
oiad d0257b3c7d Add logging failed safe/lockbox and door lock/unlock/failed code attempts (#1853)
* Add logging failed safe/lockbox and door lock/unlock/failed code attempts

This adds logging for both safes and lockboxes for failed code attempts.

Also adds logging for locking, unlocking and failed code attempts for
doors.

"salival (playerUID) FAILED unlocking LockBox with code: Red11 (actual:
Red57) @110069 [11044.4,8438.32,0.652]"
"salival (playerUID) UNLOCKED LockBox with code: Green22 @110069
[11040.6,8438.91,0.834]"
"salival (playerUID) PACKED LockBox with code: Green22 @110069
[11040.6,8438.91,0.834]"
"salival (playerUID) UNLOCKED CinderWallDoorSmallLocked_DZ with code:
559 @110069 [11015.4,8458.74,5.272]"
"salival (playerUID) LOCKED CinderWallDoorSmallLocked_DZ with code: 559
@110069 [11015.4,8458.74,5.272]"
"salival (playerUID) FAILED unlocking CinderWallDoorSmallLocked_DZ with
code: EYESCAN (actual: 559) @110069 [11015.4,8458.74,5.272]"
"salival (playerUID) FAILED unlocking CinderWallDoorSmallLocked_DZ with
code: 100 (actual: 559) @110069 [11015.4,8458.74,5.272]"
"salival (playerUID) UNLOCKED CinderWallDoorSmallLocked_DZ with code:
559 @110069 [11015.4,8458.74,5.272]"
"salival (playerUID) LOCKED CinderWallDoorSmallLocked_DZ with code: 559
@110069 [11015.4,8458.74,5.272]"

* Revert wrong hinge type

* Remove unused DZE_Lock_Door

* Rework

* Remove redundant code, Make single currency costs use BIS_fnc_numberText

* Rework

* Add changelog line
2017-01-05 16:45:10 -05:00

157 lines
5.9 KiB
Plaintext

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;
if (count _this > 3) then {_suppliedCode = _this select 3;};
_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;
// 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");
_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,_player] call server_deleteObj;
};
};
_fnc_lockCode = {
private ["_color","_code"];
if (_this == "") exitWith {0};
_color = "";
_code = if (typeName _this == "STRING") then {parseNumber _this} else {_this};
_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";
};