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2022-04-21 16:15:41 +03:00
/*
WARNING: Alive player objects are deleted by Arma shortly after onPlayerDisconnected fires
because DayZ uses disabledAI=1 https://community.bistudio.com/wiki/Description.ext#disabledAI
References to the player object after that point will return objNull, so this function
and server_playerSync must be fast or the player will not save.
*/
private ["_playerObj","_playerUID","_playerPos","_playerName","_characterID","_inCombat","_Sepsis"];
_playerUID = _this select 0;
_playerName = _this select 1;
_playerObj = nil;
//Lets search all players looking for the object that matches our UID
//If the player just died then the new unit they respawned into will be found (respawnDelay=0 in description.ext)
{
if ((getPlayerUID _x) == _playerUID) exitWith { _playerObj = _x; _playerPos = getPosATL _playerObj;};
} count playableUnits;
//If playerObj is not in playableUnits then lets exit the disconnect system.
if (isNil "_playerObj") exitWith {
diag_log format["INFO: OnPlayerDisconnect exiting. Player is not in playableUnits. %1", _this];
};
//Player object is alive in debug zone. The player most likely just respawned.
if (_playerPos distance respawn_west_original < 1500) exitWith {
diag_log format["INFO: OnPlayerDisconnect exiting. Player is near respawn_west. This is normal after death. %1", _this];
if (!isNull _playerObj) then {
_playerObj call sched_co_deleteVehicle;
};
};
//diag_log format["get: %1 (%2), sent: %3 (%4)",typeName (getPlayerUID _playerObj), getPlayerUID _playerObj, typeName _playerUID, _playerUID];
//If the the playerObj exists lets run all sync systems
_characterID = _playerObj getVariable["characterID", "?"];
_inCombat = _playerObj getVariable ["inCombat",false];
_Sepsis = _playerObj getVariable["USEC_Sepsis",false];
//Login processing do not sync
if (_playerUID in dayz_ghostPlayers) exitWith {
//Note player is alive (see set in dayz_ghostPlayers below)
diag_log format["ERROR: Cannot Sync Character [%1,%2] Still processing login",_playerName,_playerUID];
//Lets remove the object.
if (!isNull _playerObj) then {
_playerObj call sched_co_deleteVehicle;
};
};
//Make sure we know the ID of the object before we try and sync any info to the DB
if (_characterID != "?") then {
//If the player has sepsis before logging off lets give them infected status.
if (_Sepsis) then {
_playerObj setVariable["USEC_infected",true,true];
};
//if player object is alive lets sync the player and remove the body and if ghosting is active add the player id to the array
if (alive _playerObj) then {
// High priority. Sync must finish fast before player object isNull
[_playerObj,nil,nil,nil,_inCombat] call server_playerSync;
/*
Low priority code below this point where
_playerObj is no longer needed and may be Null.
*/
//Punish combat log
if (_inCombat) then {
// Moved setVariables to server_playerSync since they are high priority
// Messages are low priority. Player object not needed
diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
[nil, nil, rTitleText, format["Player %1 combat logged at location %2.",_playerName, mapGridPosition _playerPos], "PLAIN"] call RE; // Message whole server
};
if (dayz_enableGhosting) then {
//diag_log format["GhostPlayers: %1, ActivePlayers: %2",dayz_ghostPlayers,dayz_activePlayers];
if (!(_playerUID in dayz_ghostPlayers)) then {
dayz_ghostPlayers set [count dayz_ghostPlayers, _playerUID];
dayz_activePlayers set [count dayz_activePlayers, [_playerUID,diag_ticktime]];
//diag_log format["playerID %1 added to ghost list",_playerUID];
};
};
} else {
//Done in server_playerSync above if player is alive
{[_x,"gear"] call server_updateObject} count (nearestObjects [[_playerObj] call FNC_GetPos,DayZ_GearedObjects,10]);
};
[_playerUID,_characterID,3,_playerName,(_playerPos call fa_coor2str)] call dayz_recordLogin;
};
missionNamespace setVariable [_playerUID,nil];
if (alive _playerObj) then {
_playerObj call sched_co_deleteVehicle;
};