#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp" local _character = _this select 0; local _magazines = _this select 1; local _dayz_onBack = _this select 2; local _weaponsPlayer = _this select 3; local _characterID = _character getVariable ["characterID","0"]; local _playerUID = getPlayerUID _character; local _charPos = getPosATL _character; local _isInVehicle = vehicle _character != _character; local _timeSince = 0; local _humanity = 0; local _name = if (alive _character) then {name _character} else {"Dead Player"}; local _inDebug = (respawn_west_original distance _charPos) < 1500; local _exitReason = call { if (isNil "_characterID") exitwith {("ERROR: Cannot Sync Character " + _name + " has nil characterID")}; //Unit is null if (_inDebug) exitwith {format["INFO: Cannot Sync Character %1 near respawn_west %2. This is normal when relogging or changing clothes.",_name,_charPos]}; if (_characterID == "0") exitwith {("ERROR: Cannot Sync Character " + _name + " has no characterID")}; if (_character isKindOf "Animal") exitwith {("ERROR: Cannot Sync Character " + _name + " is an Animal class")}; "none"; }; if (_exitReason != "none") exitWith { diag_log _exitReason; }; //Check for player initiated updates local _playerPos = []; local _playerGear = []; local _playerBackp = []; local _medical = []; local _distanceFoot = 0; //all getVariable immediately local _globalCoins = _character getVariable ["globalMoney", -1]; local _bankCoins = _character getVariable ["bankMoney", -1]; local _coins = _character getVariable ["cashMoney", -1]; //should getting coins fail set the variable to an invalid value to prevent overwritting the in the DB local _lastPos = _character getVariable ["lastPos",_charPos]; local _usec_Dead = _character getVariable ["USEC_isDead",false]; local _lastTime = _character getVariable ["lastTime",-1]; local _modelChk = _character getVariable ["model_CHK",""]; local _temp = round (_character getVariable ["temperature",100]); local _lastMagazines = _character getVariable ["ServerMagArray",[[],"",[]]]; //Get difference between current stats and stats at last sync local _statsDiff = [_character,_playerUID] call server_getStatsDiff; _humanity = _statsDiff select 0; local _kills = _statsDiff select 1; local _headShots = _statsDiff select 2; local _killsH = _statsDiff select 3; local _killsB = _statsDiff select 4; local _charPosLen = count _charPos; local _magTemp = []; if (!isNil "_magazines") then { _playerGear = [_weaponsPlayer,_magazines,_dayz_onBack]; _character setVariable["ServerMagArray",[_magazines,_dayz_onBack,_weaponsPlayer], false]; } else { //check Magazines everytime they aren't sent by player_forceSave _magTemp = (_lastMagazines select 0); if (isNil "_dayz_onBack") then { _dayz_onBack = _lastMagazines select 1; }; if (isNil "_weaponsPlayer") then { _weaponsPlayer = _lastMagazines select 2; }; if (count _magTemp > 0) then { _magazines = [(magazines _character),20] call array_reduceSize; { local _class = _x; if (typeName _x == "ARRAY") then { _class = _x select 0; }; if (_class in _magazines) then { local _MatchedCount = {_compare = if (typeName _x == "ARRAY") then {_x select 0;} else {_x}; _compare == _class} count _magTemp; local _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,_dayz_onBack,_weaponsPlayer]; _character setVariable["ServerMagArray",_magazines, false]; _playerGear = [_magazines select 2,_magazines select 0,_magazines select 1]; } else { _magazines = [_magTemp,_dayz_onBack,_weaponsPlayer]; }; _character setVariable["ServerMagArray",_magazines, false]; _playerGear = [_magazines select 2,_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 _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 = [];}; }; //Check player backpack each time sync runs local _backpack = unitBackpack _character; _playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack]; if (!_usec_Dead) then { _medical = _character call player_sumMedical; }; _character addScore _kills; /* Assess how much time has passed, for recording total time on server Note "lastTime" is -1 after clothes change */ local _timeLeft = 0; if (_lastTime == -1) then { _character setVariable ["lastTime",diag_tickTime,false]; } else { local _timeGross = (diag_tickTime - _lastTime); _timeSince = floor (_timeGross / 60); _timeLeft = (_timeGross - (_timeSince * 60)); }; /* Get character state details */ local _currentWpn = currentMuzzle _character; local _currentAnim = animationState _character; local _config = configFile >> "CfgMovesMaleSdr" >> "States" >> _currentAnim; local _onLadder = (getNumber (_config >> "onLadder")) == 1; local _isTerminal = (getNumber (_config >> "terminal")) == 1; //_wpnDisabled = (getNumber (_config >> "disableWeapons")) == 1; local _currentModel = typeOf _character; if (_currentModel == _modelChk) then { _currentModel = ""; } else { _currentModel = str _currentModel; _character setVariable ["model_CHK",typeOf _character]; }; // If player is in a vehicle, keep its position updated if (vehicle _character != _character) then { [vehicle _character, "position"] call server_updateObject; }; 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 local _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 { local _count = 0; local _maxDist = 800; local _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 %3 - %4.",_name,_playerUID,mapGridPosition _charPos,_charPos]; }; }; }; 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 { local _muzzles = getArray (configFile >> "cfgWeapons" >> _currentWpn >> "muzzles"); if (count _muzzles > 1) then {_currentWpn = currentMuzzle _character;}; } else { //diag_log ("DW_DEBUG: _currentWpn: " + str(_currentWpn)); _currentWpn = ""; }; }; local _currentState = [[_currentWpn,_currentAnim,_temp],[]]; //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 { local _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 local _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] }; #ifdef PLAYER_DEBUG diag_log str formatText["INFO - %2(UID:%4,CID:%3) PlayerSync, %1",_key,_name,_characterID,_playerUID]; #endif _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 [[_character] call FNC_GetPos,DayZ_GearedObjects,10];