238 lines
9.4 KiB
Plaintext
Executable File
238 lines
9.4 KiB
Plaintext
Executable File
#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
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local _character = _this select 0;
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local _magazines = _this select 1;
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local _dayz_onBack = _this select 2;
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local _weaponsPlayer = _this select 3;
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local _characterID = _character getVariable ["characterID","0"];
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local _playerUID = getPlayerUID _character;
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local _charPos = getPosATL _character;
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local _isInVehicle = vehicle _character != _character;
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local _timeSince = 0;
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local _humanity = 0;
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local _name = if (alive _character) then {name _character} else {"Dead Player"};
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local _inDebug = (respawn_west_original distance _charPos) < 1500;
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local _exitReason = call {
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if (isNil "_characterID") exitwith {("ERROR: Cannot Sync Character " + _name + " has nil characterID")}; //Unit is null
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if (_inDebug) exitwith {format["INFO: Cannot Sync Character %1 near respawn_west %2. This is normal when relogging or changing clothes.",_name,_charPos]};
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if (_characterID == "0") exitwith {("ERROR: Cannot Sync Character " + _name + " has no characterID")};
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if (_character isKindOf "Animal") exitwith {("ERROR: Cannot Sync Character " + _name + " is an Animal class")};
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"none";
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};
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if (_exitReason != "none") exitWith {
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diag_log _exitReason;
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};
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//Check for player initiated updates
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local _playerPos = [];
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local _playerGear = [];
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local _playerBackp = [];
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local _medical = [];
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local _distanceFoot = 0;
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//all getVariable immediately
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local _globalCoins = _character getVariable ["globalMoney", -1];
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local _bankCoins = _character getVariable ["bankMoney", -1];
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local _coins = _character getVariable ["cashMoney", -1]; //should getting coins fail set the variable to an invalid value to prevent overwritting the in the DB
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local _lastPos = _character getVariable ["lastPos",_charPos];
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local _usec_Dead = _character getVariable ["USEC_isDead",false];
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local _lastTime = _character getVariable ["lastTime",-1];
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local _modelChk = _character getVariable ["model_CHK",""];
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local _temp = round (_character getVariable ["temperature",100]);
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local _lastMagazines = _character getVariable ["ServerMagArray",[[],"",[]]];
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//Get difference between current stats and stats at last sync
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local _statsDiff = [_character,_playerUID] call server_getStatsDiff;
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_humanity = _statsDiff select 0;
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local _kills = _statsDiff select 1;
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local _headShots = _statsDiff select 2;
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local _killsH = _statsDiff select 3;
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local _killsB = _statsDiff select 4;
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local _charPosLen = count _charPos;
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local _magTemp = [];
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if (!isNil "_magazines") then {
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_playerGear = [_weaponsPlayer,_magazines,_dayz_onBack];
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_character setVariable["ServerMagArray",[_magazines,_dayz_onBack,_weaponsPlayer], false];
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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 (isNil "_dayz_onBack") then {
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_dayz_onBack = _lastMagazines select 1;
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};
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if (isNil "_weaponsPlayer") then {
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_weaponsPlayer = _lastMagazines select 2;
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};
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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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local _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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local _MatchedCount = {_compare = if (typeName _x == "ARRAY") then {_x select 0;} else {_x}; _compare == _class} count _magTemp;
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local _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,_dayz_onBack,_weaponsPlayer];
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_character setVariable["ServerMagArray",_magazines, false];
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_playerGear = [_magazines select 2,_magazines select 0,_magazines select 1];
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} else {
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_magazines = [_magTemp,_dayz_onBack,_weaponsPlayer];
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};
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_character setVariable["ServerMagArray",_magazines, false];
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_playerGear = [_magazines select 2,_magazines select 0,_magazines select 1];
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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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_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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};
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//Check player backpack each time sync runs
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local _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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_medical = _character call player_sumMedical;
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};
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_character addScore _kills;
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/*
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Assess how much time has passed, for recording total time on server
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Note "lastTime" is -1 after clothes change
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*/
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local _timeLeft = 0;
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if (_lastTime == -1) then {
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_character setVariable ["lastTime",diag_tickTime,false];
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} else {
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local _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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/*
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Get character state details
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*/
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local _currentWpn = currentMuzzle _character;
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local _currentAnim = animationState _character;
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local _config = configFile >> "CfgMovesMaleSdr" >> "States" >> _currentAnim;
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local _onLadder = (getNumber (_config >> "onLadder")) == 1;
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local _isTerminal = (getNumber (_config >> "terminal")) == 1;
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//_wpnDisabled = (getNumber (_config >> "disableWeapons")) == 1;
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local _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 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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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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local _relocate = ((vehicle _character isKindOf "Air") && (_charPos select 2 > 1.5));
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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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local _count = 0;
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local _maxDist = 800;
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local _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 %3 - %4.",_name,_playerUID,mapGridPosition _charPos,_charPos];
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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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local _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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local _currentState = [[_currentWpn,_currentAnim,_temp],[]];
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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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local _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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local _key = if (Z_SingleCurrency) then {
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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]
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} else {
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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]
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};
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#ifdef PLAYER_DEBUG
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diag_log str formatText["INFO - %2(UID:%4,CID:%3) PlayerSync, %1",_key,_name,_characterID,_playerUID];
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#endif
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_key call server_hiveWrite;
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if (Z_SingleCurrency) then { //update global coins
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_key = str formatText["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 [[_character] call FNC_GetPos,DayZ_GearedObjects,10];
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