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- private ["_characterID","_temp","_currentWpn","_magazines","_force","_isNewPos","_humanity","_isNewGear","_currentModel","_modelChk","_playerPos","_playerGear","_playerBackp","_backpack","_killsB","_killsH","_medical","_isNewMed","_character","_timeSince","_charPos","_isInVehicle","_distanceFoot","_lastPos","_kills","_headShots","_timeGross","_timeLeft","_onLadder","_isTerminal","_currentAnim","_muzzles","_array","_key","_lastTime","_config","_currentState","_pos"];
- //[player,array]
- //diag_log ("UPDATE: " + str(_this) );
- //waituntil {(typeName(_this) == "ARRAY");sleep 0.01;}; //seems to cause often infinite waits (but not for first n players)
- //this only happens when we don't follow the correct parameter format...
- //(like supplying just the player object instead of the array in player_eat.sqf)
- //i've fixed this in player_eat so i can comment this part out
- /*if ( typeName(_this) == "OBJECT" ) then {
- _this = [_this,[],true];
- //diag_log ("DW_DEBUG: #manual fix _this: " + str(_this));
- };*/
- //correct
- //"UPDATE: [B 1-1-B:1 (THE BEAST) REMOTE,[],true]"
- //error
- //"UPDATE: B 1-1-B:1 (THE BEAST) REMOTE"
- _character = _this select 0;
- _magazines = _this select 1;
- _force = _this select 2;
- _force = true;
- _characterID = _character getVariable ["characterID","0"];
- _charPos = getPosATL _character;
- _isInVehicle = vehicle _character != _character;
- _timeSince = 0;
- _humanity = 0;
- //diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));
- /*
- if !(isnil "_characterID") then {
- diag_log ("DW_DEBUG: _characterID: " + str(_characterID));
- };
- */
- if (_character isKindOf "Animal") exitWith {
- diag_log ("ERROR: Cannot Sync Character " + (name _character) + " is an Animal class");
- };
- if (isnil "_characterID") exitWith {
- diag_log ("ERROR: Cannot Sync Character " + (name _character) + " has nil characterID");
- };
- if (_characterID == "0") exitWith {
- diag_log ("ERROR: Cannot Sync Character " + (name _character) + " as no characterID");
- };
- private["_debug","_distance"];
- _debug = getMarkerpos "respawn_west";
- _distance = _debug distance _charPos;
- if (_distance < 2000) exitWith {
- diag_log format["ERROR: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3",name _character,_characterID,_charPos];
- };
- //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;
- //diag_log ("Found Character...");
- //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) and ((_charPos select 1) == 0)) then {
- //Zero Position
- } else {
- //diag_log ("getting position..."); sleep 0.05;
- _playerPos = [round(direction _character),_charPos];
- _lastPos = _character getVariable["lastPos",_charPos];
- if (count _lastPos > 2 and count _charPos > 2) then {
- if (!_isInVehicle) then {
- _distanceFoot = round(_charPos distance _lastPos);
- if ( _distanceFoot > 2000 ) then
- {
- _distanceFoot = 0;
- };
- //diag_log ("debug _distanceFoot = " + str(_distanceFoot));
- };
- _character setVariable["lastPos",_charPos];
- };
- if (count _charPos < 3) then {
- _playerPos = [];
- };
- //diag_log ("position = " + str(_playerPos)); sleep 0.05;
- };
- _character setVariable ["posForceUpdate",false,true];
- };
- if (_isNewGear) then {
- //diag_log ("gear..."); sleep 0.05;
- _playerGear = [weapons _character, _magazines select 0, _magazines select 1];
- _backpack = unitBackpack _character;
- _playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];
- };
- if (_isNewMed or _force) then {
- //diag_log ("medical..."); sleep 0.05;
- if (!(_character getVariable["USEC_isDead",false])) 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];
- };
- //Process update
- if (_characterID != "0") then {
- //Record stats while we're here
- /*
- 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;
- //_humanity = _character getVariable ["humanity",0];
- _character addScore _kills;
- /*
- Assess how much time has passed, for recording total time on server
- */
- _lastTime = _character getVariable["lastTime",time];
- _timeGross = (time - _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;
- _modelChk = _character getVariable ["model_CHK",""];
- if (_currentModel == _modelChk) then {
- _currentModel = "";
- } else {
- _currentModel = str(_currentModel);
- _character setVariable ["model_CHK",typeOf _character];
- };
- if (_onLadder or _isInVehicle or _isTerminal) then {
- _currentAnim = "";
- //If position to be updated, make sure it is at ground level!
- if ((count _playerPos > 0) and !_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 = "";
- };
- };
- _temp = round(_character getVariable ["temperature",100]);
- _currentState = [_currentWpn,_currentAnim,_temp];
- /*
- Everything is ready, now publish to HIVE
- */
- if (count _playerPos > 0) then {
- _array = [];
- {
- if (_x > -20000 and _x < 20000) then {
- _array set [count _array,_x];
- };
- } forEach (_playerPos select 1);
- _playerPos set [1,_array];
- };
- if (!isNull _character) then {
- if (alive _character) then {
- //Wait for HIVE to be free
- //Send request
- _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);
- _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
- _pos = _this select 0;
- {
- [_x, "gear"] call server_updateObject;
- } forEach nearestObjects [_pos, ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "StashSmall","StashMedium"], 10];
- //[_charPos] call server_updateNearbyObjects;
- //Reset timer
- if (_timeSince > 0) then {
- _character setVariable ["lastTime",(time - _timeLeft)];
- };
- };
- };
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