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  1. /*
  2. [_object,_type] spawn server_updateObject;
  3. */
  4. private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk"];
  5.  
  6. #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
  7.  
  8. _object = _this select 0;
  9. _type = _this select 1;
  10. _forced = false;
  11. if (count _this > 2) then {
  12. _forced = _this select 2;
  13. };
  14. _parachuteWest = typeOf _object == "ParachuteWest";
  15. _isNotOk = false;
  16.  
  17. _objectID = "0";
  18. _uid = "0";
  19.  
  20. if (!((isNil "_object") OR {(isNull _object)})) then {
  21. _objectID = _object getVariable ["ObjectID",0];
  22. _uid = _object getVariable ["ObjectUID","0"];
  23. };
  24.  
  25. if ((typeName _objectID != "string") || (typeName _uid != "string")) then
  26. {
  27. #ifdef OBJECT_DEBUG
  28. diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
  29. #endif
  30. //force fail
  31. _objectID = "0";
  32. _uid = "0";
  33. };
  34.  
  35. if (_object getVariable "Mission" == 1) exitWith {};
  36.  
  37. if (!_parachuteWest) then {
  38. if ((typeOf _object) in SafeObjects) then {
  39.  
  40. } else {
  41. if (_objectID == 0 && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then {
  42. {
  43. _object_position = getPosATL _object;
  44. #ifdef OBJECT_DEBUG
  45. diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
  46. typeOf _object,
  47. _object_position select 0,
  48. _object_position select 1,
  49. _object_position select 2]);
  50. #endif
  51. _isNotOk = true;
  52. };
  53. };
  54. };
  55.  
  56. if (_isNotOk) exitWith { deleteVehicle _object; };
  57.  
  58. _lastUpdate = _object getVariable ["lastUpdate",diag_tickTime];
  59. _needUpdate = _object in needUpdate_objects;
  60.  
  61. // TODO ----------------------
  62. _object_position = {
  63. private["_position","_worldspace","_fuel","_key"];
  64. _position = getPosATL _object;
  65. _worldspace = [
  66. round(direction _object),
  67. _position
  68. ];
  69. _fuel = 0;
  70. if (_object isKindOf "AllVehicles") then {
  71. _fuel = fuel _object;
  72. };
  73. _key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
  74. #ifdef OBJECT_DEBUG
  75. diag_log ("HIVE: WRITE: "+ str(_key));
  76. #endif
  77.  
  78. _key call server_hiveWrite;
  79. };
  80.  
  81. // ###COPY START
  82. _object_inventory = {
  83. // ### BASE BUILDING 1.2 ### START
  84. //This forces object to write to database changing the inventory of the object twice
  85. // so it updates the object from operate_gates.sqf
  86.  
  87. private["_inventory","_previous","_key"];
  88. // This writes to database if object is buildable
  89. if (typeOf(_object) in allbuildables_class) then {
  90. //First lets make inventory [[[],[]],[[],[]],[[],[]]] so it updates object in DB
  91. _inventory = [[[],[]],[[],[]],[[],[]]];
  92. if (_objectID == 0) then {
  93. _key = format["CHILD:309:%1:%2:",_uid,_inventory];
  94. } else {
  95. _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
  96. };
  97. diag_log ("HIVE: Buildable: "+ str(_key));
  98. _key call server_hiveWrite;
  99. //Since we cant actually read from DB, lets make inventory this [], than write it again, to insure its updated to DB
  100. _inventory = [];
  101. if (_objectID == 0) then {
  102. _key = format["CHILD:309:%1:%2:",_uid,_inventory];
  103. } else {
  104. _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
  105. };
  106. diag_log ("HIVE: Buildable: "+ str(_key));
  107. _key call server_hiveWrite;
  108. // DO DEFAULT server_updateObject if not a buildable
  109. } else {
  110. _inventory = [
  111. getWeaponCargo _object,
  112. getMagazineCargo _object,
  113. getBackpackCargo _object
  114. ];
  115.  
  116.  
  117. _previous = str(_object getVariable["lastInventory",[]]);
  118. if (str(_inventory) != _previous) then {
  119. _object setVariable["lastInventory",_inventory];
  120. if (_objectID == 0) then {
  121. _key = format["CHILD:309:%1:%2:",_uid,_inventory];
  122. } else {
  123. _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
  124. };
  125. diag_log ("HIVE: WRITE: "+ str(_key));
  126. _key call server_hiveWrite;
  127. };
  128. };
  129. };
  130. // ### BASE BUILDING 1.2 ### END
  131. // ###COPY END
  132.  
  133. _object_damage = {
  134. //Allow dmg process
  135. private["_hitpoints","_array","_hit","_selection","_key","_damage"];
  136. _hitpoints = _object call vehicle_getHitpoints;
  137. _damage = damage _object;
  138. _array = [];
  139. {
  140. _hit = [_object,_x] call object_getHit;
  141. _selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
  142. if (_hit > 0) then {
  143. _array set [count _array,[_selection,_hit]];
  144. //diag_log format ["Section Part: %1, Dmg: %2",_selection,_hit];
  145. } else {
  146. _array set [count _array,[_selection,0]];
  147. };
  148. } forEach _hitpoints;
  149.  
  150. if (_forced) then {
  151. if (_object in needUpdate_objects) then {
  152. needUpdate_objects = needUpdate_objects - [_object];
  153. };
  154.  
  155. if (_objectID == 0) then {
  156. _key = format["CHILD:306:%1:%2:%3:",_uid,_array,_damage];
  157. } else {
  158. _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
  159. };
  160. diag_log ("HIVE: WRITE: "+ str(_key));
  161. _key call server_hiveWrite;
  162.  
  163. } else {
  164. if (!(_object in needUpdate_objects)) then {
  165. //#ifdef OBJECT_DEBUG
  166. diag_log format["DEBUG: Monitoring: %1",_object];
  167. //#endif
  168. needUpdate_objects set [count needUpdate_objects, _object];
  169. };
  170. };
  171. };
  172.  
  173. _object_killed = {
  174. [_ObjectID,_UID] call server_deleteObj;
  175. };
  176.  
  177. _object setVariable ["lastUpdate",time,true];
  178. switch (_type) do {
  179. case "all": {
  180. call _object_position;
  181. call _object_inventory;
  182. call _object_damage;
  183. };
  184. case "position": {
  185. call _object_position;
  186. };
  187. case "gear": {
  188. call _object_inventory;
  189. };
  190. case "damage"; case "repair" : {
  191. call _object_damage;
  192. };
  193. case "killed": {
  194. call _object_killed;
  195. };
  196. };
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