Jump to content

Spawn Nacked after Relog


He-Man

Recommended Posts

As brian has stated i am also running the newest version of epoch also and still having random players come to me in teamspeak about this issue, i dont think its from epoch at all, it has been going on since the 1.54 update. Just for shits and giggles i had loaded up on one of my test servers the old version of arma 3 1.52 and  epoch and had no issues so i hope this gets fixed asap getting really annoying lol.

Link to comment
Share on other sites

I will continue to try to find a solid workaround, however I think this might be related to this issue as reported by Samatra 

http://feedback.arma3.com/view.php?id=17494 back in 2014.

 

If anyone can test this with a populated server I would appreciate it, as it is really hard for me to reproduce this issue in my dev servers. 
https://github.com/EpochModTeam/Epoch/archive/3933d6cdeb6172f0f9fa4022711048b9937aefc5.zip

This re-adds the player loadAbs mass logic check but with client side logging and a 30 sec timeout. What I need to know is even after waiting for the timeout does the player still get a body with no gear.

 

Link to comment
Share on other sites

17 hours ago, vbawol said:

I will continue to try to find a solid workaround, however I think this might be related to this issue as reported by Samatra 

http://feedback.arma3.com/view.php?id=17494 back in 2014.

 

If anyone can test this with a populated server I would appreciate it, as it is really hard for me to reproduce this issue in my dev servers. 
https://github.com/EpochModTeam/Epoch/archive/3933d6cdeb6172f0f9fa4022711048b9937aefc5.zip

This re-adds the player loadAbs mass logic check but with client side logging and a 30 sec timeout. What I need to know is even after waiting for the timeout does the player still get a body with no gear.

 

What happens: You spawn without body sometimes, when something fails. (looks like you are in a height of roach). I don't think thats an Epoch issue anymore, as I googled some stuff and found out that this also happens in clear Arma. 

Options:

Arma server fails to make proper script order, or because of [] spawn:

a) Client/Server may {deleteVehicle} init unit before it selects another (result: cant count mags, or spawning as objNull). 

b) Something like {removeAllItems} is executed not in a proper time (found out that you loose everything, but NVGoggles and Map, GPS, Radio). Why? Because all listed should pass {unassingItem} before getting deleted. That means that units probably getting cleared AFTER they get their gear.

c) EPOCH_server_loadPlayer.sqf:

Spoiler

				// Load Apperance START
				if (_uniform != "") then {
					_newPlyr addUniform _uniform;
				};
				if (_backpack != "") then {
					_newPlyr addBackpack _backpack;
				};
				if (_goggles != "") then {
					_newPlyr addGoggles _goggles;
				};
				if (_headgear != "") then {
					_newPlyr addHeadgear _headgear;
				};
				if (_vest != "") then {
					_newPlyr addVest _vest;
				};
				// Load Apperance END

				// Load inventory + defaults START
				if (count _weaponsAndItems >= 2) then {
					_equipped = _weaponsAndItems select 2;
					{
						_weapon = _x deleteAt 0;
						_type = getNumber(configfile >> "cfgweapons" >> _weapon >> "type");
						_attachments = [];
						_wMags = false;
						_wMagsArray = [];
						// suppressor, laser, optics, magazines(array), bipods
						{
							// magazines
							if (typeName(_x) == "ARRAY") then{
								_wMags = true;
								_wMagsArray = _x;
							} else {
								// attachments
								if (_x != "") then{
									_attachments pushBack _x;
								};
							};
						} forEach _x;
						// add weapon if equiped
						if (_weapon in _equipped) then {
							_equipped = _equipped - [_weapon];
							if (_wMags) then {
								_newPlyr addMagazine _wMagsArray;
							};
							if (_weapon != "") then {
								_newPlyr addWeapon _weapon;
							};
							switch _type do {
								case 1: { // primary
									removeAllPrimaryWeaponItems _newPlyr;
									{ _newPlyr addPrimaryWeaponItem _x } forEach _attachments;
								};
								case 2:	{ // handgun
									removeAllHandgunItems _newPlyr;
									{ _newPlyr addHandgunItem _x } forEach _attachments;
								};
								case 4:	{ // secondary
									// removeAllSecondaryWeaponItems player; does not exist ?
									{
										_newPlyr removeSecondaryWeaponItem _x;
									} forEach (secondaryWeaponItems _newPlyr);

									{ _newPlyr addSecondaryWeaponItem _x } forEach _attachments;
								};
							};
						} else {
							// overflow need to add these items to storage
							{
								_newPlyr addItem _x;
							} forEach _attachments;
							if (_wMags) then {
								_newPlyr addMagazine _wMagsArray;
							};
						};
					} forEach(_weaponsAndItems select 1);
					_currWeap = _weaponsAndItems select 0;
				};
				// Linked items
				{
					if (_x in["Binocular", "Rangefinder"]) then {
						_newPlyr addWeapon _x;
					} else {
						_newPlyr linkItem _x;
					};
				} forEach _linkedItems;

				// add items to containers
				[_newPlyr, _itemsInContainers] call _fnc_addItemToX;

				// add weapons to containers
				[_newPlyr, _weaponsInContainers] call _fnc_addItemToX;

				// Add magazines
				{_newPlyr addMagazine _x} forEach _normalMagazines;
				// Load inventory + defaults END

 

1) {addUniform}, {addBackpack}, {addGoggles}, {addHeadgear}, {addVest}, {addWeapon}, {addMagazine} - sometimes not considered global when applied to unit, even if executed on server. The {*Global} versions of those are still buggy and not working, pity. While {addMagazines}, {addItem} and all {*CargoGlobal} alternatives are working fine.

Seems like {linkItem} also saves NVGoggles and Rangefinders of deletion. Same for Map, GPS and etc as they probably linked by default when added.

 

No idea what can be else.

Thanks

Link to comment
Share on other sites

17 hours ago, He-Man said:

I have a better Idea.

You add it on your dev Server, give us a time and we will meet your Server. 

I think, I can catch 10-12 people for this test. If every Admin can catch some players, the Server will be full :)

Then you can log all, what you need.

If you you can get enough players to help test on one if my Dev servers that certainly is welcomed, however please keep in mind admin support will be limited.

All experimental builds run on my Dev servers before they go live, however I am also testing Arma 1.56 release candidate on the servers at this time so all players would need that also. I could see about switching one of them to the stable 1.54 build and I will make a post here soon that has all our active dev servers connection information in one place.

 

 

Link to comment
Share on other sites

vbAwols servers as of this moment: 

192.99.21.102:2302   Epochmod|Exp|BulletBuffet|Altis|1.56RC|Vilayer

Mods required:

Arma 3 1.56 

Epoch Experimental http://steamcommunity.com/sharedfiles/filedetails/?id=455221958 

 

192.99.21.102:2402  Epochmod|Exp|BulletBuffet|CUP-Cherno|1.56RC|Vilayer

Mods required:

Arma 3 1.56 

Epoch Experimental http://steamcommunity.com/sharedfiles/filedetails/?id=455221958 

CUPS Terrains - Core: http://steamcommunity.com/sharedfiles/filedetails/?id=583496184

CUPS Terrains - Maps: http://steamcommunity.com/sharedfiles/filedetails/?id=583544987

 

69.162.70.162:2502  Epochmod|Exp|BulletBuffet|CUP_Zargabad|1.56RC|GTXGAMING

Mods required:

Arma 3 1.56 

Epoch Experimental http://steamcommunity.com/sharedfiles/filedetails/?id=455221958 

CUPS Terrains - Core: http://steamcommunity.com/sharedfiles/filedetails/?id=583496184

CUPS Terrains - Maps: http://steamcommunity.com/sharedfiles/filedetails/?id=583544987

 

Link to comment
Share on other sites

the bug is not fixed by eden update, sadly

A player lost all his stuff after restart. Maybe an interresting fact is, that he lost 100 crypto from his inventory, as if he has died. But he lost it from his inventory, not his bank account. Clone Cost is 100 Crypto on my server...

We really need a fix...

Link to comment
Share on other sites

Ok, this is in testing now https://github.com/EpochModTeam/Epoch/releases/tag/0.3.7.0110 on my servers

Basically this is the start of the migration of PublicVariableClient (PVC) calls to remoteExec starting with player login. I think this should also fix issues with players logging in without gear (when one or more players are logging in at the same time, IE. server startup)

Link to comment
Share on other sites

thx, i uploaded it to my server. we will see. better to experiment with the players than having all the players loosing their stuff all the time and get angry. one player lost his stuff 3 times today and is very pissed ^^ it can only get better

edit: till now everything is fine. i logged in/out many times, nothing get lost. but we have to wait to be sure :unsure:

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×
×
  • Create New...