schwanzkopfhegel Posted December 1, 2016 Report Share Posted December 1, 2016 Hey there, we have found out that if you place and fill a storage unit (like safes, tents etc.) before a server restart the content will be gone after the next restart. But, if you wait untill the server has restarted and than place stuff into the storageunit, it will safe the items. I have tested it with XAMPP and Microsofts MySql-Server. Any Ideas? Or same Problems? Maybe we can open something like a Bug-Thread here? Link to comment Share on other sites More sharing options...
schwanzkopfhegel Posted December 1, 2016 Author Report Share Posted December 1, 2016 As I have some custom modification, I'll double check it on a stock testserver, maybe I can reproduce this failure. And than send you rpt. and the hivelog.. But: In the RC2 Testbuild we had had a stock server with the same Problem. (maybe I have logs from this, would they help?) Link to comment Share on other sites More sharing options...
schwanzkopfhegel Posted December 1, 2016 Author Report Share Posted December 1, 2016 Sure. (as foolish it might sound, sry for that..) start server connect build storageunit place item into it restart server repeat steps 1-5 until bug happens.. Its wierd, because it's not always fails. Some Players have reported that (until now) everything is fine, some had the failure. I also had the failure twice since yesterday.. Edit: To increase your chance of reproducing the bug: Build more than one storageunit.. Link to comment Share on other sites More sharing options...
Brian Soanes Posted December 1, 2016 Report Share Posted December 1, 2016 We're experiencing base parts doubling up despite only being loaded once on the server Link to comment Share on other sites More sharing options...
schwanzkopfhegel Posted December 1, 2016 Author Report Share Posted December 1, 2016 Will check it now.. As soon as I have information, I'll report back! Link to comment Share on other sites More sharing options...
Brian Soanes Posted December 1, 2016 Report Share Posted December 1, 2016 New dll in use but base parts still doubled up, killing client fps Link to comment Share on other sites More sharing options...
schwanzkopfhegel Posted December 1, 2016 Author Report Share Posted December 1, 2016 Can proof this. Same here. Link to comment Share on other sites More sharing options...
icomrade Posted December 1, 2016 Report Share Posted December 1, 2016 Correct DLL is supplied, modified date is 8/23/2016, which was when I built it last. If it's an issue with the new uid calculation then it's probably that the UID is too long, simple modifcaiton will be made. Did you report the issue with RC2, if not please consider doing so prior to release next time... @Brian Soanes try using _legacyStreamingMethod = true; at the top of the server_monitor.sqf file. Neither should duplicate buildables. I would attempt to replicate on a stock DB, or send me your DB (with door/safe/lockbox codes and such stripped out), since I haven't experienced this bug yet. Edit: here is the UID calculation code, I thought I worked it out so the code couldn't produce a length longer than acceptable. The key 1006234213292304 is indeed short enough to not cause problems, or rather should be short enough. //seems max is 19 digits dayz_objectUID2 = { private["_position","_dir","_time" ,"_key"]; _dir = _this select 0; _time = round diag_tickTime; if (_time > 99999) then {_time = round(random 99999);}; //prevent overflow if server isn't restarted _key = ""; _position = _this select 1; _key = format["%1%2%3%4", round(_time + abs(_position select 0)), round(_dir), round(abs(_position select 1)), _time]; _key; }; Brian Soanes 1 Link to comment Share on other sites More sharing options...
icomrade Posted December 1, 2016 Report Share Posted December 1, 2016 @ebayDayz I don't think it's the UID length, since I think they were longer in 1.0.5 in some cases and it's an INT64 which can certainly handle more digits (19 max). to test, I would remove one of the position calculations from the ObjectUID key generation, which would make the string substantially shorter. _key = format["%1%2%3", round(_time + abs(_position select 0)), round(_dir), _time]; Link to comment Share on other sites More sharing options...
icomrade Posted December 1, 2016 Report Share Posted December 1, 2016 We released an updated server package, download it here: http://epochmod.com/a2dayzepoch.php Quote [Updated] HiveExt.dll and DayZ_Server.pbo with commits: https://github.com/EpochModTeam/DayZ-Epoch/commit/40ea519fd326e1242f2f2c49b060b0585a8bb70a and https://github.com/vbawol/DayZhiveEpoch/pull/13/commits/d2f17ef5d051852b99a638c6d77a5311ecfbcd39 [Fixed] Issue with Hive Child 309 that resulted in broken saving of newly built storage object inventory [Fixed] Possible error with Object Publishing when snap building is disabled Unfortunately I was unable to replicate duplicated buildables on my test server, so that will remain an issue until we can reproduce it (assuming it affects fresh/vanilla installs) Link to comment Share on other sites More sharing options...
Brian Soanes Posted December 2, 2016 Report Share Posted December 2, 2016 The updated dll/files haven't fixed our errors Items built before the update are duplicating up to 3 times on the server Items built after the update are fine Has been tested on vanilla mission file/server file with no addons Link to comment Share on other sites More sharing options...
schwanzkopfhegel Posted December 2, 2016 Author Report Share Posted December 2, 2016 16 hours ago, icomrade said: We released an updated server package, download it here: http://epochmod.com/a2dayzepoch.php Unfortunately I was unable to replicate duplicated buildables on my test server, so that will remain an issue until we can reproduce it (assuming it affects fresh/vanilla installs) Nice job, will test that now! Link to comment Share on other sites More sharing options...
Brian Soanes Posted December 2, 2016 Report Share Posted December 2, 2016 I've wiped all my doors built before the patch, we couldn't go on with such poor client performance from the duplicates Link to comment Share on other sites More sharing options...
schwanzkopfhegel Posted December 4, 2016 Author Report Share Posted December 4, 2016 Seems working now! Thanks Epoch dev Team <3 Link to comment Share on other sites More sharing options...
_Lance_ Posted December 5, 2016 Report Share Posted December 5, 2016 On 12/2/2016 at 10:51 AM, Brian Soanes said: I've wiped all my doors built before the patch, we couldn't go on with such poor client performance from the duplicates Fresh server, bases are duplicating garage doors too - did you ever find a fix for this? Link to comment Share on other sites More sharing options...
Brian Soanes Posted December 5, 2016 Report Share Posted December 5, 2016 4 hours ago, _Lance_ said: Fresh server, bases are duplicating garage doors too - did you ever find a fix for this? No, I just wiped all doors, not had anymore reports of it happening since the wipe. Link to comment Share on other sites More sharing options...
_Lance_ Posted December 5, 2016 Report Share Posted December 5, 2016 5 minutes ago, Brian Soanes said: No, I just wiped all doors, not had anymore reports of it happening since the wipe. Ok I told my players to remove the extra doors, we'll see what happens tomorrow. I guess since I have a from-scratch server I need to report that. Link to comment Share on other sites More sharing options...
icomrade Posted December 5, 2016 Report Share Posted December 5, 2016 Can your players provide any additional info on how they might have duplicated? Link to comment Share on other sites More sharing options...
_Lance_ Posted December 5, 2016 Report Share Posted December 5, 2016 6 hours ago, icomrade said: Can your players provide any additional info on how they might have duplicated? I will find out tonight, so far it was only one base, wooden, with two wooden locked doors, even the combo locks duplicated - at the time I had only re-added the "axe cop service points" and "A2Epoch Logistic" mods - they started building their base even before the mods were installed. I get details as far how quickly it happened and report back. I'm also going to setup a fresh server with zero mods (well infistar so I can whip up base parts immediately) on my test server and see if I can duplicate it. Link to comment Share on other sites More sharing options...
_Lance_ Posted December 6, 2016 Report Share Posted December 6, 2016 So far so good on the vanilla 1.0.6 test server, I installed bec and let it run like my production server does, restarting every 4 hours, and after 3 reboots still no duplication. I contacted the player who reported duplicate doors and he's going to give me the details when he gets home from work tonight - I will report back with that info here as well as to github. EDIT: Issue added to github - was messaged back that "they're already looking into it" - sweet. Link to comment Share on other sites More sharing options...
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