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[Release] Wicked AI 2.2.3 [1.0.6+]


JasonTM

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1 minute ago, Schalldampfer said:

how did you edit the server_monitor.sqf? please upload it like rpt file

Spoiler

private ["_date","_year","_month","_day","_hour","_minute","_date1","_key","_objectCount","_dir","_point","_i","_action","_dam","_selection","_wantExplosiveParts","_entity","_worldspace","_damage","_booleans","_rawData","_ObjectID","_class","_CharacterID","_inventory","_hitpoints","_fuel","_id","_objectArray","_script","_result","_outcome","_shutdown","_res"];
[] execVM "\z\addons\dayz_server\system\s_fps.sqf"; //server monitor FPS (writes each ~181s diag_fps+181s diag_fpsmin*)
#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"

waitUntil {!isNil "BIS_MPF_InitDone" && initialized};
if (!isNil "sm_done") exitWith {}; // prevent server_monitor be called twice (bug during login of the first player)
sm_done = false;

_legacyStreamingMethod = false; //use old object streaming method, more secure but will be slower and subject to the callExtension return size limitation.

dayz_serverIDMonitor = [];
_DZE_VehObjects = [];
dayz_versionNo = getText (configFile >> "CfgMods" >> "DayZ" >> "version");
dayz_hiveVersionNo = getNumber (configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
_hiveLoaded = false;
_serverVehicleCounter = [];
_tempMaint = DayZ_WoodenFence + DayZ_WoodenGates;
diag_log "HIVE: Starting";

//Set the Time
_key = "CHILD:307:";
_result = _key call server_hiveReadWrite;
_outcome = _result select 0;
if (_outcome == "PASS") then {
    _date = _result select 1;
    _year = _date select 0;
    _month = _date select 1;
    _day = _date select 2;
    _hour = _date select 3;
    _minute = _date select 4;

    if (dayz_ForcefullmoonNights) then {_date = [2012,8,2,_hour,_minute];};
    diag_log ["TIME SYNC: Local Time set to:", _date, "Fullmoon:",dayz_ForcefullmoonNights,"Date given by HiveExt.dll:",_result select 1];
    setDate _date;
    dayzSetDate = _date;
    publicVariable "dayzSetDate";
};

//Stream in objects
/* STREAM OBJECTS */
//Send the key
_timeStart = diag_tickTime;

for "_i" from 1 to 5 do {
    diag_log "HIVE: trying to get objects";
    _key = format["CHILD:302:%1:%2:",dayZ_instance, _legacyStreamingMethod];
    _result = _key call server_hiveReadWrite;  
    if (typeName _result == "STRING") then {
        _shutdown = format["CHILD:400:%1:",(profileNamespace getVariable "SUPERKEY")];
        _res = _shutdown call server_hiveReadWrite;
        diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res));
    } else {
        diag_log ("HIVE: found "+str(_result select 1)+" objects" );
        _i = 99; // break
    };
};

if (typeName _result == "STRING") exitWith {
    diag_log "HIVE: Connection error. Server_monitor.sqf is exiting.";
};    

diag_log "HIVE: Request sent";
_myArray = [];
_val = 0;
_status = _result select 0; //Process result
_val = _result select 1;
if (_legacyStreamingMethod) then {
    if (_status == "ObjectStreamStart") then {
        profileNamespace setVariable ["SUPERKEY",(_result select 2)];
        _hiveLoaded = true;
        //Stream Objects
        diag_log ("HIVE: Commence Object Streaming...");
        for "_i" from 1 to _val do  {
            _result = _key call server_hiveReadWriteLarge;
            _status = _result select 0;
            _myArray set [count _myArray,_result];
        };
    };
} else {
    if (_val > 0) then {
        _fileName = _key call server_hiveReadWrite;
        _lastFN = profileNamespace getVariable["lastFN",""];
        profileNamespace setVariable["lastFN",_fileName];
        saveProfileNamespace;
        if (_status == "ObjectStreamStart") then {
            profileNamespace setVariable ["SUPERKEY",(_result select 2)];
            _hiveLoaded = true;
            _myArray = Call Compile PreProcessFile _fileName;
            _key = format["CHILD:302:%1:%2:",_lastFN, _legacyStreamingMethod];
            _result = _key call server_hiveReadWrite; //deletes previous object data dump
        };
    } else {
        if (_status == "ObjectStreamStart") then {
            profileNamespace setVariable ["SUPERKEY",(_result select 2)];
            _hiveLoaded = true;
        };
    };
};

diag_log ("HIVE: Streamed " + str(_val) + " objects");

// Don't spawn objects if no clients are online (createVehicle fails with Ref to nonnetwork object)
if ((playersNumber west + playersNumber civilian) == 0) exitWith {
    diag_log "All clients disconnected. Server_monitor.sqf is exiting.";
};

{
    private ["_object","_posATL"];
    //Parse Array
    _action =         _x select 0; 
    _idKey =         _x select 1;
    _type =            _x select 2;
    _ownerID =         _x select 3;
    _worldspace =     _x select 4;
    _inventory =    _x select 5;
    _hitPoints =    _x select 6;
    _fuel =            _x select 7;
    _damage =         _x select 8;
    _storageMoney = _x select 9;

    //set object to be in maintenance mode
    _maintenanceMode = false;
    _maintenanceModeVars = [];
    
    _dir = 90;
    _pos = [0,0,0];
    _wsDone = false;
    _wsCount = count _worldspace;

    //Vector building
    _vector = [[0,0,0],[0,0,0]];
    _vecExists = false;
    _ownerPUID = "0";

    if (_wsCount >= 2) then {
        _dir = _worldspace select 0;
        _posATL = _worldspace select 1;
        if (count _posATL == 3) then {
            _pos = _posATL;
            _wsDone = true;                    
        };
        if (_wsCount >= 3) then{
            _ws2TN = typename (_worldspace select 2);
            _ws3TN = typename (_worldspace select 3);
            if (_wsCount == 3) then{
                    if (_ws2TN == "STRING") then{
                        _ownerPUID = _worldspace select 2;
                    } else {
                         if (_ws2TN == "ARRAY") then{
                            _vector = _worldspace select 2;
                            _vecExists = true;
                        };                  
                    };
            } else {
                if (_wsCount == 4) then{
                    if (_ws3TN == "STRING") then{
                        _ownerPUID = _worldspace select 3;
                    } else {
                        if (_ws2TN == "STRING") then{
                            _ownerPUID = _worldspace select 2;
                        };
                    };
                    if (_ws2TN == "ARRAY") then{
                        _vector = _worldspace select 2;
                        _vecExists = true;
                    } else {
                        if (_ws3TN == "ARRAY") then{
                            _vector = _worldspace select 3;
                            _vecExists = true;
                        };
                    };
                };
            };
        } else {
            _worldspace set [count _worldspace, "0"];
        };
    };

    if (!_wsDone) then {
        if ((count _posATL) >= 2) then {
            _pos = [_posATL select 0,_posATL select 1,0];
            diag_log format["MOVED OBJ: %1 of class %2 with worldspace array = %3 to pos: %4",_idKey,_type,_worldspace,_pos];
        } else {
            diag_log format["MOVED OBJ: %1 of class %2 with worldspace array = %3 to pos: [0,0,0]",_idKey,_type,_worldspace];
        };
    };

    //diag_log format["OBJ: %1 - %2,%3,%4,%5,%6,%7,%8", _idKey,_type,_ownerID,_worldspace,_inventory,_hitPoints,_fuel,_damage];
    /*
        if (_type in _tempMaint) then {
            //Use hitpoints for Maintenance system and other systems later.
            //Enable model swap for a damaged model.
            if ("Maintenance" in _hitPoints) then {
                _maintenanceModeVars = [_type,_pos];
                _type = _type + "_Damaged";
            };    
            //TODO add remove object and readd old fence (hideobject would be nice to use here :-( )
            //Pending change to new fence models\Layout
        };
    */
        _nonCollide = _type in DayZ_nonCollide;    
        //Create it
        if (_nonCollide) then {
            _object = createVehicle [_type, [0,0,0], [], 0, "NONE"];
        } else {
            _object = _type createVehicle [0,0,0]; //more than 2x faster than createvehicle array
        };
        _object setDir _dir;
        _object setPosATL _pos;
        _object setDamage _damage;
        if (_vecExists) then {
            _object setVectorDirAndUp _vector;
        };
        _object enableSimulation false;

        _doorLocked = _type in DZE_DoorsLocked;
        _isPlot = _type == "Plastic_Pole_EP1_DZ";
        
        // prevent immediate hive write when vehicle parts are set up
        _object setVariable ["lastUpdate",diag_ticktime];
        _object setVariable ["ObjectID", _idKey, true];
        _object setVariable ["OwnerPUID", _ownerPUID, true];
        if (Z_SingleCurrency && {_type in DZE_MoneyStorageClasses}) then {
            _object setVariable [Z_MoneyVariable, _storageMoney, true];
        };

        dayz_serverIDMonitor set [count dayz_serverIDMonitor,_idKey];
        
        if (!_wsDone) then {[_object,"position",true] call server_updateObject;};
        if (_type == "Base_Fire_DZ") then {_object spawn base_fireMonitor;};
        
        _isDZ_Buildable = _object isKindOf "DZ_buildables";
        _isTrapItem = _object isKindOf "TrapItems";
        _isSafeObject = _type in DayZ_SafeObjects;
        
        //Dont add inventory for traps.
        if (!_isDZ_Buildable && !_isTrapItem) then {
            clearWeaponCargoGlobal _object;
            clearMagazineCargoGlobal _object;
            clearBackpackCargoGlobal _object;
            if( (count _inventory > 0) && !_isPlot && !_doorLocked) then {
                if (_type in DZE_LockedStorage) then {
                    // Do not send big arrays over network! Only server needs these
                    _object setVariable ["WeaponCargo",(_inventory select 0),false];
                    _object setVariable ["MagazineCargo",(_inventory select 1),false];
                    _object setVariable ["BackpackCargo",(_inventory select 2),false];
                } else {
                    _weaponcargo = _inventory select 0 select 0;
                    _magcargo = _inventory select 1 select 0;
                    _backpackcargo = _inventory select 2 select 0;
                   _weaponqty = _inventory select 0 select 1;
                    {_object addWeaponCargoGlobal [_x, _weaponqty select _foreachindex];} foreach _weaponcargo;

                    _magqty = _inventory select 1 select 1;
                    {_object addMagazineCargoGlobal [_x, _magqty select _foreachindex];} foreach _magcargo;

                    _backpackqty = _inventory select 2 select 1;
                    {_object addBackpackCargoGlobal [_x, _backpackqty select _foreachindex];} foreach _backpackcargo;
                };
            } else {
                if (DZE_permanentPlot && _isPlot) then {
                    _object setVariable ["plotfriends", _inventory, true];
                };
                if (DZE_doorManagement && _doorLocked) then {
                    _object setVariable ["doorfriends", _inventory, true];
                };
            };
        };
        
        if (_object isKindOf "AllVehicles") then {
            _object setVariable ["CharacterID", _ownerID, true];
            _isAir = _object isKindOf "Air";
            {
                _selection = _x select 0;
                _dam = if (!_isAir && {_selection in dayZ_explosiveParts}) then {(_x select 1) min 0.8;} else {_x select 1;};
                _strH = "hit_" + (_selection);
                _object setHit[_selection,_dam];
                _object setVariable [_strH,_dam,true];
            } foreach _hitpoints;
            [_object,"damage"] call server_updateObject;

            _object setFuel _fuel;
            if (!_isSafeObject) then {
                _DZE_VehObjects set [count _DZE_VehObjects,_object]; 
                _object call fnc_veh_ResetEH;
                if (_ownerID != "0" && {!(_object isKindOf "Bicycle")}) then {_object setVehicleLock "locked";};
                _serverVehicleCounter set [count _serverVehicleCounter,_type]; // total each vehicle
            } else {
                _object enableSimulation true;
            };
        } else {
            // Fix for leading zero issues on safe codes after restart
            _lockable = getNumber (configFile >> "CfgVehicles" >> _type >> "lockable");
            _codeCount = count (toArray _ownerID);
            switch (_lockable) do {
                case 4: {
                    switch (_codeCount) do {
                        case 3: {_ownerID = format["0%1",_ownerID];};
                        case 2: {_ownerID = format["00%1",_ownerID];};
                        case 1: {_ownerID = format["000%1",_ownerID];};
                    };
                };
                case 3: {
                    switch (_codeCount) do {
                        case 2: {_ownerID = format["0%1",_ownerID];};
                        case 1: {_ownerID = format["00%1",_ownerID];};
                    };
                };
            };
            _object setVariable ["CharacterID", _ownerID, true];
            if (_isDZ_Buildable || {(_isSafeObject && !_isTrapItem)}) then {
                _object setVariable["memDir",_dir,true];
                if (DZE_GodModeBase && {!(_type in DZE_GodModeBaseExclude)}) then {
                    _object addEventHandler ["HandleDamage",{false}];
                } else {
                    _object addMPEventHandler ["MPKilled",{_this call vehicle_handleServerKilled;}];
                };
                _object setVariable ["OEMPos",_pos,true]; // used for inplace upgrades and lock/unlock of safe
            } else {
                _object enableSimulation true;
            };
            if (_isDZ_Buildable || {_isTrapItem}) then {
                //Use inventory for owner/clan info and traps armed state
                {
                    _xTypeName = typeName _x;
                    switch (_xTypeName) do {
                        case "ARRAY": {
                            _x1 = _x select 1;
                            switch (_x select 0) do {
                                case "ownerArray" : { _object setVariable ["ownerArray", _x1, true]; };
                                case "clanArray" : { _object setVariable ["clanArray", _x1, true]; };
                                case "armed" : { _object setVariable ["armed", _x1, true]; };
                                case "padlockCombination" : { _object setVariable ["dayz_padlockCombination", _x1, false]; };
                                case "BuildLock" : { _object setVariable ["BuildLock", _x1, true]; };
                            };
                        };
                        case "STRING": {_object setVariable ["ownerArray", [_x], true]; };
                        case "BOOLEAN": {_object setVariable ["armed", _x, true]};
                    };
                } foreach _inventory;
                
                if (_maintenanceMode) then { _object setVariable ["Maintenance", true, true]; _object setVariable ["MaintenanceVars", _maintenanceModeVars]; };
            };
        };
        dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object]; //Monitor the object
} forEach _myArray;

//enable simulation on vehicles after all buildables are spawned
{
    _x enableSimulation true;
    _x setVelocity [0,0,1];
} forEach _DZE_VehObjects;

diag_log format["HIVE: BENCHMARK - Server_monitor.sqf finished streaming %1 objects in %2 seconds (unscheduled)",_val,diag_tickTime - _timeStart];

// # END OF STREAMING #
if (dayz_townGenerator) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_plantSpawner.sqf"; // Draw the pseudo random seeds
};
#ifndef OBJECT_DEBUG
    object_debug = false;
#else
    object_debug = true;
#endif
[] execFSM "\z\addons\dayz_server\system\server_vehicleSync.fsm"; 
[] execVM "\z\addons\dayz_server\system\scheduler\sched_init.sqf"; // launch the new task scheduler

createCenter civilian;

actualSpawnMarkerCount = 0;
// count valid spawn markers, since different maps have different amounts
for "_i" from 0 to 10 do {
    if ((getMarkerPos format["spawn%1",_i]) distance [0,0,0] > 0) then {
        actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
    } else {
        _i = 11; // exit since we did not find any further markers 
    };
};
diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];

if (isDedicated) then {endLoadingScreen;};
[] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
allowConnection = true;
sm_done = true;
publicVariable "sm_done";

// Trap loop
[] spawn {
    private ["_array","_array2","_array3","_script","_armed"];
    _array = str dayz_traps;
    _array2 = str dayz_traps_active;
    _array3 = str dayz_traps_trigger;

    while {1 == 1} do {
        if ((str dayz_traps != _array) || (str dayz_traps_active != _array2) || (str dayz_traps_trigger != _array3)) then {
            _array = str dayz_traps;
            _array2 = str dayz_traps_active;
            _array3 = str dayz_traps_trigger;
            //diag_log "DEBUG: traps";
            //diag_log format["dayz_traps (%2) -> %1", dayz_traps, count dayz_traps];
            //diag_log format["dayz_traps_active (%2) -> %1", dayz_traps_active, count dayz_traps_active];
            //diag_log format["dayz_traps_trigger (%2) -> %1", dayz_traps_trigger, count dayz_traps_trigger];
            //diag_log "DEBUG: end traps";
        };

        {
            if (isNull _x) then {
                dayz_traps = dayz_traps - [_x];
                _armed = false;
                _script = {};
            } else {
                _armed = _x getVariable ["armed", false];
                _script = call compile getText (configFile >> "CfgVehicles" >> typeOf _x >> "script");
            };
            
            if (_armed) then {
                if !(_x in dayz_traps_active) then {["arm", _x] call _script;};
            } else {
                if (_x in dayz_traps_active) then {["disarm", _x] call _script;};
            };
            uiSleep 0.01;
        } forEach dayz_traps;
        uiSleep 1;
    };
};

//Points of interest
//[] execVM "\z\addons\dayz_server\compile\server_spawnInfectedCamps.sqf"; //Adds random spawned camps in the woods with corpses and loot tents (negatively impacts FPS)
[] execVM "\z\addons\dayz_server\compile\server_spawnCarePackages.sqf";
[] execVM "\z\addons\dayz_server\compile\server_spawnCrashSites.sqf";

if (dayz_townGenerator) then {execVM "\z\addons\dayz_server\system\lit_fireplaces.sqf";};

"PVDZ_sec_atp" addPublicVariableEventHandler {
    _x = _this select 1;
    switch (1==1) do {
        case (typeName _x == "STRING") : { // just some logs from the client
            diag_log _x;
        };
        case (count _x == 2) : { // wrong side
            diag_log format["P1ayer %1 reports possible 'side' hack. Server may be compromised!",(_x select 1) call fa_plr2Str];
        };
        default { // player hit
            _unit = _x select 0;
            _source = _x select 1;
            if (!isNull _source) then {
                diag_log format ["P1ayer %1 hit by %2 %3 from %4 meters in %5 for %6 damage",
                    _unit call fa_plr2Str, if (!isPlayer _source && alive _source) then {"AI"} else {_source call fa_plr2Str}, _x select 2, _x select 3, _x select 4, _x select 5];
            };
        };
    };
};

"PVDZ_objgather_Knockdown" addPublicVariableEventHandler {
    _tree = (_this select 1) select 0;
    _player = (_this select 1) select 1;
    _dis = _player distance _tree;
    _name = if (alive _player) then {name _player} else {"DeadPlayer"};
    _uid = getPlayerUID _player;
    _treeModel = _tree call fn_getModelName;

    if (_dis < 30 && (_treeModel in dayz_trees or (_treeModel in dayz_plant)) && (_uid != "")) then {
        _tree setDamage 1;
        dayz_choppedTrees set [count dayz_choppedTrees,_tree];
        diag_log format["Server setDamage on tree or plant %1 chopped down by %2(%3)",_treeModel,_name,_uid];
    };
};

// preload server traders menu data into cache
if !(DZE_ConfigTrader) then {
    {
        // get tids
        _traderData = call compile format["menu_%1;",_x];
        if (!isNil "_traderData") then {
            {
                _traderid = _x select 1;
                _retrader = [];

                _key = format["CHILD:399:%1:",_traderid];
                _data = "HiveEXT" callExtension _key;
                _result = call compile format["%1",_data];
                _status = _result select 0;
        
                if (_status == "ObjectStreamStart") then {
                    _val = _result select 1;
                    call compile format["ServerTcache_%1 = [];",_traderid];
                    for "_i" from 1 to _val do {
                        _data = "HiveEXT" callExtension _key;
                        _result = call compile format ["%1",_data];
                        call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
                        _retrader set [count _retrader,_result];
                    };
                };
            } forEach (_traderData select 0);
        };
    } forEach serverTraders;
};

if (_hiveLoaded) then {
    _serverVehicleCounter spawn {
        //  spawn_vehicles
        // Get all buildings and roads only once. Very taxing, but only on first startup
        _serverVehicleCounter = _this;
        _vehiclesToUpdate = [];
        _startTime = diag_tickTime;
        _buildingList = [];
        _cfgLootFile = missionConfigFile >> "CfgLoot" >> "Buildings";
        {
            if (isClass (_cfgLootFile >> typeOf _x)) then {
                _buildingList set [count _buildingList,_x];
            };
        } count (getMarkerPos "center" nearObjects ["building",((getMarkerSize "center") select 1)]);
        _roadList = getMarkerPos "center" nearRoads ((getMarkerSize "center") select 1);
        
        _vehLimit = MaxVehicleLimit - (count _serverVehicleCounter);
        if (_vehLimit > 0) then {
            diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
            for "_x" from 1 to _vehLimit do {call spawn_vehicles;};
        } else {
            diag_log "HIVE: Vehicle Spawn limit reached!";
            _vehLimit = 0;
        };
        
        if (dayz_townGenerator) then {
            // Vanilla town generator spawns debris locally on each client
            MaxDynamicDebris = 0;
        } else {
            // Epoch global dynamic debris
            diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
            for "_x" from 1 to MaxDynamicDebris do {call spawn_roadblocks;};
        };

        diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
        for "_x" from 1 to MaxAmmoBoxes do {call spawn_ammosupply;};

        diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
        for "_x" from 1 to MaxMineVeins do {call spawn_mineveins;};
        
        diag_log format["HIVE: BENCHMARK - Server finished spawning %1 DynamicVehicles, %2 Debris, %3 SupplyCrates and %4 MineVeins in %5 seconds (scheduled)",_vehLimit,MaxDynamicDebris,MaxAmmoBoxes,MaxMineVeins,diag_tickTime - _startTime];
        
        //Update gear last after all dynamic vehicles are created to save random loot to database (low priority)
        {[_x,"gear"] call server_updateObject} count _vehiclesToUpdate;
    };
};

[] spawn server_spawnEvents;
/* //Causes issues with changing clothes
_debugMarkerPosition = [(respawn_west_original select 0),(respawn_west_original select 1),1];
_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
_vehicle_0 setPos _debugMarkerPosition;
_vehicle_0 setVariable ["ObjectID","1",true];
*/
 

 

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5 minutes ago, EnsmiNZ said:
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private ["_date","_year","_month","_day","_hour","_minute","_date1","_key","_objectCount","_dir","_point","_i","_action","_dam","_selection","_wantExplosiveParts","_entity","_worldspace","_damage","_booleans","_rawData","_ObjectID","_class","_CharacterID","_inventory","_hitpoints","_fuel","_id","_objectArray","_script","_result","_outcome","_shutdown","_res"];
[] execVM "\z\addons\dayz_server\system\s_fps.sqf"; //server monitor FPS (writes each ~181s diag_fps+181s diag_fpsmin*)
#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"

waitUntil {!isNil "BIS_MPF_InitDone" && initialized};
if (!isNil "sm_done") exitWith {}; // prevent server_monitor be called twice (bug during login of the first player)
sm_done = false;

_legacyStreamingMethod = false; //use old object streaming method, more secure but will be slower and subject to the callExtension return size limitation.

dayz_serverIDMonitor = [];
_DZE_VehObjects = [];
dayz_versionNo = getText (configFile >> "CfgMods" >> "DayZ" >> "version");
dayz_hiveVersionNo = getNumber (configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
_hiveLoaded = false;
_serverVehicleCounter = [];
_tempMaint = DayZ_WoodenFence + DayZ_WoodenGates;
diag_log "HIVE: Starting";

//Set the Time
_key = "CHILD:307:";
_result = _key call server_hiveReadWrite;
_outcome = _result select 0;
if (_outcome == "PASS") then {
    _date = _result select 1;
    _year = _date select 0;
    _month = _date select 1;
    _day = _date select 2;
    _hour = _date select 3;
    _minute = _date select 4;

    if (dayz_ForcefullmoonNights) then {_date = [2012,8,2,_hour,_minute];};
    diag_log ["TIME SYNC: Local Time set to:", _date, "Fullmoon:",dayz_ForcefullmoonNights,"Date given by HiveExt.dll:",_result select 1];
    setDate _date;
    dayzSetDate = _date;
    publicVariable "dayzSetDate";
};

//Stream in objects
/* STREAM OBJECTS */
//Send the key
_timeStart = diag_tickTime;

for "_i" from 1 to 5 do {
    diag_log "HIVE: trying to get objects";
    _key = format["CHILD:302:%1:%2:",dayZ_instance, _legacyStreamingMethod];
    _result = _key call server_hiveReadWrite;  
    if (typeName _result == "STRING") then {
        _shutdown = format["CHILD:400:%1:",(profileNamespace getVariable "SUPERKEY")];
        _res = _shutdown call server_hiveReadWrite;
        diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res));
    } else {
        diag_log ("HIVE: found "+str(_result select 1)+" objects" );
        _i = 99; // break
    };
};

if (typeName _result == "STRING") exitWith {
    diag_log "HIVE: Connection error. Server_monitor.sqf is exiting.";
};    

diag_log "HIVE: Request sent";
_myArray = [];
_val = 0;
_status = _result select 0; //Process result
_val = _result select 1;
if (_legacyStreamingMethod) then {
    if (_status == "ObjectStreamStart") then {
        profileNamespace setVariable ["SUPERKEY",(_result select 2)];
        _hiveLoaded = true;
        //Stream Objects
        diag_log ("HIVE: Commence Object Streaming...");
        for "_i" from 1 to _val do  {
            _result = _key call server_hiveReadWriteLarge;
            _status = _result select 0;
            _myArray set [count _myArray,_result];
        };
    };
} else {
    if (_val > 0) then {
        _fileName = _key call server_hiveReadWrite;
        _lastFN = profileNamespace getVariable["lastFN",""];
        profileNamespace setVariable["lastFN",_fileName];
        saveProfileNamespace;
        if (_status == "ObjectStreamStart") then {
            profileNamespace setVariable ["SUPERKEY",(_result select 2)];
            _hiveLoaded = true;
            _myArray = Call Compile PreProcessFile _fileName;
            _key = format["CHILD:302:%1:%2:",_lastFN, _legacyStreamingMethod];
            _result = _key call server_hiveReadWrite; //deletes previous object data dump
        };
    } else {
        if (_status == "ObjectStreamStart") then {
            profileNamespace setVariable ["SUPERKEY",(_result select 2)];
            _hiveLoaded = true;
        };
    };
};

diag_log ("HIVE: Streamed " + str(_val) + " objects");

// Don't spawn objects if no clients are online (createVehicle fails with Ref to nonnetwork object)
if ((playersNumber west + playersNumber civilian) == 0) exitWith {
    diag_log "All clients disconnected. Server_monitor.sqf is exiting.";
};

{
    private ["_object","_posATL"];
    //Parse Array
    _action =         _x select 0; 
    _idKey =         _x select 1;
    _type =            _x select 2;
    _ownerID =         _x select 3;
    _worldspace =     _x select 4;
    _inventory =    _x select 5;
    _hitPoints =    _x select 6;
    _fuel =            _x select 7;
    _damage =         _x select 8;
    _storageMoney = _x select 9;

    //set object to be in maintenance mode
    _maintenanceMode = false;
    _maintenanceModeVars = [];
    
    _dir = 90;
    _pos = [0,0,0];
    _wsDone = false;
    _wsCount = count _worldspace;

    //Vector building
    _vector = [[0,0,0],[0,0,0]];
    _vecExists = false;
    _ownerPUID = "0";

    if (_wsCount >= 2) then {
        _dir = _worldspace select 0;
        _posATL = _worldspace select 1;
        if (count _posATL == 3) then {
            _pos = _posATL;
            _wsDone = true;                    
        };
        if (_wsCount >= 3) then{
            _ws2TN = typename (_worldspace select 2);
            _ws3TN = typename (_worldspace select 3);
            if (_wsCount == 3) then{
                    if (_ws2TN == "STRING") then{
                        _ownerPUID = _worldspace select 2;
                    } else {
                         if (_ws2TN == "ARRAY") then{
                            _vector = _worldspace select 2;
                            _vecExists = true;
                        };                  
                    };
            } else {
                if (_wsCount == 4) then{
                    if (_ws3TN == "STRING") then{
                        _ownerPUID = _worldspace select 3;
                    } else {
                        if (_ws2TN == "STRING") then{
                            _ownerPUID = _worldspace select 2;
                        };
                    };
                    if (_ws2TN == "ARRAY") then{
                        _vector = _worldspace select 2;
                        _vecExists = true;
                    } else {
                        if (_ws3TN == "ARRAY") then{
                            _vector = _worldspace select 3;
                            _vecExists = true;
                        };
                    };
                };
            };
        } else {
            _worldspace set [count _worldspace, "0"];
        };
    };

    if (!_wsDone) then {
        if ((count _posATL) >= 2) then {
            _pos = [_posATL select 0,_posATL select 1,0];
            diag_log format["MOVED OBJ: %1 of class %2 with worldspace array = %3 to pos: %4",_idKey,_type,_worldspace,_pos];
        } else {
            diag_log format["MOVED OBJ: %1 of class %2 with worldspace array = %3 to pos: [0,0,0]",_idKey,_type,_worldspace];
        };
    };

    //diag_log format["OBJ: %1 - %2,%3,%4,%5,%6,%7,%8", _idKey,_type,_ownerID,_worldspace,_inventory,_hitPoints,_fuel,_damage];
    /*
        if (_type in _tempMaint) then {
            //Use hitpoints for Maintenance system and other systems later.
            //Enable model swap for a damaged model.
            if ("Maintenance" in _hitPoints) then {
                _maintenanceModeVars = [_type,_pos];
                _type = _type + "_Damaged";
            };    
            //TODO add remove object and readd old fence (hideobject would be nice to use here :-( )
            //Pending change to new fence models\Layout
        };
    */
        _nonCollide = _type in DayZ_nonCollide;    
        //Create it
        if (_nonCollide) then {
            _object = createVehicle [_type, [0,0,0], [], 0, "NONE"];
        } else {
            _object = _type createVehicle [0,0,0]; //more than 2x faster than createvehicle array
        };
        _object setDir _dir;
        _object setPosATL _pos;
        _object setDamage _damage;
        if (_vecExists) then {
            _object setVectorDirAndUp _vector;
        };
        _object enableSimulation false;

        _doorLocked = _type in DZE_DoorsLocked;
        _isPlot = _type == "Plastic_Pole_EP1_DZ";
        
        // prevent immediate hive write when vehicle parts are set up
        _object setVariable ["lastUpdate",diag_ticktime];
        _object setVariable ["ObjectID", _idKey, true];
        _object setVariable ["OwnerPUID", _ownerPUID, true];
        if (Z_SingleCurrency && {_type in DZE_MoneyStorageClasses}) then {
            _object setVariable [Z_MoneyVariable, _storageMoney, true];
        };

        dayz_serverIDMonitor set [count dayz_serverIDMonitor,_idKey];
        
        if (!_wsDone) then {[_object,"position",true] call server_updateObject;};
        if (_type == "Base_Fire_DZ") then {_object spawn base_fireMonitor;};
        
        _isDZ_Buildable = _object isKindOf "DZ_buildables";
        _isTrapItem = _object isKindOf "TrapItems";
        _isSafeObject = _type in DayZ_SafeObjects;
        
        //Dont add inventory for traps.
        if (!_isDZ_Buildable && !_isTrapItem) then {
            clearWeaponCargoGlobal _object;
            clearMagazineCargoGlobal _object;
            clearBackpackCargoGlobal _object;
            if( (count _inventory > 0) && !_isPlot && !_doorLocked) then {
                if (_type in DZE_LockedStorage) then {
                    // Do not send big arrays over network! Only server needs these
                    _object setVariable ["WeaponCargo",(_inventory select 0),false];
                    _object setVariable ["MagazineCargo",(_inventory select 1),false];
                    _object setVariable ["BackpackCargo",(_inventory select 2),false];
                } else {
                    _weaponcargo = _inventory select 0 select 0;
                    _magcargo = _inventory select 1 select 0;
                    _backpackcargo = _inventory select 2 select 0;
                   _weaponqty = _inventory select 0 select 1;
                    {_object addWeaponCargoGlobal [_x, _weaponqty select _foreachindex];} foreach _weaponcargo;

                    _magqty = _inventory select 1 select 1;
                    {_object addMagazineCargoGlobal [_x, _magqty select _foreachindex];} foreach _magcargo;

                    _backpackqty = _inventory select 2 select 1;
                    {_object addBackpackCargoGlobal [_x, _backpackqty select _foreachindex];} foreach _backpackcargo;
                };
            } else {
                if (DZE_permanentPlot && _isPlot) then {
                    _object setVariable ["plotfriends", _inventory, true];
                };
                if (DZE_doorManagement && _doorLocked) then {
                    _object setVariable ["doorfriends", _inventory, true];
                };
            };
        };
        
        if (_object isKindOf "AllVehicles") then {
            _object setVariable ["CharacterID", _ownerID, true];
            _isAir = _object isKindOf "Air";
            {
                _selection = _x select 0;
                _dam = if (!_isAir && {_selection in dayZ_explosiveParts}) then {(_x select 1) min 0.8;} else {_x select 1;};
                _strH = "hit_" + (_selection);
                _object setHit[_selection,_dam];
                _object setVariable [_strH,_dam,true];
            } foreach _hitpoints;
            [_object,"damage"] call server_updateObject;

            _object setFuel _fuel;
            if (!_isSafeObject) then {
                _DZE_VehObjects set [count _DZE_VehObjects,_object]; 
                _object call fnc_veh_ResetEH;
                if (_ownerID != "0" && {!(_object isKindOf "Bicycle")}) then {_object setVehicleLock "locked";};
                _serverVehicleCounter set [count _serverVehicleCounter,_type]; // total each vehicle
            } else {
                _object enableSimulation true;
            };
        } else {
            // Fix for leading zero issues on safe codes after restart
            _lockable = getNumber (configFile >> "CfgVehicles" >> _type >> "lockable");
            _codeCount = count (toArray _ownerID);
            switch (_lockable) do {
                case 4: {
                    switch (_codeCount) do {
                        case 3: {_ownerID = format["0%1",_ownerID];};
                        case 2: {_ownerID = format["00%1",_ownerID];};
                        case 1: {_ownerID = format["000%1",_ownerID];};
                    };
                };
                case 3: {
                    switch (_codeCount) do {
                        case 2: {_ownerID = format["0%1",_ownerID];};
                        case 1: {_ownerID = format["00%1",_ownerID];};
                    };
                };
            };
            _object setVariable ["CharacterID", _ownerID, true];
            if (_isDZ_Buildable || {(_isSafeObject && !_isTrapItem)}) then {
                _object setVariable["memDir",_dir,true];
                if (DZE_GodModeBase && {!(_type in DZE_GodModeBaseExclude)}) then {
                    _object addEventHandler ["HandleDamage",{false}];
                } else {
                    _object addMPEventHandler ["MPKilled",{_this call vehicle_handleServerKilled;}];
                };
                _object setVariable ["OEMPos",_pos,true]; // used for inplace upgrades and lock/unlock of safe
            } else {
                _object enableSimulation true;
            };
            if (_isDZ_Buildable || {_isTrapItem}) then {
                //Use inventory for owner/clan info and traps armed state
                {
                    _xTypeName = typeName _x;
                    switch (_xTypeName) do {
                        case "ARRAY": {
                            _x1 = _x select 1;
                            switch (_x select 0) do {
                                case "ownerArray" : { _object setVariable ["ownerArray", _x1, true]; };
                                case "clanArray" : { _object setVariable ["clanArray", _x1, true]; };
                                case "armed" : { _object setVariable ["armed", _x1, true]; };
                                case "padlockCombination" : { _object setVariable ["dayz_padlockCombination", _x1, false]; };
                                case "BuildLock" : { _object setVariable ["BuildLock", _x1, true]; };
                            };
                        };
                        case "STRING": {_object setVariable ["ownerArray", [_x], true]; };
                        case "BOOLEAN": {_object setVariable ["armed", _x, true]};
                    };
                } foreach _inventory;
                
                if (_maintenanceMode) then { _object setVariable ["Maintenance", true, true]; _object setVariable ["MaintenanceVars", _maintenanceModeVars]; };
            };
        };
        dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object]; //Monitor the object
} forEach _myArray;

//enable simulation on vehicles after all buildables are spawned
{
    _x enableSimulation true;
    _x setVelocity [0,0,1];
} forEach _DZE_VehObjects;

diag_log format["HIVE: BENCHMARK - Server_monitor.sqf finished streaming %1 objects in %2 seconds (unscheduled)",_val,diag_tickTime - _timeStart];

// # END OF STREAMING #
if (dayz_townGenerator) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_plantSpawner.sqf"; // Draw the pseudo random seeds
};
#ifndef OBJECT_DEBUG
    object_debug = false;
#else
    object_debug = true;
#endif
[] execFSM "\z\addons\dayz_server\system\server_vehicleSync.fsm"; 
[] execVM "\z\addons\dayz_server\system\scheduler\sched_init.sqf"; // launch the new task scheduler

createCenter civilian;

actualSpawnMarkerCount = 0;
// count valid spawn markers, since different maps have different amounts
for "_i" from 0 to 10 do {
    if ((getMarkerPos format["spawn%1",_i]) distance [0,0,0] > 0) then {
        actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
    } else {
        _i = 11; // exit since we did not find any further markers 
    };
};
diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];

if (isDedicated) then {endLoadingScreen;};
[] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
allowConnection = true;
sm_done = true;
publicVariable "sm_done";

// Trap loop
[] spawn {
    private ["_array","_array2","_array3","_script","_armed"];
    _array = str dayz_traps;
    _array2 = str dayz_traps_active;
    _array3 = str dayz_traps_trigger;

    while {1 == 1} do {
        if ((str dayz_traps != _array) || (str dayz_traps_active != _array2) || (str dayz_traps_trigger != _array3)) then {
            _array = str dayz_traps;
            _array2 = str dayz_traps_active;
            _array3 = str dayz_traps_trigger;
            //diag_log "DEBUG: traps";
            //diag_log format["dayz_traps (%2) -> %1", dayz_traps, count dayz_traps];
            //diag_log format["dayz_traps_active (%2) -> %1", dayz_traps_active, count dayz_traps_active];
            //diag_log format["dayz_traps_trigger (%2) -> %1", dayz_traps_trigger, count dayz_traps_trigger];
            //diag_log "DEBUG: end traps";
        };

        {
            if (isNull _x) then {
                dayz_traps = dayz_traps - [_x];
                _armed = false;
                _script = {};
            } else {
                _armed = _x getVariable ["armed", false];
                _script = call compile getText (configFile >> "CfgVehicles" >> typeOf _x >> "script");
            };
            
            if (_armed) then {
                if !(_x in dayz_traps_active) then {["arm", _x] call _script;};
            } else {
                if (_x in dayz_traps_active) then {["disarm", _x] call _script;};
            };
            uiSleep 0.01;
        } forEach dayz_traps;
        uiSleep 1;
    };
};

//Points of interest
//[] execVM "\z\addons\dayz_server\compile\server_spawnInfectedCamps.sqf"; //Adds random spawned camps in the woods with corpses and loot tents (negatively impacts FPS)
[] execVM "\z\addons\dayz_server\compile\server_spawnCarePackages.sqf";
[] execVM "\z\addons\dayz_server\compile\server_spawnCrashSites.sqf";

if (dayz_townGenerator) then {execVM "\z\addons\dayz_server\system\lit_fireplaces.sqf";};

"PVDZ_sec_atp" addPublicVariableEventHandler {
    _x = _this select 1;
    switch (1==1) do {
        case (typeName _x == "STRING") : { // just some logs from the client
            diag_log _x;
        };
        case (count _x == 2) : { // wrong side
            diag_log format["P1ayer %1 reports possible 'side' hack. Server may be compromised!",(_x select 1) call fa_plr2Str];
        };
        default { // player hit
            _unit = _x select 0;
            _source = _x select 1;
            if (!isNull _source) then {
                diag_log format ["P1ayer %1 hit by %2 %3 from %4 meters in %5 for %6 damage",
                    _unit call fa_plr2Str, if (!isPlayer _source && alive _source) then {"AI"} else {_source call fa_plr2Str}, _x select 2, _x select 3, _x select 4, _x select 5];
            };
        };
    };
};

"PVDZ_objgather_Knockdown" addPublicVariableEventHandler {
    _tree = (_this select 1) select 0;
    _player = (_this select 1) select 1;
    _dis = _player distance _tree;
    _name = if (alive _player) then {name _player} else {"DeadPlayer"};
    _uid = getPlayerUID _player;
    _treeModel = _tree call fn_getModelName;

    if (_dis < 30 && (_treeModel in dayz_trees or (_treeModel in dayz_plant)) && (_uid != "")) then {
        _tree setDamage 1;
        dayz_choppedTrees set [count dayz_choppedTrees,_tree];
        diag_log format["Server setDamage on tree or plant %1 chopped down by %2(%3)",_treeModel,_name,_uid];
    };
};

// preload server traders menu data into cache
if !(DZE_ConfigTrader) then {
    {
        // get tids
        _traderData = call compile format["menu_%1;",_x];
        if (!isNil "_traderData") then {
            {
                _traderid = _x select 1;
                _retrader = [];

                _key = format["CHILD:399:%1:",_traderid];
                _data = "HiveEXT" callExtension _key;
                _result = call compile format["%1",_data];
                _status = _result select 0;
        
                if (_status == "ObjectStreamStart") then {
                    _val = _result select 1;
                    call compile format["ServerTcache_%1 = [];",_traderid];
                    for "_i" from 1 to _val do {
                        _data = "HiveEXT" callExtension _key;
                        _result = call compile format ["%1",_data];
                        call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
                        _retrader set [count _retrader,_result];
                    };
                };
            } forEach (_traderData select 0);
        };
    } forEach serverTraders;
};

if (_hiveLoaded) then {
    _serverVehicleCounter spawn {
        //  spawn_vehicles
        // Get all buildings and roads only once. Very taxing, but only on first startup
        _serverVehicleCounter = _this;
        _vehiclesToUpdate = [];
        _startTime = diag_tickTime;
        _buildingList = [];
        _cfgLootFile = missionConfigFile >> "CfgLoot" >> "Buildings";
        {
            if (isClass (_cfgLootFile >> typeOf _x)) then {
                _buildingList set [count _buildingList,_x];
            };
        } count (getMarkerPos "center" nearObjects ["building",((getMarkerSize "center") select 1)]);
        _roadList = getMarkerPos "center" nearRoads ((getMarkerSize "center") select 1);
        
        _vehLimit = MaxVehicleLimit - (count _serverVehicleCounter);
        if (_vehLimit > 0) then {
            diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
            for "_x" from 1 to _vehLimit do {call spawn_vehicles;};
        } else {
            diag_log "HIVE: Vehicle Spawn limit reached!";
            _vehLimit = 0;
        };
        
        if (dayz_townGenerator) then {
            // Vanilla town generator spawns debris locally on each client
            MaxDynamicDebris = 0;
        } else {
            // Epoch global dynamic debris
            diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
            for "_x" from 1 to MaxDynamicDebris do {call spawn_roadblocks;};
        };

        diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
        for "_x" from 1 to MaxAmmoBoxes do {call spawn_ammosupply;};

        diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
        for "_x" from 1 to MaxMineVeins do {call spawn_mineveins;};
        
        diag_log format["HIVE: BENCHMARK - Server finished spawning %1 DynamicVehicles, %2 Debris, %3 SupplyCrates and %4 MineVeins in %5 seconds (scheduled)",_vehLimit,MaxDynamicDebris,MaxAmmoBoxes,MaxMineVeins,diag_tickTime - _startTime];
        
        //Update gear last after all dynamic vehicles are created to save random loot to database (low priority)
        {[_x,"gear"] call server_updateObject} count _vehiclesToUpdate;
    };
};

[] spawn server_spawnEvents;
/* //Causes issues with changing clothes
_debugMarkerPosition = [(respawn_west_original select 0),(respawn_west_original select 1),1];
_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
_vehicle_0 setPos _debugMarkerPosition;
_vehicle_0 setVariable ["ObjectID","1",true];
*/
 

 

server_monitor.sqf seems ok.

So, you failed repacking dayz_server with edited server_monitor, or you are not using the repacked dayz_server.pbo

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1 minute ago, Schalldampfer said:

server_monitor.sqf seems ok.

So, you failed repacking dayz_server with edited server_monitor, or you are not using the repacked dayz_server.pbo

Woah wait, I just downloaded the Server PBO from my host and none of the files I've been changing are there. But I literally uploaded the Server PBO again like 30 minutes ago.

Okay, I just uploaded the Server PBO and then clicked save settings and restart server, waited for the restart to finish, then downloaded the Server PBO to make sure and none of my changes are in the PBO.

Is there any reason it wouldn't accept my Server PBO ?

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Fixed.
What was happening was my Server PBO wasn't being uploaded for some reason, but my provider told me to get WinSCP and upload the PBO manually and that worked. Sorry my problem had nothing to do with the mod itself

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  • 2 weeks later...
  • 1 month later...

i  downloaded this and followed the exact instructions.  after, when attempting to join the server it would sit at waiting for server to start auth.  i check rpt and no erros but a few error warnings saying it cant find sqfs in the server.pbo.  it should have no problem doing this

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