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Naked units transfer bug (#163) persists #180

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PirkleAwesome opened this issue Mar 19, 2019 · 12 comments · Fixed by CBATeam/CBA_A3#1406
Closed

Naked units transfer bug (#163) persists #180

PirkleAwesome opened this issue Mar 19, 2019 · 12 comments · Fixed by CBATeam/CBA_A3#1406

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@PirkleAwesome
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Arma 3 Version: 1.90 (stable / rc / dev)
CBA Version: 3.10.0.190316 (stable / dev + commit hash)
ACE3 Version: 3.12.6 (stable / dev + commit hash)
ACEX Version: 3.4.2 (stable / dev + commit hash)

Mods:

- CBA_A3
- ace
- acex

Description:

  • Units lose their load out when transferring to HC (All sides, vanilla & mods)

https://gfycat.com/PlasticInsidiousBlacklab (Project Opfor Independent ChDKZ Insurgents, RHS AFRF OPFOR Russia (MSV), Vanilla BLUFOR NATO

Steps to reproduce:

  • Spawn units
  • Wait

Where did the issue occur?

  • Dedicated

Additional information:

@jonpas
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jonpas commented Mar 19, 2019

Are server settings also set on headless clients?

@PabstMirror
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Getting rpt from hc will be really helpful
mainly looking for the presence of Unit [%1] became local with broken loadout - attempting to fix

@jonpas
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jonpas commented Mar 19, 2019

Maybe uniform UNIT == "" is not true yet right after transfer, but only some frames later when sync catches up.

@PirkleAwesome
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PirkleAwesome commented Mar 19, 2019

@jonpas I don't know if the server settings are on the headless clients. I am not the main person responsible for my units server, so Ill have to ask the person who is, when he get gets on.

@PabstMirror https://pastebin.com/knfvSZf8 rpt mentions broken load out at lines 2596 - 2615

@PirkleAwesome
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@jonpas The server config is indeed set on the headless clients.

@stale
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stale bot commented Jun 20, 2019

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

@stale stale bot added the inactive label Jun 20, 2019
@jonpas
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jonpas commented Jun 24, 2019

Maybe uniform UNIT == "" is not true yet right after transfer, but only some frames later when sync catches up.

Looking at RPT, that's clearly not the case and works correctly.

Maybe "Local" EH fires before loadout variable on the unit gets transferred over the network? That also doesn't make good sense, because variable should be undefined, not an empty loadout in that case, and it should fall-back to config-defined loadout.

@stale stale bot removed the inactive label Jun 24, 2019
@Freddo3000
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Sometimes for me the units appear with a uniform, however they do not keep vest, helmet and weapons, leaving them unarmed. You can sometimes see them walking around fine, and then suddenly have their gear removed.

Seemingly only appears on busy MP servers.

Relevant BI-FT ticket? https://feedback.bistudio.com/T127183

@jonpas
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jonpas commented Jul 22, 2020

Seems like the improvement to the current workaround would be to wait longer before checking if transfer failed and reapplying the loadout.

@jannes-io
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jannes-io commented Nov 16, 2020

Had a couple of naked guys running around today, so I went into our server logs and we've encountered the same log that was posted here prior.

16:06:50 [ACEX] (headless) INFO: Unit [B Ghosts:9] became local with broken loadout - attempting to fix

Any update? Is acex responsible for naked players? In our case it keeps everything except for the uniform, and the player does see his own uniform, it's just others that can't see it.

@jonpas
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jonpas commented Nov 16, 2020

No, it's not ACEX responsible directly, just Arma synchronization that is slow.

@jonpas
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jonpas commented Jan 11, 2021

Possible improvements (thanks to @Freddo3000 and @oOKexOo):

  • Check additional items (eg. vest, helmet, weapon) - but only if they are non-empty in loadout as well (should really do the same for uniforms as well anyways)
  • Assure loadout is available on the receiving machine before applied (right now transfer happens immediately after publishing loadout)
    • Additionally only transmit to the target machine, not everyone

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5 participants