That would be useful and in addition to that, a line where the parser said: "nope, that's not what I expected in line ..." would be perfect
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Dec 21 2021
Please address the issue again. I've had the issue with out own Server and I know a few others, who are stuck with the same issue.
@Geez is there anything that changed since it was changed to Assigned again ?
Dec 9 2021
Aug 18 2021
Can be merged with https://feedback.bistudio.com/T151046
May 26 2021
Apr 30 2021
Apr 10 2021
While doing some more tests, I've noticed, that also with a json String length < 60.000 I would get server crashes. It seems to have to do something with the string.Substring() method.
static bool WriteToFile(string file, T data) { JsonSerializer js = new JsonSerializer(); string jsonOut; bool ok = js.WriteToString(data, true, jsonOut); Print("Length: " + jsonOut.Length()); Print("Json: " + jsonOut); if (!ok) return false; Print("Opening File for writing Json"); FileHandle handle = OpenFile(file, FileMode.WRITE); Print("Opened File Handle."); if (handle == 0) return false; Print("Starting to write File..."); for (int i = 0; i < jsonOut.Length();) { int end = Math.Min(i + 60000, jsonOut.Length()); int length = end - i; Print("Writing Chars: " + i + " to " + end + " -> " + length); string sub = jsonOut.Substring(i, length); Print("Sub finished"); Print("Sub: " + sub.Length()); FPrint(handle, sub); Print("FPrint Worked"); i += 60000; } CloseFile(handle); Print("Closed json File"); return true; }
and this was the output sometimes (sometimes it crashed later in the program)
SCRIPT : Opening File for writing Json SCRIPT : Opened File Handle. SCRIPT : Starting to write File... SCRIPT : Writing Chars: 0 to 58892 -> 58892
Okay this is getting even more "interesting"
I've noticed, that Doing this:
modded class MissionServer { void MissionServer() { TIntArray testArray = new TIntArray(); for (int i = 0; i < 100000; i++) { testArray.Insert(i); } Print("Saving Json ..."); JsonSaver<TIntArray>.WriteToFile("$profile:/testArray.json", testArray); } }
would cause the server to freeze at some random position in the code (for me while loading Trader Objects) removing the Code will make it run fine again. If I don't put 100.000 items in the list, but 1.000.000, the server will crash completly instead of just freezing. DK, what's wrong there, but this definitely needs some attention. I've also checked if this occours while saving the json file, but that's not the case. The file is saved correctly and all my Prints were executed. When setting it to 10.000, the Server will start, but then eventualy crash. It's random every time.
Since nobody seems to care about it, I made my own Json Saver / Reader class. Feel free to use it in your Projects. I've successfully saved the TestArray from above which was a 1064kb file. This is how you use it to save files:
Mar 23 2021
@Geez any chance this will be fixed ?
Mar 9 2021
Dec 6 2020
Oct 26 2020
Oct 9 2020
Jun 21 2020
Great Idea, but It would be nice to have some kind of whitelist the mod needs to be put on to be able to access this function. E.g. the Workshop ID needs to be inserted into the server config as an array of Strings. I can already see some modders having the great idea to add random people ore them selfes or anything else
May 25 2020
Thanks.
So I can spawn items / events in, but I don't get a reference to an object that was spawned ? Would be nice to get my spawned Item to manipulate it further
May 19 2020
Apr 20 2020
Can we also use that for Weapons to spawn with attachments ? Or is this only a thing for Events ? Would be great if we would have the configured attachments from cfgspawnabletypes.xml for weapons working with that too
Mar 27 2020
Jan 19 2020
Thats correct. I thought I wrote JsonFileLoader somewhere, but apparently not ^^. But that was the thing I meant
Jan 12 2020
Jan 9 2020
Thanks. Would have been a very strange limit just cutting off the Json output. Any ETA when it will be resolved ? And just one thing to note: the FileSerializer does not seem to have a limit too, if you are still looking into that. It was just a coincidene, that the size of my testfile was around 32768 bytes.
Jan 8 2020
Jan 7 2020
And does the FileSerializer has the same limitations ? Otherwise I would run into the same issues soon. Looks like the file the FileSerializer creates has an even lower limit set to 32768 (2^15)
Jan 4 2020
Nice idea, but there will be a big problem that could cause some great mess. If you have an enum and set the first Value to 1, the second will be equal to 2 and so on. Now Imagine you have multiple mods adding items at the end of the enum and you have different load orders on the Client and Server. Some RPCs would go to the wrong direction and the whole thing blows up
Maybe try
ref array<ref Person> personarray = new array<ref Person>
Sep 21 2019
Sep 18 2019
I had some hard hours trying to figure out the Issue causing this Problem. It's happening when you want to use the PlainId (maybe other values too) of the Player and not save the PlainId in a variable first ! I fixed I by always using string steamid = player.GetIdentity().GetPlainId(); and then compare those values ! I did not test if this is enough, but what should be enough is this code:
Jul 2 2019
I've tested a bit with all the Mods installed and it seems to be the Trader Mod causing this issue. I'll message the creator of the Mod and tell it to him. Did not think this mod could cause these issues. If you want to test it too, install the Trader Mod on the Server and Client ;)
Jun 24 2019
Jun 13 2019
If you need my logs: BasebuildingCrashReport.zip
And as allways: rVn has the login Data
Since the last update 1.03.151658 we did not encounter the Problem again. If we have more information on that, I will tell you
Jun 4 2019
Jun 1 2019
Apr 26 2019
Currently you hate to use direction *= "-1 -1 -1".ToVector(); That worked for me.
Apr 23 2019
You can render Them above Map widgets. You have to put them on the same parent widget and set the Priority the the other widget higher than the Map Widget. At least that is how I got it fixed