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- User Since
- Sep 14 2018, 5:18 PM (317 w, 4 d)
Wed, Oct 2
Sep 3 2024
it's in the same class. Why would I use protected there. If the TestMethod was private and I get an error, that would make sense, but not here. ThePrivateMethod is private and I call it from the same class @Traqu
Sep 2 2024
@Geez This has been open for a year now and it seems the first bug at least got fixed, but still using private is very impractical at the moment (see the second post), especially because using getters and setters adds additional cost, because invoking a method is rather slow in DayZ and there are zero optimizations done when compiling the code
Aug 30 2024
I just ran into a very weird bug which makes no sense to me and seems like a compiler bug hidden somewhere in the deep, which might even be the cause for some server crashes.
When I put this in 3_Game:
class LBConfigBase2 : Managed {
Aug 22 2024
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May 27 2024
https://feedback.bistudio.com/T171341 duplicate
May 21 2024
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Apr 26 2024
Yeah, sending custom Headers and not only content type headers would be a great addition too
Apr 17 2024
Apr 5 2024
Same isse: https://feedback.bistudio.com/T179174
Maybe this is related ? https://feedback.bistudio.com/T179174
Apr 3 2024
I also talked to some other modders and I worte two small mods explaining the problem with the softdependencies. Is this example there Is a Test1 and Test2 mod. The Test2 mod contains a method, which should be overwritten by the Test1 mod. Due to the default alphabetical Loadorder, the Test1 mod is loaded first and therefore tries to overwrite a method, which does not exist. Even when the old #define LBmaster_Test_2_custom define and putting that in the scripts loaded by Test1 doesn't work.
Mar 12 2024
I just checked again, becaus I saw other mods using somthing like
class CfgAddons { class PreloadBanks {}; class PreloadAddons { class dayz { list[] = { "Other_Mod_Name" }; }; }; };
Feb 18 2024
It not only happens when I get the string in there with the CopyFromClipboard, but also when doing something like string str = "..." and put all the data with escaped quotes in there.
Jan 25 2024
Okay, that's what I expected, so we have to either spawn items only client side or try to hide it for other players.
Thanks for the answer anyways.
Nice. Seems to be fixed with the last 1.24.157353 update
Jan 18 2024
Changing this will 100% break more mods than it will fix. Either introduce a >>> for it or don't change it
Why is this a bug ? This is normal behavior for negative numbers. What you mean is >>>, which does not care about the sign of the number
Jan 17 2024
Jan 16 2024
I just checked if my 1.24 Experimental Server and it does not start with the PBO loaded and I still get the same error. Has the fix not been merged into the first Experimental Build? I also haven't seen it in the 1.24 changelog in the forums.
Jan 6 2024
Also one big issue this would solve would be adding mods, which overwrite the onstoreload and onstorewrite methods to save their own variables, cause the whole persistence to break. Being able to rewind the buffer when it failed to read the data, would make it possible to prevent wuch issues from happening. At least when installing the mod
Jan 3 2024
I just saw a fix for "Can't find matching overload for function Error" was scheduled for the 1.24 update and I wanted to emphasize, that this has also been a major problem for me in the past, that sometimes the loadorder of mods is not the way you need to have it and supporting a load of different mods will get very tedious without some proper softdependencies. Currently it's just luck if it works or I have to make a seperate PBO for the plugin, which is not really doable especially for only a few lines of code for every plugin.
Dec 1 2023
Yeah, That's what I expected. I found a workaround by adding proxy physics and removing them by script when the item is attached / detached. That seemed to be impossible first too, but now it works for some reason. I guess you can close it
Nov 27 2023
Nov 17 2023
Nov 14 2023
@Geez please have a look at this
Nov 9 2023
The mdmp is from a 1.22.156718 Server, but it also happens on the latest version and has been a problem in older versions too
Or when going even further, you could implement a whole FileApi to subscribe to file changes with a callback to the reload any changed configs so for example
class FileApi {
Oct 6 2023
for me personally it would be enough to just be able to manipulate the players network bubble position through the PlayerIdentity class with something like proto native void SetNetworkBubblePosition(vector position); to overwrite the position to a certain location as like the player would stand there to see items and players around (must be called by the server obviously). and a proto native bool ResetNetworkBubblePosition(), which returns true if the position was overwritten or false if the position was not overwrittien (Also maybe add a method to get the current location and get if it's currently overwritting without having to disable it, but they don't seem to be that needed). Also the PlayerBase of the player remains at it's old position and should still be synced with the server to prevent any issues arrising when deleting the PlayerBase of the player, because he is out of the range of the network bubble. It would also be cool if the VON location would be changed to the same location to allow interacting with other players like the admin is at this position
Sep 5 2023
Sep 1 2023
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Jul 30 2023
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
Jul 28 2023
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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)