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{{Informative|Future [[Multiplayer Scripting]] page}}
{{SideTOC}}
{{Stub}}
== The basics ==
* In Multiplayer, players are connected to a server that distributes information among them.
* The server can be either a dedicated machine, or hosted by a player; in the latter it means the server can have a [[player]] unit.
* Players can join a mission ''after'' it started: they are considered "[[Join In Progress|JIP]]" and scripting should be adapted to them. See the [[#Join In Progress|Join In Progress]] chapter for more information.
{{Informative|In Singleplayer, the game acts as a player-hosted server ({{Inline code|[[isServer]]}} returns {{Inline code|[[true]]}}).}}
{{Warning|Some Multiplayer commands will '''not''' work in Singleplayer, such as {{Inline code|[[netId]]}} !}}
== Locality ==
=== Definitions ===
* '''LOCAL''' is an attribute for the machine where the command/script/function is executed.
** to check if a unit is local, use the [[local]] command
* '''REMOTE''' means '''non local'''. All players are remote units to a dedicated server, for example.
** to check if a unit is remote, simply use {{Inline code|[[not]] [[local]] ''unit''}}
* [[:Category:Scripting_Commands|commands]] arguments and effects can be either '''local''' or '''global''':
{|
|style="padding-right: 0.5em;"|{{EffArg|cmd|arg|local}}
|a '''local''' argument means an argument that is processed on the machine where the command is executed
|-
|{{EffArg|cmd|arg|global}}
|a '''global''' argument means any unit, even a remote one
|-
|{{EffArg|cmd|eff|local}}
|a '''local''' effect means that the effect will only happen on the machine where the command is executed
|-
|{{EffArg|cmd|eff|global}}
|a '''global''' effect means that all the computers will receive it
|}
See [[Locality in Multiplayer]] for more information.
=== Different machines ===
{|class="bikitable"
!Machine
!Conditions
|-
|Dedicated Server
|{{Inline code|[[isDedicated]]}}
|-
|Player Server
|{{Inline code|[[hasInterface]] && [[isServer]]}}
|-
|Client
|{{Inline code|[[hasInterface]] && not [[isServer]]}}
|-
|[[Join In Progress|JIP]] Client
|{{Inline code|[[hasInterface]] && [[didJIP]]}}
|-
|[[Arma 3 Headless Client|Headless Client]]
|{{Inline code|not [[hasInterface]] && not [[isDedicated]]}}
|}
* If you want to know if the current machine is a server (Dedicated Server or Player Server), use {{Inline code|[[isServer]]}}.
* If you want to know if the current machine has a player (Player Server included), use {{Inline code|[[hasInterface]]}}.
{{Warning|
* a [[Arma 3 Headless Client|Headless Client]] '''can''' be [[Join In Progress|JIP]]
* even if it is highly unlikely, a server '''can''' be [[Join In Progress|JIP]], too!}}
=== General information about locality ===
* a [[player]]'s unit is '''always''' local to the player's machine.
** a dedicated server doesn't have a [[player]] unit ({{Inline code|[[isNull]] [[player]]}} returns [[true]]}})
** to know if a certain unit is ''a'' player, use [[isPlayer]]
* an AI group with a player-leader will be local to the player's computer.
** a subordinate player being in a player-lead group will remain local to its computer (see bulletpoint #1)
* a driven vehicle is always local to its driver (not the commander, not the gunner)
** terrain objects (buildings, vegetation, roads etc.) are local everywhere ({{Inline code|[[local]] [[nearestBuilding]] [[player]]}} returns [[true]] on every client)
** editor-placed objects and empty vehicles are local to the server
** editor-placed '''triggers''' are created on every machine unless specified otherwise ("Server Only" [[Eden Editor]] option ticked)
** units created with [[createUnit]] will be local to the computer that issued the command
** objects and vehicles created with [[createVehicle]] will be local to the computer that issued the command
=== Locality changes ===
* if the player-leader dies, the AI is transferred where the new leader is local (server in case of AI, client in case of another player)
* [[join|joining]] AI units will change locality to the new leader's computer
* a driver gets in an empty vehicle, locality will change from server to player
* locality can also change in the event of a ||Team Switch]] or usage of [[selectPlayer]]
=== Code examples ===
{|class="bikitable"
!Code
!Argu-ments
!Effect
!Description
|-
|{{Inline code|remoteUnit [[setDamage]] 1;}}
|align="center"|{{EffArg|cmd|arg|global}}
|align="center"|{{EffArg|cmd|eff|global}}
|Any unit (local or remote) will die, and all the computers will know
|-
|{{Inline code|localUnit [[addMagazine]] "30Rnd_556x45_STANAG";}}
|align="center"|{{EffArg|cmd|arg|local}}
|align="center"|{{EffArg|cmd|eff|global}}
|Only a local unit can have its inventory edited with this command, but all the machines will be notified: if a player looks into the localUnit inventory, the added magazine will be there
|-
|{{Inline code|remoteUnit [[setFace]] "Miller";}}
|align="center"|{{EffArg|cmd|arg|global}}
|align="center"|{{EffArg|cmd|eff|local}}
|Any unit (local or remote) can get its face changed, but the new face will not be propagated through the network. Only the local machine's player will see the effect of the command
{{Informative|This command should ideally be '''executed on every machine''', for example with:
[remoteUnit, "Miller"] [[remoteExec]] ["setFace", 0, true];
See [[#Remote Execution|Remote Execution]] paragraph for more information.}}
|-
|{{Inline code|localCamera [[cameraEffect]] ["Internal", "Back"];}}
|align="center"|{{EffArg|cmd|arg|local}}
|align="center"|{{EffArg|cmd|eff|local}}
|Only a local camera can be entered, and of course only the local machine will see through this camera
|}
== Network ID ==
Network IDs identify machines and network objects. They can be used to target proper machines with remote execution; see [[#Remote Execution|Remote Execution]] chapter for more information.
{{Warning|'''A machine ID''' ([[owner|ownerID]]) is not to be confused with '''an object ID''' ([[netId]])}}
=== Machine network ID ===
Every machine, including the server, has a '''network ID'''.<br />
A server has an ID of '''2''', every new client has the next number (the first client will be number '''3''', second client number '''4''', etc.)
* To get the current machine's ID, use [[clientOwner]].
* To get the machine's ID of an object's owner, use [[owner]] ''object''  (MP only).
* To get the machine's ID of a group's owner, use [[groupOwner]] ''object'' (MP only).
{{Important|A client disconnecting and reconnecting to the same server will keep its network ID, even if other clients connected in the meantime!}}
=== Mission object ID ===
Every object synchronised through the network has a network ID, shortened to '''netId'''.
* To get an object's netId, use [[netId]] (MP only). '''SP &amp; MP variant:''' [[BIS_fnc_netId]]
* To get an object from a netId, use [[objectFromNetId]] (MP only). '''SP &amp; MP variant:''' [[BIS_fnc_objectFromNetId]]
* To get a group from a netId, use [[groupFromNetId]] (MP only). '''SP &amp; MP variant:''' [[BIS_fnc_groupFromNetId]]
== PublicVariable commands ==
PublicVariable commands allow to send '''global''' variables to specified machines.
* Network reception is guaranteed
* Short variable names should be used for network performance
* These commands shouldn't be used intensely for the same reason
{|class="bikitable"
!Command
!Effect
|-
|[[publicVariable]]
|Set/update a variable value from the local machine to all the other machines (including server)
|-
|[[publicVariableServer]]
|Set/update a variable value '''from a client to the server'''
|-
|[[publicVariableClient]]
|Set/update a variable value '''from the local machine''' (not necessarily the server) '''to a specific client'''
{{Important|The information will be lost if the targeted client disconnects!}}
|}
=== How it works ===
The server has the variable {{Inline code|ABC_Score}} to send to everyone. It sets the variable value with {{Inline code|ABC_Score = 5;}}, it then uses {{Inline code|[[publicVariable]] "ABC_Score"}} (do not forget the quotes!)<br />
This sends the variable name and value to the clients.
* If the variable is not yet declared on their machine, it will declare it as well.
* If the variable already exists, '''the value is overridden''' by the server's value.
* If the variable changes again on the server, it has to be manually [[publicVariable]]'d once again!
* A [[Join In Progress|JIP]] player will synchronise '''server's''' public variables '''before''' executing '''init.sqf'''. See [[Initialization Order]] for more information.
** A JIP player will '''not''' synchronise [[publicVariableClient]]-received variables after he disconnects/reconnects. Only server-known public variables sent with [[publicVariable]] will be synchronised.
== Remote Execution ==
{{arma2}} introduced the (now obsolete) [[Multiplayer framework]], used as follow:
waitUntil{ not isNil "BIS_MPF_InitDone"; };
[nil, nil, rHINT, "Message to everyone!"] call RE;
{{arma3}} alpha introduced [[BIS_fnc_MP]]:
["Message to everyone, including JIP  players!", "hint", true, true] call BIS_fnc_MP;
{{Warning|These two methods above are considered '''OBSOLETE''' since {{arma3}} v1.50 introduced two engine commands: [[remoteExec]] and [[remoteExecCall]].}}
'''{{arma3}} (&gt; v1.50):'''
["Message to everyone, including JIP players!", 0, true] remoteExec ["hint"];
See [[Arma 3 Remote Execution]] for more information.
== onPlayerConnected/onPlayerDisconnected events ==
These commands will execute code when a player is connecting or disconnecting. This code will run for players connecting in the lobby '''and''' for [[Join In Progress|JIP]] players!
* [[Arma 3: Event Handlers/addMissionEventHandler#PlayerConnected|addMissionEventHandler["PlayerConnected"]]]
* [[Arma 3: Event Handlers/addMissionEventHandler#PlayerDisconnected|addMissionEventHandler["PlayerDisconnected"]]]
{{Informative|Before {{GVI|arma3|1.57}} use [[BIS_fnc_addStackedEventHandler]] for [[onPlayerConnected]]/[[onPlayerDisconnected]].}}
== Client state ==
A client state is the client's connection state. It can be obtained with [[getClientState]] and [[getClientStateNumber]] commands on both server and clients.
{|class="bikitable"
![[getClientStateNumber]]
![[getClientState]]
!Description
|-
|0
|"NONE"
|No client (or singleplayer)
|-
|1
|"CREATED"
|Client is created
|-
|2
|"CONNECTED"
|Client is connected to server, message formats are registered
|-
|3
|"LOGGED IN"
|Identity is created
|-
|4
|"MISSION SELECTED"
|Mission is selected
|-
|5
|"MISSION ASKED"
|Server was asked to send / not send mission
|-
|6
|"ROLE ASSIGNED"
|Role was assigned (and confirmed)
|-
|7
|"MISSION RECEIVED"
|Mission received
|-
|8
|"GAME LOADED"
|Island loaded, vehicles received
|-
|9
|"BRIEFING SHOWN"
|Briefing was displayed
|-
|10
|"BRIEFING READ"
|Ready to play mission
|-
|11
|"GAME FINISHED"
|Game was finished
|-
|12
|"DEBRIEFING READ"
|Debriefing read, ready to continue with next mission
|}
== Join In Progress ==
A [[Join In Progress|JIP]] player will have many information synchronised by the game. JIP was introduced in [[{{arma}}]].
{|class="bikitable"
!Information
!Arma 1
!{{arma2}}
!{{arma3}}
|-
|date/time
|align="center"|{{task/}}
|align="center"|{{task/}}
|align="center"|{{task/}}
|-
|date/time + [[setDate]]/[[skipTime]]
|align="center"|{{task}}
|align="center"|{{task}}
|align="center"|{{task/}}
|-
|weather ([[overcast]], [[fog]])
|align="center"|{{task}}
|align="center"|{{task/}}
|align="center"|{{task/}}
|-
|weather + [[setOvercast]]/[[setFog]]/[[setRain]]
|align="center"|{{task}}
|align="center"|{{task}}
|align="center"|{{task/}}
|-
|time passed since mission start ([[time]] command)
|align="center"|''unknown''
|align="center"|''unknown''
|align="center"|{{task/}}
|-
|[[publicVariable]]-sent variables ([[Number]], [[String]], [[Text]], [[Array]], [[Code]])
|align="center"|{{task/}}
|align="center"|{{task/}}
|align="center"|{{task/}}
|-
|[[publicVariable]]-sent variables (nil)
|align="center"|{{task}}
|align="center"|{{task}}
|align="center"|{{task/}}
|-
|[[setVariable]]-assigned variables (when alternative syntax's ''public'' parameter is set to true)
|align="center"|''N/A''
|align="center"|{{task/}}
|align="center"|{{task/}}
|-
|[[remoteExec]]- and [[remoteExecCall]]-executed code if ''JIP'' prerequisites are met
|align="center"|''N/A''
|align="center"|''N/A''
|align="center"|{{task/}}
|}
See [[Join In Progress]] for more information.
== See also ==
* [[Arma 3 Headless Client|Headless Client]]
* [[Locality in Multiplayer]]
* [[:Category:Commands by effects and arguments locality|Commands by effects and arguments locality]]
** [[:Category:Commands requiring server side execution|Server-only commands]]
* [[Initialization Order]]
* [[Arma 3 Remote Execution]]
[[Category: Scripting Topics]]
[[Category:Sandbox]]
[[Category:Sandbox]]

Revision as of 20:18, 28 January 2019