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{{Informative|This page is an intended replacement for '''[[Code Optimisation]]'''. It is obviously '''a WORK-IN-PROGRESS'''.}}
[[Category: Sandbox]]
[[Category:Sandbox]]
{{Feature|informative|To go on [[Initialisation Order]].}}
<!--
TODO: color code about importance of performance saving? (green / yellow / red)
-->
----
= Code Optimisation =
----
__NOEDITSECTION__
<div style="float: right; margin-left: 1.5em; margin-bottom: 1em; max-width: 25%;">__TOC__</div>
== Introduction ==
This article will try to be a general guide about improving your code '''and''' its performance.
* The first part ([[#Rules|Rules]]) will focus on having a clean, readable and maintainable code.
* The second part ([[#Code optimisation|Code optimisation]]) is about '''improving performance''', sometimes trading it against code readability.
* The third part ([[#Equivalent commands performance|Equivalent commands performance]]) mentions commands that in appearance have identical effects but may differ in terms of performance according to the use you may have of them.
* The fourth part ([[#Conversion from earlier versions|Conversion from earlier versions]]) is a hopefully helpful, short guide about useful new commands or syntaxes to replace the old ways.


=== Color code ===
{| class="wikitable sortable align-center align-left-col-1"
* <div style="background-color: red;    border-radius: 50%; display: inline-block; vertical-align: middle; height: 24px; width: 24px;"></div> means you '''must''' change your ways today, ''or with us you will ride…''
|+ Order of Initialisation (use column sorting for respective machine order)
* <div style="background-color: orange; border-radius: 50%; display: inline-block; vertical-align: middle; height: 24px; width: 24px;"></div> means you may want to look at it if you are targeting pure performance
! rowspan="2" class="unsortable" style="text-align: center" | Task
* <div style="background-color: green;  border-radius: 50%; display: inline-block; vertical-align: middle; height: 24px; width: 24px;"></div> means the gain is little to unsignificant. Going through your code looking for this replacement is not worth it, but future  code should be written this way.
! rowspan="2" | Exec Environment
! rowspan="1" colspan="5" class="unsortable" | Machine
|-
! Single Player
! Dedicated Server
! Hosted Server
! Multiplayer Client
! [[Multiplayer Scripting#Join In Progress|JIP]] MP Client


|-
| [[Arma 3: Functions Library|Functions]] with <syntaxhighlight lang="cpp" inline>recompile</syntaxhighlight> {{Link|Arma 3: Functions Library#Attributes 3|attribute}} are recompiled
| {{n/a}}
| 1 <!-- Single Player -->
| 1 <!-- Dedicated Server -->
| 1 <!-- Hosted Server -->
| 1 <!-- Multiplayer Client -->
| 1 <!-- JIP MP Client -->


== Rules ==
|-
In the domain of development, any rule is a rule of thumb. If a rule states for example that it is ''better'' that a line of code doesn't go over 80 characters, it doesn't mean that any line '''''must not''''' go over 80 characters; sometimes, the situation needs it. If you have a good structure, '''do not''' change your code to enforce a single arbitrary rule. If you break many of them, you may have to change something. Again, this is according to your judgement.
| [[Arma 3: Functions Library|Functions]] with <syntaxhighlight lang="cpp" inline>preInit</syntaxhighlight> {{Link|Arma 3: Functions Library#Attributes 3|attribute}} are called
| [[Scheduler#Unscheduled Environment|Unscheduled]]
| 2 <!-- Single Player -->
| 2 <!-- Dedicated Server -->
| 2 <!-- Hosted Server -->
| 2 <!-- Multiplayer Client -->
| 2 <!-- JIP MP Client -->


With that being said, here are the three basic rules to get yourself in the clear:
|-
| Object Init Event Handlers are called
| [[Scheduler#Unscheduled Environment|Unscheduled]]
| 3 <!-- Single Player -->
| 3 <!-- Dedicated Server -->
| 3 <!-- Hosted Server -->
| 3 <!-- Multiplayer Client -->
| {{Icon|unchecked}} <!-- JIP MP Client -->


# [[#Make it work|Make it work]]
|-
# [[#Make it readable|Make it readable]]
| Expressions of [[Eden Editor: Configuring Attributes|Eden Editor entity attributes]] are called<ref name="isPlayer"><sqf inline>isPlayer _entity</sqf> does not return [[true]] immediately. Once the entity has become a [[player]], it is transferred to the client.</ref>
# [[#Optimise then|Optimise then]]
| [[Scheduler#Unscheduled Environment|Unscheduled]]
| 4 <!-- Single Player -->
| 4 <!-- Dedicated Server -->
| 4 <!-- Hosted Server -->
| {{Icon|unchecked}} <!-- Multiplayer Client -->
| {{Icon|unchecked}} <!-- JIP MP Client -->


=== Make it work ===
|-
Your first goal when coding is to make your code do what you want it does. A good way to reach this objective is to read and getting inspired by other people's code. If you understand it by reading it once, it is probably a good source of inspiration.<br />
| Object initialisation fields are called
When starting from scratch if you know what you want but miss the specific steps to get to your point, it is a good practice to write down in your native language what you want to do. E.g ''Get all the units near the city, and [[forEach|for each]] west soldier in them, add damage''.
| [[Scheduler#Unscheduled Environment|Unscheduled]]
| 5 <!-- Single Player -->
| 5 <!-- Dedicated Server -->
| 5 <!-- Hosted Server -->
| 4 <!-- Multiplayer Client -->
| 3 <!-- JIP MP Client -->


=== Make it readable ===
|- style="background-color: #95F0AD"
Whether you are cleaning your code or a different person's, you must understand the code without twisting your brain:
| [[Event Scripts#init.sqs|init.sqs]] is executed
|
| 6 <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


* While [[SQF syntax|SQF]] ''is'' impacted by variable name length, this should not take precedence on the fact that code must be readable by a human being. Variables like '''_u''' instead of '''_uniform''' should not be present.
|- style="background-color: #95F0AD"
* ''One-lining'' (putting everything in one statement) memory improvement is most of the time not worth the headache it gives when trying to read it. Don't overuse it.
| [[Event Scripts#init.sqf|init.sqf]] is executed
* Indentation is important for the human mind, and space is too. Space is free, use it.
| [[Scheduler#Scheduled Environment|Scheduled]]<ref name="enginewaits">Note '''in single player''' that while the environment is [[Scheduler#Scheduled Environment|Scheduled]] ([[canSuspend]] returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an [[Scheduler#Unscheduled Environment|Unscheduled environment]] - infinite loops will freeze the game, [[uiSleep]] may pause the game for up to ~20s (postInit), [[waitUntil]] can cause catastrophic issues, etc.</ref>
* Same goes for line return; it helps to see a code block wrapping multiple
| <!-- Single Player -->
* Do you see the same code multiple times, only with different parameters? Now is the time to write a function!
| <!-- Dedicated Server -->
* Is your function code far too long? Split it in understandable-sized bites, for your own sanity.
| <!-- Hosted Server -->
* Finally, camel-casing (namingLikeThis) your variables and commands will naturally make the code more readable, especially for long names.
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


{{Informative| '''_i''' is an accepted variable standard for a [[for]]..[[do]] iteration}}
|-
| Expressions of [[Eden Editor: Configuring Attributes|Eden Editor scenario attributes]] are called<ref name="playerCommandNotAvailable">[[player]] is not available immediately.</ref>
| [[Scheduler#Unscheduled Environment|Unscheduled]]
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


See the following code:
|- style="background-color: #95DEF0"
<code style="clear: right;">_w=[]; {_w pushbackunique primaryweapon _x} foreach((allunits+alldeadmen) select{_x call bis_fnc_objectside==east});</code>
| Persistent functions are called
|
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


The same example is far more readable with proper spacing, good variable names and intermediate results:
|-
<code>_weaponNames = [];
| [[Modules]] are initialised
_allUnitsAliveAndDead = allUnits + allDeadMen;
|
_allEastAliveAndDead = _allUnitsAliveAndDead select { _x call BIS_fnc_objectSide == east };
| <!-- Single Player -->
{ _weaponNames pushBackUnique primaryWeapon _x } forEach _allEastAliveAndDead;</code>
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| {{Icon|unchecked}} <!-- JIP MP Client -->


* if you have a lot of [[if]]..[[else]], you may want to look at a [[switch]] condition, or again break your code in smaller functions.
|- style="background-color: #DEF0AD"
| [[Event Scripts#initServer.sqf|initServer.sqf]] is executed
| [[Scheduler#Scheduled Environment|Scheduled]]
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| {{n/a}} <!-- Multiplayer Client -->
| {{n/a}} <!-- JIP MP Client -->


=== Optimise then ===
|- style="background-color: #DEF0AD"
Once you know what is what, you can understand your code better.
| [[Event Scripts#initPlayerLocal.sqf|initPlayerLocal.sqf]] is executed
* You were iterating multiple times on the same array?
| [[Scheduler#Scheduled Environment|Scheduled]]
** You should be able to spot your issue now.
| <!-- Single Player -->
* Are you using [[execVM]] on the same file, many times?
| {{n/a}} <!-- Dedicated Server -->
** Store your function in memory to avoid file reading every call with <code>_myFunction = [[compile]] [[preprocessFileLineNumbers]] "myFile.sqf";</code>
| <!-- Hosted Server -->
* Is your function code far too long?
| <!-- Multiplayer Client -->
** Split it in understandable-sized bites, for your own sanity.
| <!-- JIP MP Client -->
* Is your variable name far too long?
** Find a smaller name, according to the variable scope:
e.g
{ _opforUnitUniform {{=}} uniform _x; systemChat _opforUnitUniform; } [[forEach]] _allOpforUnits;
becomes
{ _uniform {{=}} uniform _x; systemChat _uniform; } [[forEach]] _allopforUnits;


|- style="background-color: #DEF0AD"
| [[Event Scripts#initPlayerServer.sqf|initPlayerServer.sqf]] is executed on the server
| [[Scheduler#Scheduled Environment|Scheduled]]
| <!-- Single Player -->
| {{n/a}} <!-- Dedicated Server -->
| ?? <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


== Code optimisation ==
|-
| [[Arma 3: Functions Library|Functions]] with <syntaxhighlight lang="cpp" inline>postInit</syntaxhighlight> {{Link|Arma 3: Functions Library#Attributes 3|attribute}} are called
| [[Scheduler#Scheduled Environment|Scheduled]]<ref name="enginewaits"/>
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


=== Lazy evaluation ===
|- style="background-color: #95DEF0"
[[private]] _myVar = [[if]] ([[false]]) [[then]] { 33; } [[else]] { 66; }; {{codecomment|// 0.0020 ms}}
| [[Event Scripts#init.sqs|init.sqs]] is executed
[[private]] "_myVar"; [[if]] ([[false]]) [[then]] { _myVar = 33; } [[else]] { _myVar = 66; }; {{codecomment|// 0.0025 ms}}
| [[Scheduler#Scheduled Environment|Scheduled]]
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


=== Successive condition check ===
|- style="background-color: #95DEF0"
In [[SQF syntax|SQF]] the following code will check '''all and every''' condition, even if one fail:
| [[Event Scripts#init.sqf|init.sqf]] is executed
[[if]] (condition1 && condition2 && condition3) [[then]] { {{codecomment|/* thenCode */}} };
| [[Scheduler#Scheduled Environment|Scheduled]]
This code will check ''condition1'', and if it is not [[true]] ''condition2'' and ''condition3'' will execute anyway.
| <!-- Single Player -->
To avoid this behaviour, you can either imbricate [[if|ifs]] or use '''lazy evaluation''' such as the following:
| <!-- Dedicated Server -->
[[if]] (condition1 && { condition2 } && { condition3 }) [[then]] { {{codecomment|/* thenCode */}} };
| <!-- Hosted Server -->
This method will stop condition evaluation on the first [[false]] statement.
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


Using lazy evaluation is not always the best way as it could speed up the code as well as slow it down, depending on the current condition being evaluated:
|-
["true &nbsp;|| {{false} || {false}}", [[nil]], 100000] [[call]] [[BIS_fnc_codePerformance]]; {{codecomment|// 0.00080 ms}}
| [[remoteExec]]'s [[Multiplayer Scripting#Join In Progress|JIP]] queue
["true &nbsp;|| &nbsp;{false} || {false&nbsp;}", [[nil]], 100000] [[call]] [[BIS_fnc_codePerformance]]; {{codecomment|// 0.00105 ms}}
| {{n/a}}
["false || &nbsp;&nbsp;false &nbsp;|| &nbsp;false&nbsp;&nbsp;", [[nil]], 100000] [[call]] [[BIS_fnc_codePerformance]]; {{codecomment|// 0.00123 ms}}
| {{n/a}} <!-- Single Player -->
["true &nbsp;|| &nbsp;&nbsp;false &nbsp;|| &nbsp;false&nbsp;&nbsp;", [[nil]], 100000] [[call]] [[BIS_fnc_codePerformance]]; {{codecomment|// 0.00128 ms}}
| {{n/a}} <!-- Dedicated Server -->
["false || &nbsp;{false} || {false}&nbsp;", [[nil]], 100000] [[call]] [[BIS_fnc_codePerformance]]; {{codecomment|// 0.00200 ms}}
| {{n/a}} <!-- Hosted Server -->
| {{n/a}} <!-- Multiplayer Client -->
| 42 <!-- JIP MP Client -->


=== Concatenating multiple small strings together ===
|- style="background-color: #EEE"
{{Inline code|myString {{=}} myString + otherString}} works fine for small strings, however the bigger the string gets the slower the operation becomes:
| ''Scenario going''
myString = ""; [[for]] "_i" [[from]] 1 [[to]] 10000 [[do]] { myString = myString + "123" }; {{codecomment|// 290 ms}}
| {{n/a}}
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


The solution is to use a string array that you will concatenate later:
|-
strings = [];
| [[Event Scripts#exit.sqf|exit.sqf]]
[[for]] "_i" [[from]] 1 [[to]] 10000 [[do]] {strings [[pushBack]] "123"};
|
strings = strings [[joinString]] ""; {{codecomment|// 30 ms}}
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


=== Multiplayer recommendations ===
|-
''TODO''
| [[Event Scripts#exit.sqs|exit.sqs]]
* no [[publicVariable]] or public [[setVariable]] at high frequency
|
* the server is supposed to have a lot of memory, use it
| <!-- Single Player -->
* variable name length impacts network?
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


=== createSimpleObject vs createVehicle ===
|-
''TODO''
| {{Link|Arma 3: Mission Event Handlers#Ended|"Ended" Mission Event Handler}}
create at [0,0,0]
|
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


|-
|  {{Link|Arma 3: Mission Event Handlers#MPEnded|"MPEnded" Mission Event Handler}}
|
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


== Equivalent commands performance ==
|}


=== if ===
[[if]]..[[then]] { {{codecomment|/* thenCode */}} }; {{codecomment|// fastest}}
[[if]]..[[exitWith]] { {{codecomment|/* exitCode */}} }; {{codecomment|// fast}}
[[if]]..[[then]] { {{codecomment|/* thenCode */}} } [[else]] { {{codecomment|/* elseCode */}} }; {{codecomment|// normal}}
[[if]]..[[then]] [{ {{codecomment|/* thenCode */}} },{ {{codecomment|/* elseCode */}} }] {{codecomment|// normal}}
Both {{Inline code|[[if]]..[[then]] { {{codecomment|/* thenCode */}} } [[else]] { {{codecomment|/* elseCode */}} }; }}<br />
and {{Inline code|[[if]]..[[then]] [{ {{codecomment|/* thenCode */}} }, { {{codecomment|/* elseCode */}} }]; }}<br />
have the same performance.


== See Also ==


=== for ===
* [[Arma 3: Functions Library]]<!--
The {{Inline code|[[for]]..[[from]]..[[to]]..[[do]]}} is twice as fast as its alternative syntax, {{Inline code|[[for]]..[[do]]}}.
* [[Arma 2: Functions Library]] -->
[[for]] "_i" [[from]] 0 [[to]] 10 [[do]] { {{codecomment|/* forCode */}} }; {{codecomment|// 0.015 ms}}
* [[Arma 3: Remote Execution]], [[BIS_fnc_MP]] <!-- keep? -->
[[for]] [{_i = 0}, {_i < 100}, {_i = _i + 1}] [[do]] { {{codecomment|/* forCode */}} }; {{codecomment|// 0.030 ms}}
* [[Eden Editor: Configuring Attributes|Eden Editor: Configuring Attributes]]
 
* [[Event Scripts]]
=== forEach vs count ===
* [[Scheduler]]
Both commands will step through supplied array of elements one by one and both commands will contain reference to current element in the [[_x]] variable.
However, [[count]] loop is a little faster than [[forEach]] loop, but it does not have [[_forEachIndex]] variable.<br />
Also, there is a limitation as the code inside [[count]] expects [[Boolean]] or [[Nothing]] while itself returns [[Number]].
 
<code>{[[diag_log]] _x} [[count]] [1,2,3,4,5]; {{codecomment|// 0.082 ms}}</code>
<code>{[[diag_log]] _x} [[forEach]] [1,2,3,4,5]; {{codecomment|// 0.083 ms}}</code>
 
Usage:
<code>_someoneIsNear = {_x [[distance]] [0,0,0] < 1000} [[count]] [[allUnits]] > 0;</code>
_someoneIsNear = {
[[if]] ([[_x]] [[distance]] [0,0,0] < 1000) [[exitWith]] { [[true]] };
[[false]]
} [[forEach]] [[allUnits]];
 
[[findIf]] (since {{arma3}} v1.82) stops array iteration as soon as the condition is met.
[0,1,2,3,4,5,6,7,8,9] [[findIf]] { _x == 2 }; {{codecomment|// 0.005 ms}}
_quantity = { [[_x]] == 2 } [[count]] [0,1,2,3,4,5,6,7,8,9]; {{codecomment|// 0.0114 ms}}
 
=== + and format ===
When concatenating more than two strings, [[format]] is faster than [[valuea_plus_valueb|+]]. Use:
[[format]] ["%1%2%3%4%5", "string1", "string2", "string3", "string4", "string5"]; {{codecomment|// faster}}
Instead of:
"string1" + "string2" + "string3" + "string4" + "string5"; {{codecomment|// slower}}
 
=== select and if ===
Use [[Inline code|[array] [[select]] [[Boolean]]}} instead of the lazy-evaluated [[if]].
_result = ["false result", "true result"] [[select]] [[true]]; {{codecomment|// 0.0011 ms}}
_result = [[if]] ([[true]]) [[then]] { "true result"; } [[else]] { "false result"; }; {{codecomment|// 0.0017 ms}}
 
=== private ===
Direct declaration ({{Inline code|[[private]] _var {{=}} value}} since {{arma3}} v1.53) is faster than declaring ''then'' assigning the variable.
private _a = 1;
private _b = 2;
private _c = 3;
private _d = 4;
{{codecomment|// 0.0023 ms}}
 
private ["_a", "_b", "_c", "_d"];
_a = 1;
_b = 2;
_c = 3;
_d = 4;
{{codecomment|// 0.0040 ms}}
 
However, if you have to reuse the same variable in a loop, external declaration is faster.<br />
The reason behind this is that a declaration in the loop will create, assign and delete the variable in each loop.<br />
An external declaration creates the variable only once and the loop only assigns the value.
[[for]] "_i" from 1 to 100 do
{
private _a = 1; private _b = 2; private _c = 3; private _d = 4;
};
{{codecomment|// 0.186776 ms}}
 
private ["_a", "_b", "_c", "_d"];
for "_i" from 1 to 100 do
{
_a = 1;
_b = 2;
_c = 3;
_d = 4;
};
{{codecomment|// 0.146327 ms}}
 
=== objectParent and vehicle ===
<code>isNull objectParent player {{codecomment|// 0.0013 ms, slightly faster}}</code>
<code>vehicle player == player {{codecomment|// 0.0022 ms}}</code>
 
=== nearEntities and nearestObjects ===
* [[nearEntities]] is much faster than [[nearestObjects]] given on range and amount of object(s) which are within the given range.
If a range was set to more thean 100 meters it is highly recommend to use [[nearEntities]] instead of [[nearestObjects]].
 
Note: [[nearEntities]] only searches for objects which are alive.
Killed units, destroyed vehicles, static objects and buildings will be ignored by the [[nearEntities]] command.
 
=== Config path delimiter ===
{{Inline code|[[config_greater_greater_name|>>]]}} is slightly faster than {{Inline code|[[config_/_name|/]]}} when used in config path with [[configFile]] or [[missionConfigFile]]:
[[configFile]] >> "CfgVehicles" {{codecomment|// 0.0019 ms}}
is (very slighlty) faster than
[[configFile]] / "CfgVehicles" {{codecomment|// 0.0023 ms}}
 
=== getPos* and setPos* ===
 
 
[[getPosWorld]] {{codecomment|// 0.0015 ms}}
[[getPosASL]] {{codecomment|// 0.0016 ms}}
[[getPosATL]] {{codecomment|// 0.0016 ms}}
[[getPos]] {{codecomment|// 0.0020 ms}}
[[position]] {{codecomment|// 0.0020 ms}}
[[getPosVisual]] {{codecomment|// 0.0021 ms}}
[[visiblePosition]] {{codecomment|// 0.0021 ms}}
[[getPosASLW]] {{codecomment|// 0.0023 ms}}
 
[[setPosWorld]] {{codecomment|// 0.0060 ms}}
[[setPosASL]] {{codecomment|// 0.0060 ms}}
[[setPosATL]] {{codecomment|// 0.0060 ms}}
[[setPos]] {{codecomment|// 0.0063 ms}}
[[setPosASLW]] {{codecomment|// 0.0068 ms}}
[[setVehiclePosition]] {{codecomment|// 0.0077 ms with "CAN_COLLIDE"}}
{{codecomment|// 0.0390 ms with "NONE"}}
 
 
== Conversion from earlier versions ==
Each iteration of Bohemia games ({{ofp}}, {{arma}}, {{arma2}}, {{tkoh}}, {{arma3}}) brought their own new commands, especially {{arma2}} and {{arma3}}.<br />
For that, if you are converting scripts from older versions of the engine, some aspects should be reviewed:
 
=== Loops ===
* [[forEach]] loops, depending on the situation, can be replaced by:
** [[apply]]
** [[count]]
** [[findIf]]
** [[select]]
 
=== Array operations ===
* '''Adding an item:''' {{Inline code|myArray [[valuea_plus_valueb|+]] [element]}} and {{Inline code|myArray [[set]] <nowiki>[</nowiki>[[count]] myArray, element]}} have been replaced by [[pushBack]]
* '''Selecting a random item:''' [[BIS_fnc_selectRandom]] has been replaced by [[selectRandom]]
* '''Removing items:''' {{Inline code|myArray [[set]] [1, objNull]; myArray [[a_-_b|-]] [objNull]}} has been replaced by [[deleteAt]] and [[deleteRange]]
* '''Concatenating:''' {{Inline code|myArray {{=}} myArray [[valuea_plus_valueb|+]] [element]}} has been ''reinforced'' with [[append]]: if you don't need the original array to be modified, use +
* '''Comparing:''' use [[isEqualTo]] instead of [[BIS_fnc_areEqual]] or a custom comparison function
** {{Inline code|[[count]] myArray {{=}}{{=}} 0}} is pretty fast, but direct comparison with [[isEqualTo]] is still a little faster: {{Inline code|myArray [[isEqualTo]] []}}
* '''Finding common items:''' [[in]] [[forEach]] loop has been replaced by [[arrayIntersect]]
* '''Condition filtering:''' [[forEach]] can be replaced by [[select]] (alternative syntax)
<code>result = [];
{
[[if]] (_x % 2 == 0) [[then]]
{
result [[pushBack]] [[_x]];
};
} [[forEach]] arrayOfNumbers; {{codecomment|// 2.57 ms}}</code>
result = (arrayOfNumbers [[select]] { _x % 2 == 0 }); {{codecomment|// 1.55 ms}}
 
=== String operations ===
[[String]] manipulation has been simplified with the following commands:
* string [[select]] index
* [[toArray]] and [[toString]] have been ''reinforced'' with [[splitString]] and [[joinString]]
 
=== Multiplayer ===
* [[BIS_fnc_MP]] has been replaced by [[remoteExec]] and [[remoteExecCall]]. Use them!

Latest revision as of 01:29, 18 March 2024

Order of Initialisation (use column sorting for respective machine order)
Task Exec Environment Machine
Single Player Dedicated Server Hosted Server Multiplayer Client JIP MP Client
Functions with recompile attribute are recompiled N/A 1 1 1 1 1
Functions with preInit attribute are called Unscheduled 2 2 2 2 2
Object Init Event Handlers are called Unscheduled 3 3 3 3 Unchecked
Expressions of Eden Editor entity attributes are called[1] Unscheduled 4 4 4 Unchecked Unchecked
Object initialisation fields are called Unscheduled 5 5 5 4 3
init.sqs is executed 6
init.sqf is executed Scheduled[2]
Expressions of Eden Editor scenario attributes are called[3] Unscheduled
Persistent functions are called
Modules are initialised Unchecked
initServer.sqf is executed Scheduled N/A N/A
initPlayerLocal.sqf is executed Scheduled N/A
initPlayerServer.sqf is executed on the server Scheduled N/A ??
Functions with postInit attribute are called Scheduled[2]
init.sqs is executed Scheduled
init.sqf is executed Scheduled
remoteExec's JIP queue N/A N/A N/A N/A N/A 42
Scenario going N/A
exit.sqf
exit.sqs
"Ended" Mission Event Handler
"MPEnded" Mission Event Handler


See Also

  1. isPlayer _entity does not return true immediately. Once the entity has become a player, it is transferred to the client.
  2. 2.0 2.1 Note in single player that while the environment is Scheduled (canSuspend returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an Unscheduled environment - infinite loops will freeze the game, uiSleep may pause the game for up to ~20s (postInit), waitUntil can cause catastrophic issues, etc.
  3. player is not available immediately.