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Add naked unit bug workaround #1406
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This contains commits from Malaria-infected civilians. Intentional? Seems more fitting to put this into
Possibly, I still don't think it will fix it 100% under some special conditions (indicating other problems though). |
It has at least all the parts we suggested and fixes the most obvious manifestations of the issue. |
Moved it to |
Okay, but why do I have to trash my performance every time anyone connects to the server just because someone doesn't know how to use |
This doesn't have anything to do with the use of |
Could also add an activation gate, similar to player EH's - don't run if nothing is using it. If it can't be made fast enough in other ways. |
Why not let the one that transfers the units check this then? Maybe a function that does the transfering and does sanity checks for loadouts and whatever afterwards instead of this. |
CBA shouldn't do any kind of transferring, that's too implementation specific. That also makes function implementation more convoluted. Ideally, we catch all bug states and fix them automagically. |
I second that. In addition the bug also happens when Zeus disconnects, since the units get transferred to the server automatically. This can only be captured with a |
Still should be opt-in. |
Agreed, ACEX Headless also requires specific enabling it, because not everyone is experiencing the bug in large amounts (most likely to do with amount of players). |
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make it opt in
Ok, I vote CBA Settings, it's the best way to go.
That's not true, it will help every Zeus mission and every session where a headless client with some kind of transferring is used. Those form a large percentage of players (Zeus use specifically, remember, Zeus units spawn on client, if client leaves or commands transfer, it is the same type of transfer as to a headless client).
I don't know how this is relevant, we can't fix dumb people. You can only ever avoid dumb people by preventing them from using your product. |
If you are worried about stupid users trashing your server, just force disable it. As requested, 37449af prevents now the validation to have any effect on your machine when you disable the option. Edit: It's already disabled by default, but we could also set |
It is inherently a global setting, so that should be |
Done |
I forgot about this though
But that isn't very clear at all, so if we add this it should probably be a drop-down setting with 3 options as described above. |
As I mentioned in the same comment, it doesn't make much sense to have it one-directional. I just pointed out that you could have different setting on different machines before, not that it makes sense to do so. |
Oh wait, yeah. I almost forgot. The additional option to make it only applicable to playable units I suppose. Is it really needed? |
That's the one I meant. I think it would be nice, that way you don't get any overhead on AI units? I didn't look at it enough to know if it would actually be any better. |
Alright, I added it as a third option. |
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Minor settings casing.
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: commy2 <commy-2@gmx.de>
When merged this pull request will:
Video for ZEN
cut.mp4