[9:53:23 AM] jaynus: All of that is still not as bad as the setVariable issues with JIPs though :/
[9:53:31 AM] jaynus: You can have players in your player list that still dont propigate their variables to JIPs
[9:53:39 AM] jaynus: hence why we also had to do a bunch of persistant setVariables for random shit
[9:53:49 AM] jaynus: cause literally just randomly, in the A2 engine, the setVariable just "wont" propigate to a JIP
[9:54:17 AM] ViperMaul: To reduce net traffic, Have you experimented with this from XENO
http://dev-heaven.net/docs/cba/files...arNet-sqf.html
[9:54:22 AM] jaynus: yah
[9:54:28 AM | Edited 9:54:33 AM] jaynus: thats what broke ACRE 1.3 / 1.3.1
[9:54:40 AM] jaynus: because of...
[9:54:45 AM] jaynus: [9:54 AM] jaynus:
<<< cause literally just randomly, in the A2 engine, the setVariable just "wont" propigate to a JIP
[9:54:51 AM] jaynus: So for example, inside acre, we do
[9:55:05 AM] jaynus: player setVariable ["acre_sys_core_ts3id", 12345, true];
[9:55:22 AM] jaynus: when we switched it to [player, "acre_sys_core_Ts3id", 12345] call CBA_fnc_setVarNet;
[9:55:24 AM | Edited 9:55:27 AM] jaynus: it broke
[9:55:40 AM] jaynus: Because in all the scenarios that object variables didnt propigate for JIPs correctly, setVarNet never resent it
[9:55:43 AM] jaynus: so JIPs are basically fucked
[9:55:59 AM] jaynus: which made us move back to enforced setvariable[true,true] calls
[9:56:03 AM] jaynus: forcing network propigation every single call
[9:56:14 AM] jaynus: General symptom being:
[9:56:20 AM] jaynus: If you have JIPs, setVarNet is fucked and dont touch it
[9:57:02 AM] ViperMaul: Hmm...
[9:57:10 AM] jaynus: Basically what setVarNet does is
[9:57:22 AM] ViperMaul: It makes me wonder how long a JIP remains classified as a JIP player.
[9:57:25 AM] ViperMaul: You know what I mean?
[9:57:36 AM] jaynus: it checks *locally on your client* if you've already set that variable on the object. if the variables dont match, it propigates it again (setvariable true true) otherwise, it doesnt.
[9:57:47 AM] jaynus: Well, A2 doenst do persistant updating so what you run into is.
[9:57:47 AM] ViperMaul: a JIP player is only a JIP player for the first X seconds right?
[9:58:02 AM] jaynus: 1. Player A is already in game, does setVariable "foo" on themselves
[9:58:11 AM] jaynus: 2. Player B JIPs, and because of random A2 bug, does not propigate the "foo" variable for A
[9:58:26 AM] jaynus: 3. Player A calls "setVarNet" again on "foo", but never does a netowrk propigation because player A sees the variable as already set
[9:58:42 AM] jaynus: End result: PLayer B never gets the variable "foo" because it didnt sync correctly, and A never re-sent it after B joined
[9:59:00 AM] jaynus: Basically a JIP player is a player that JIPed
[9:59:03 AM] jaynus: theres no "sync time on it"
[9:59:13 AM] jaynus: Theres so many bugs surrounded JIPing, that you need to consider a JIP player throughout *everything*
[9:59:32 AM] jaynus: basically, *ALL* actions that were performed prior to a player JIPing, need to be considered to resync on the JIP
[9:59:51 AM] jaynus: Prime examples: building destruction, variable syncing, distant objects disappearing, etc
[10:00:28 AM | Edited 10:00:39 AM] ViperMaul: Can we put in a hack for the "setVarNet" that check for new JIPers and if new then send one normal setVar [true,true]?
[10:00:42 AM] jaynus: Your doubling net traffic for that basically
[10:00:55 AM] jaynus: Because then you'll need to send "Yo player b, did you already get X value for player A?"
[10:01:02 AM] jaynus: "yo player A, NOPE, send it"
[10:01:03 AM] ViperMaul: But you are doing it any way by using setVar[true,true] every 10sec right?
[10:01:13 AM] jaynus: correct
[10:01:14 AM] jaynus: so instead of the above
[10:01:17 AM] jaynus: its just
[10:01:22 AM] jaynus: "PLAYER A SETTING VARIABLE AGAIN K THX"
[10:01:22 AM] jaynus: every 10 seconds
[10:03:06 AM] jaynus: That all make sense?
[10:03:16 AM] jaynus: Basically once your needing to "verify" a sync, its pointless
[10:03:20 AM] jaynus: may as well just force a resync
[10:03:45 AM] jaynus: Then you have the issue of the fact you cant identify a JIP really from remote clients, only the local client knows hes a JIP
[10:03:59 AM] jaynus: so the JIP needs to send "HI IM A JIP"
[10:04:03 AM] jaynus: then you get a massive sync flood
[10:04:13 AM] jaynus: (already exhibitied in red/yellow chains on JIP > 30 players)
[10:04:41 AM] ViperMaul: Exactly, I just read your last msg after typing the following....