Origins Server?

Isn't there something in the cleanup that deletes any vehicle that hasn't been used after x amount of days?



It seems to happen when you open your house/garage. The stuff can be in the DB till you unlock and open, at which point it disappears. The data looks fine before it happens, restoring it from a backup works fine (Only importing the inventory column).

This is the last bug that needs sorting. Anyone with enough intelligence?


I used a "Dirty Fix" Posted by Snake I believe many pages back (would take me too long to find). I have not had any further inventory mishaps using that code.... yet. I don't think I have given it enough time to be 100% sure though.
 
Several have the 'fix' of houses, but no one posted it.
I was testing the following code by several days and (for now) It's working 100%

In dayz_server\compile\verbb_pas_a.sqf

After:
Code:
diag_log ("Zakrivaem Dom: "+ str(_key));
Replace "_key call server_hiveWrite;" with this:
Code:
if (str(_inventoryEnd) != "[[[],[]],[[],[]],[[],[]]]") then {
diag_log ("Zakrivaem Dom: Inventory OK");
_key call server_hiveWrite;
};

It's a dirty code, but works XD


Here's was the suggested fix.
Going to add it to ours and see how it goes.
 
2 days in a row now I lost my inv, but seems to only be in the same Level 2 house.
Anyone else notice it only with Level 2's or have you had it happen on others?
ack
seems only to happen on lvl2 house and garages. Additionally sometimes a player logs out and when logging back in he lost the original humanity value and starts with 2500.
 
Anyone know how to make Custom Loadout for the server ? ive been looking in to it and ive seen one for Taviana 2.0 but not one for Origins this is the post link ive seen it in http://opendayz.net/threads/taviana-2-0-custom-loadouts.9425/ please let me know how to do this for Origins.
PS Major.Pain thanx for the server files man they are working 100% :)
Cust loadouts won´t work as the loadout is included in the map files (@DayzOrigins\config.cpp)
probably there is a way to set those loadout variables in variables.sqf but i think it won´t work.
 
ack
seems only to happen on lvl2 house and garages. Additionally sometimes a player logs out and when logging back in he lost the original humanity value and starts with 2500.

From my noobs look through the house inventory code i think the follwing happens:

User opens house, inventory gets loaded and kept in memory (have added some extra debug lines to follow the process)
If the inventory has changed and for any reason could not be saved to the database the inventory keeps in memory until the save is sucessful. But it seems that this memory gets cleared sometimes or is of course cleared when the server restarts.
A workarround might be to inform the user that the save was unsuccessful and he should reopen and close the house again.
 
FYI, here is the trigger I use to block "bad" house updates. Don't blame me if it breaks your custom Stored Procs or scripts. It should work without issue for the vanilla package.

Change the definer to a user with permissions on the table.
Code:
DELIMITER $$
 
DROP TRIGGER IF EXISTS tr_updateHouseInv$$
CREATE
DEFINER = 'dayz'@'localhost'
TRIGGER tr_updateHouseInv
BEFORE UPDATE
ON object_data
FOR EACH ROW
BEGIN
  IF (NEW.CharacterID IS NOT NULL AND (NEW.inventory LIKE '[[[],[]],[[],[]],[[],[]]]' OR New.Inventory LIKE '[[[],[]],[["ItemLimestone","ItemRWood"],[%,%]],[[],[]]]'))
  THEN
    SIGNAL SQLSTATE '45000';
  END IF;
END
$$
 
DELIMITER ;
 
FYI, here is the trigger I use to block "bad" house updates. Don't blame me if it breaks your custom Stored Procs or scripts. It should work without issue for the vanilla package.

Change the definer to a user with permissions on the table.
Code:
DELIMITER $$
 
DROP TRIGGER IF EXISTS tr_updateHouseInv$$
CREATE
DEFINER = 'dayz'@'localhost'
TRIGGER tr_updateHouseInv
BEFORE UPDATE
ON object_data
FOR EACH ROW
BEGIN
  IF (NEW.CharacterID IS NOT NULL AND (NEW.inventory LIKE '[[[],[]],[[],[]],[[],[]]]' OR New.Inventory LIKE '[[[],[]],[["ItemLimestone","ItemRWood"],[%,%]],[[],[]]]'))
  THEN
    SIGNAL SQLSTATE '45000';
  END IF;
END
$$
 
DELIMITER ;

Thanks. Will try this now!
 
has anyone had a chance to test it with the current server filse? I'm still at work so I haven't had a chance


Honestly? Unless something has drastically changed and I do mean drastically, this should be incredibly easy to convert to the current build.
 
betting we need new sql entries and a lot is probably handled in the new addons code for their clan server system-- which has permissions and the like. That is what concerns me in terms of porting over, as I doubt that functionality.
 
betting we need new sql entries and a lot is probably handled in the new addons code for their clan server system-- which has permissions and the like. That is what concerns me in terms of porting over, as I doubt that functionality.


I just spent about 5 minutes going through this. First thing I noticed is they removed a hell of a lot of code client side.
 
Yeah, betting we'd need someone to leak the new server files as I imagine they are running as much as humanly possible there now.

What a bummer, too. my server is constantly 50/50 as I took regular origins and improved upon it/added other mods that enhanced both gameplay and difficulty.

Sad that they want to just sit around to try and make cash off a mod and title that isn't even theirs.
 
Would be very interested-- as would everyone else, as I'm sure they'd love to take a swing at reverse engineering this.
 
Yes, I've already grabbed the server PBO, they tried very hard to stop the unofficial servers.
Some of the things in the server PBO are also being called via root DIR. (#include "\antihax\file.sqf")
EDIT:
Also, there are a few edits to the database as well, but sadly..
Through scripts alone, it would be impossible for me to find the new MySQL functions that are used, or to even get the updated functions (for the sector B cleanup scripts, etc).
Well, not entirely impossible that is. I may release leaked files soon, it all depends.

Yeah there is an entire group of people here that have been dedicated to this. A release of any kind is helpful.
 
It looks like our private Origins servers are blocked by clients required to update their client files... anyone else seeing this?​
When my client attempts to connect, I get this message: "you cannot play/edit this mission; it is dependent on downloadable content that has been deleted.tavi, osshdy"
This just started happening last night 12am PST...​
IMO, we should have tried to branch the client files from original Origins, and made this its own mod. Once you try out the roaming AI on the big and little islands, there is less interest in MMO style character creation and strongholds...​

---

Edit...

1. Connecting to the game via DayZ Command was not working... on 2 separate PCs.

2. Via running DayZ Client via the following script, I can connect to my DayZ Origins Private hive! BOOM.

SETLOCAL ENABLEEXTENSIONS​
:v64_path_a2​
For /F "Tokens=2* skip=2" %%A In ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') Do (set _ARMA2PATH=%%B)​
IF NOT DEFINED _ARMA2PATH (GOTO v32_path_a2) ELSE (GOTO v64_path_a2oa)​
:v32_path_a2​
For /F "Tokens=2* skip=2" %%C In ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') Do (set _ARMA2PATH=%%D)​
IF NOT DEFINED _ARMA2PATH (GOTO uac_PATH_A2) ELSE (GOTO v64_path_a2oa)​
:uac_PATH_A2​
@FOR /F "tokens=2* delims= " %%I IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') DO (SET _ARMA2PATH=%%J)​
IF NOT DEFINED _ARMA2PATH (GOTO std_PATH_A2) ELSE (GOTO v64_path_a2oa)​
:std_PATH_A2​
@FOR /F "tokens=2* delims= " %%K IN ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') DO (SET _ARMA2PATH=%%L)​
IF NOT DEFINED _ARMA2PATH (GOTO ENDfailA2) ELSE (GOTO v64_path_a2oa)​
:v64_path_a2oa​
For /F "Tokens=2* skip=2" %%E In ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') Do (set _ARMA2OAPATH=%%F)​
IF NOT DEFINED _ARMA2OAPATH (GOTO v32_path_a2oa) ELSE (GOTO RUN)​
:v32_path_a2oa​
For /F "Tokens=2* skip=2" %%G In ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') Do set (_ARMA2OAPATH=%%H)​
IF NOT DEFINED _ARMA2OAPATH (GOTO uac_PATH_A2OA) ELSE (GOTO RUN)​
:uac_PATH_A2OA​
@FOR /F "tokens=2* delims= " %%M IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') DO (SET _ARMA2OAPATH=%%N)​
IF NOT DEFINED _ARMA2OAPATH (GOTO std_PATH_A2OA) ELSE (GOTO RUN)​
:std_PATH_A2OA​
@FOR /F "tokens=2* delims= " %%O IN ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') DO (SET _ARMA2OAPATH=%%P)​
IF NOT DEFINED _ARMA2OAPATH (GOTO ENDfailA2OA) ELSE (GOTO RUN)​
:run​
call "%_ARMA2OAPATH%\Expansion\beta\ARMA2OA.exe" "-mod=%_ARMA2PATH%;EXPANSION;ca" "-mod=Expansion\beta;Expansion\beta\Expansion" -nosplash -exThreads=7 -mod=@Dayzorigins %1 %2 %3 %4 %5 %6 %7 %8 %9​
ENDLOCAL​
:end​
@exit /B 0​
:ENDfailA2​
@exit /B 1​
:ENDfailA2OA​
@exit /B 2​
 
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