DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_CleanUp.sqf
eraser1 0544cfe9e7 Readme changes, new debug fnc, fixes, tweaks
Created disclaimer for DMS. Now mentioning that HC for DMS isn't that
good.
Some structure stuff in readme (let's see if it works lol)

* **NEW CONFIG VALUE: DMS_Use_Map_Config**
* You can now overwrite "main config values" with map-specific config
values located in the new "map_configs" folder. This should allow you to
use one DMS PBO if you have multiple servers with different maps.
Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana).
* Because of the above implementation, DMS by default will not include
the salt flats blacklist for findSafePos. In addition, it is
preconfigured to the hilly terrains in Esseker and Taviana, as well as
reducing all of the blacklist distances due to the smaller map size in
Esseker.
* Created new function "DMS_fnc_DebugLog". All DMS files (that produced
debug logs) have been changed, including mission files. However,
updating them is not important (and completely pointless if you don't
even use DMS_DEBUG).
* Fixed a few locations where it said "sized" instead of "seized".
Thanks to [icomrade](https://github.com/icomrade) for pointing them out.
* DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to
produce debug logs (if enabled). All debug logs now also include server
uptime (in seconds) and server FPS.
* The FSM no longer produces debug logs.
* AI Locality manager will now run every minute.
* Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission
name and the position, instead of all of the parameters.
* "DMS_fnc_IsNearWater" will now check the provided position itself for
water.
* "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5
meter radius of the provided position as well.
* "_customGearSet" should now actually work for
"DMS_fnc_SpawnAISoldier", and the function title comment has been
updated for the slightly tweaked syntax.
2015-10-09 20:35:07 -05:00

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/*
DMS_fnc_CleanUp
Created by eraser1
Usage:
[
_objectOrGroup1,
_objectOrGroup2,
...
_objectOrGroupN
] call DMS_fnc_CleanUp;
Alternative Usage:
_objectOrGroup call DMS_fnc_CleanUp;
*/
(format ["CleanUp :: CLEANING UP: %1",_this]) call DMS_fnc_DebugLog;
if !((typeName _this) == "ARRAY") then
{
_this = [_this];
};
private ["_skippedObjects","_clean"];
_skippedObjects = [];
_clean =
{
{
detach _x;
_x call _clean;
} forEach (attachedObjects _x);
_this enableSimulationGlobal false;
_this removeAllMPEventHandlers "mpkilled";
_this removeAllMPEventHandlers "mphit";
_this removeAllMPEventHandlers "mprespawn";
_this removeAllEventHandlers "FiredNear";
_this removeAllEventHandlers "HandleDamage";
_this removeAllEventHandlers "Killed";
_this removeAllEventHandlers "Fired";
_this removeAllEventHandlers "GetOut";
_this removeAllEventHandlers "GetIn";
_this removeAllEventHandlers "Local";
deleteVehicle _this;
};
{
if ((typeName _x) == "OBJECT") then
{
if (isNull _x) exitWith {};
if !([_x,DMS_CleanUp_PlayerNearLimit] call DMS_fnc_IsPlayerNearby) then
{
_x call _clean;
}
else
{
_skippedObjects pushBack _x;
(format ["CleanUp :: Skipping cleanup for |%1|, player within %2 meters!",_x,DMS_CleanUp_PlayerNearLimit]) call DMS_fnc_DebugLog;
};
}
else
{
if ((typeName _x) == "GROUP") exitWith
{
if (!isNull _x) then
{
// Group cleanup should only be called when it has to be deleted regardless, so no need to check for nearby players
{
_x call _clean;
} forEach (units _x);
if(local _x)then
{
deleteGroup _x;
}
else
{
[groupOwner _x,"DeleteGroupPlz",[_x]] call ExileServer_system_network_send_to;
};
};
};
if ((typeName _x) == "ARRAY") exitWith
{
(format ["CleanUp :: Doing recursive call for ARRAY: %1",_x]) call DMS_fnc_DebugLog;
_x call DMS_fnc_CleanUp;
};
diag_log format ["DMS ERROR :: Attempted to call DMS_fnc_CleanUp on non- group or object %1 from array %2",_x,_this];
};
} forEach _this;
if !(_skippedObjects isEqualTo []) then
{
DMS_CleanUpList pushBack [_skippedObjects,diag_tickTime,30];
};