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Headless client sync vs ACEX HC

Open Boberro opened this issue 5 years ago • 3 comments

TMF modules Garrison and Wavespawner (something else?) support headless client via syncing given module with HC game logic. Since 1Tac started using ACEX headless client load balancer though, synced modules misbehave - "template" units are never deleted and (afaik) new units are not spawned. I suggest either making it so HC sync is disabled if ACEX load balancer is detected (preferable) or complete removal of "sync with HC" functionality.

Boberro avatar Jun 23 '20 21:06 Boberro

this setVariable ["acex_headless_blacklist", true]; could probably be added to units if a HC is synced.

Freddo3000 avatar Jun 23 '20 21:06 Freddo3000

That's one way though from what I'm seeing if HC is synced, function simply reruns itself on that headless instance and new call to function doesn't "know" it's not the main server. Of course parameters can be added. From what I'm seeing though, checking if ACEX HC is enabled is as simple as checking acex_headless_enabled variable? In this case whole if (headless synced) check can be bypassed (ACEX headless seems to be better implementation anyways)

Boberro avatar Jun 23 '20 22:06 Boberro

It is better to spawn the units directly on headless clients, as it saves a fair chunk of network traffic. Sometimes when units are transferred, they also turn naked and/or have their weapons removed.

Freddo3000 avatar Jun 24 '20 07:06 Freddo3000