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concealment's Issues

Feature Request: Custom Faction Concealment

Would Like to request a Feature to separate out the custom factions that the corruption mod and other mods by Meridius_IX

Specifically:
Corruption - PvE Combat - https://steamcommunity.com/sharedfiles/filedetails/?id=914369510
NPC Custom Faction Fixer - https://steamcommunity.com/sharedfiles/filedetails/?id=1445442488

This would allow the drones and flight ships to operate normally in the environment while still concealing buildings that are far away.

A Possible idea would be to separate Static and non-static grids so that those mods still work when you get near but the bases can be hidden.

Concealment Warnings on Server start (Trying to revewal unconcealed grids)

Since the Economy Update of SE everytime I start our servers the Concealment plugin spams the console with

15:08:02.8276 [WARN]   Concealment: Attempted to reveal a group that wasn't concealed: Container MK-11
15:08:02.8276 [WARN]   Concealment:    at Concealment.ConcealmentPlugin.RevealGroup(ConcealGroup group)
   at Concealment.ConcealmentPlugin.RevealGridsInSphere(BoundingSphereD sphere)
   at Concealment.ConcealmentPlugin.RevealGrids(Double distanceFromPlayers)
   at Concealment.ConcealmentPlugin.Update()
   at Torch.Managers.PluginManager.UpdatePlugins()
   at Torch.Server.TorchServer.Update()
   at Sandbox.MySandboxGame.Update()
   at Sandbox.Engine.Platform.Game.UpdateInternal()
   at Sandbox.Engine.Platform.Game.RunSingleFrame()
   at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
   at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
   at Sandbox.Engine.Platform.Game.RunLoop()
   at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
   at Torch.VRageGame.DoStart()
   at Torch.VRageGame.Run()
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

Apart from that it seems to run properly, but Its still not supposed to throw these warning messages so a fix would be nice :-)

[Feature Request] Export Revealed Grids List

Would like to request the feature of being able to export the current list of revealed grids as preferably as csv file (but even text would be fine) for the purpose of narrowing down problem grids in the absence of profiler.

This would give server admins the ability to compare revealed grids lists taken at different times to narrow the list down to a very small number of possible problem grids.

[Suggestion] Add more thresholds for concealment

Suggestion is to add more thresholds for concealment options.

  1. Threshold for the main concealment option based on sim speed or server simulation cpu load.
  2. Threshold for conceal production based on based on sim speed or server simulation cpu load.

Personally I think that 'server simulation cpu load would be a better threshold due to the simplicity of sim speed going down rather than up.
I would like to use server simulation cpu load because sim cpu load is above 80%, I would like the server to turn on production concealment BEFORE the sim speed drops.

edit:
I can only think of issues popping up during this change, i.e. if I set my threshold to activate production concealment at 80% sim cpu load, and the activation of sim cpu load goes below that, it will just continue to loop.

So we may need a high and low threshold for activate/deactivation.

I'm sure you guys can figure that part out though...

[Feature Request] Static Grid production refining toggle.

Hello There,

I'm adding a feature request to be able to force only static grids to be able to not conceal with production. Maybe it could be a drop down box instead of the current check box for grids able to conceal. I would like to make players use static grids for their production blocks that do not conceal to save resources that are not in concealment.

Thanks!

Conflict with Cryo Chambers

From my understanding concealment currently won't activate if there is a player detected offline in a nearby Cryo Chamber (or variant such as the decorative Bed).

Would it be possible to look into fixing this issue and possibly add a checkbox to the UI for Conceal Cryo Chambers (which should enable concealment of such grids and any offline players).

Safe Zone issue with concealment

It seems than when a grid is concealed, the safe zone block will stop consuming energy.

However the timer will still continue to go to 0, after that when the safe zone hits 0 hour remaining time, it will not consume a new zone chip...

And of course the safe zone is still active even at 0 hour remaining time.

So there is no logs but I’m guessing it’s concealment that is the cause of this, I tested on an instance with only essentials and concealment installed, issue was there.

Good luck to fix and thank you :).

[Bug] Concealed gridsdrain battery charge and batteries won't recharge when grid reloaded

I know about the old issue with jump drives charging on grids that are concealed but this is new. I noticed this behavior on grids that don't have jump drives.
After the grid has been loaded the batteries will remain at 0% charge no matter the power input the grid may have. This can be fixed by copy pasting the grid which is fine or servers with !fixship. But having all your batteries discharge for no reason is a pain.

Let me know if any info is needed and I shall add it.
Thank you

Implement documentation

Please implement documentation that explains each configured setting and how to approach the setting with information provided such as value range, and any notes for special values or states set for each setting. This plug-in looks to be developed for private use, and with being open sourced and available to the public, a lack of documentation makes it very hard to approach the plug-in and utilize the plug-in properly and at efficiency.

Client crash

The client crashes when leaving the cockpit.

This occurred immediately after the plug-in update on our old Map.

It took several attempts to isolate concealment as the cause. Even after a fresh Torch installation using a new map the plugin crashes the game.

Concealment based on ownership status

Would it be possible to conceal grids who's owner or faction members is not currently logged in? Only concern being another player building onto of another, but likelyhood of that is pretty slim

Physics break after grid in motion is revealed

There's an issue on my server where a grid left in motion that is concealed will experience some sort of physics break once revealed. The grid is unresponsive to controls, cannot be stopped via dampeners (even though the thrusters continuously fire attempting to slow the grid down), and blocks are unresponsive to grinding or welding.

The only known fix currently is a server restart or an admin cut/paste of the grid. However, an admin-forced entity stop will work to stop the ship's motion (but not fix any of the other issues).

Exclude Subtype not working

Can add blocks to exclusion list in gui but appears to not save nor is there a way to set up manually via the cfg file.

plugin not loading

plugin "open folder" of torch opens the location of the files, the latest concealment from staging is present (dll, manifest and pdb) but not shown as detected by torch

Request: Toggle Commands

Requesting the addition of extra admin level commands to modify the behaviour of Concealment.

These would be very useful when combined with Essentials AutoCommand Triggers for dynamic adjustment of Concealment settings based on current server performance.

Eg...

!conceal production on/off
!conceal pirates on/off
!conceal cryochambers on/off (see #16)

Conceal distance resets

After every reset the Conceal/reveal distance resets back to 75k/50k distance

It seems it doesnt save the numbers i type in for next restart of the servee

[Bug] Concealed grids still consume battery power

Hello there

I got reports of someone building their jump drive which was recharging for 7 minutes. Went offline therefore grid was concealed. and when he came back online the jumpdrive still wasnt recharged. but instead all the batteries were empty which were full before

So It seems like batteries still consume power while concealned

[Staging] Excluded subtypes errors if empty(default state)

the foreach loop errors out if Excluded subtypes is empty, and empty is the default state. Typing random characters into the field in torch resolves it so should add a check for empty.

07:23:32.3052 [WARN]   Concealment: System.InvalidOperationException: There is an error in XML document (10, 3). ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at Concealment.Settings.set_ExcludedSubtypesSerial(String[] value) in C:\Program Files (x86)\Jenkins\workspace\Torch_Concealment_staging-AURJJBT6DCTRGIGH7JQU4OE6HXI4WZYP7ADYDZHCHG3O7KRWQ23Q\Concealment\Settings.cs:line 32
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderSettings.Read3_Settings(Boolean isNullable, Boolean checkType)
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderSettings.Read4_Settings()
   --- End of inner exception stack trace ---
   at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
   at System.Xml.Serialization.XmlSerializer.Deserialize(TextReader textReader)
   at Torch.Persistent`1.Load(String path, Boolean saveIfNew) in C:\Program Files (x86)\Jenkins\workspace\Torch_Torch_staging-ZNS7FN4RGURQGN7YDLUHQ3UMYIBPHQSIJWKCAY6N7MCURWHGXRKA\Torch\Persistent.cs:line 62
   at Concealment.ConcealmentPlugin.Init(ITorchBase torch) in C:\Program Files (x86)\Jenkins\workspace\Torch_Concealment_staging-AURJJBT6DCTRGIGH7JQU4OE6HXI4WZYP7ADYDZHCHG3O7KRWQ23Q\Concealment\ConcealmentPlugin.cs:line 63
System.InvalidOperationException: There is an error in XML document (10, 3). ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at Concealment.Settings.set_ExcludedSubtypesSerial(String[] value) in C:\Program Files (x86)\Jenkins\workspace\Torch_Concealment_staging-AURJJBT6DCTRGIGH7JQU4OE6HXI4WZYP7ADYDZHCHG3O7KRWQ23Q\Concealment\Settings.cs:line 32
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderSettings.Read3_Settings(Boolean isNullable, Boolean checkType)
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderSettings.Read4_Settings()
   --- End of inner exception stack trace ---
   at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
   at System.Xml.Serialization.XmlSerializer.Deserialize(TextReader textReader)
   at Torch.Persistent`1.Load(String path, Boolean saveIfNew) in C:\Program Files (x86)\Jenkins\workspace\Torch_Torch_staging-ZNS7FN4RGURQGN7YDLUHQ3UMYIBPHQSIJWKCAY6N7MCURWHGXRKA\Torch\Persistent.cs:line 62
   at Concealment.ConcealmentPlugin.Init(ITorchBase torch) in C:\Program Files (x86)\Jenkins\workspace\Torch_Concealment_staging-AURJJBT6DCTRGIGH7JQU4OE6HXI4WZYP7ADYDZHCHG3O7KRWQ23Q\Concealment\ConcealmentPlugin.cs:line 63

Concealment exception during update

Logs being flooded every second with this error:
[ERROR] Torch.Managers.PluginManager: Plugin Concealment threw an exception during update!
System.MissingMethodException: Method not found: 'Void Sandbox.Engine.Multiplayer.MyMultiplayerBase.add_ClientJoined(System.Action`1)'.
at Concealment.ConcealmentPlugin.Update()
at Torch.Managers.PluginManager.UpdatePlugins() in C:\jenkins\workspace\Torch_Torch_master\Torch\Plugins\PluginManager.cs:line 70

Refineries keep running although grid is concealed

Hello there,

fowlplaychiken\Mordith found out about a not so fun issue with Concealment. If a player is out of range the grids stops updating and the log message of grids being concealed appears as normal.

However a Refinery that still has stuff in its inventory seems to keep being updated and can actually produce stuff.

I was able to verify it. Its interesting how they were able to do that since power is not updated, but I assume refineries just keep working until the power management system says otherwise and since it doesnt say anything due to lack of updates the refinery seems to be fine.

This could explain why the simspeed dropped by a good amount compared to beforee the last Major update.

Plugins

PluginManager: Item 'D:\SteamCMD\SpaceEngineerDedicatedServer\Plugins\Concealment-master' is missing a manifest, skipping update check.

PluginManager: Item 'D:\SteamCMD\SpaceEngineerDedicatedServer\Plugins\Concealment-master' is missing a manifest, skipping.

Why?

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