Conversation
The database addon was a legacy name from the Postgres era. The extension now supports generic storage, so "database" was misleading. Splits its two concerns: - Extension session management (init, callbacks, world/mission context) moved to extension/ as initSession + newMission - Event-based data capture (chat, ACE, TFAR radio) moved to recorder/ as addEventIntegrations + handleChatMessage + radioEvent + getStaticObjects Renames dbValid → sessionReady, extensionVersion → dllVersion, and fixes the EGVAR(database,version) bug in mission context (was never set).
The functions eh_fired_client and eh_fired_clientBullet are already available on all machines via CBA PREP (Extended_PreInit_EventHandlers). The runtime aliasing via missionNamespace setVariable and remoteExec of function bodies to clients was redundant. Use FUNC() directly. Fixes HEMTT L-S29 warnings for undefined ocap_fnc_handlefiredman and ocap_fnc_addbulleteh.
The FUNCMAIN aliases that caused false-positive L-S29 warnings were removed in the previous commit, so the grep filter is no longer needed.
OCAP is a server-side addon — clients don't have the PBO installed, so CBA PREP doesn't run on them and FUNC(eh_fired_client) / FUNC(eh_fired_clientBullet) are nil. This broke all player-fired projectile tracking (including mine placement) while AI tracking (server-local) worked fine. Restore the remoteExec JIP pattern to send compiled functions to clients, now using FUNC/QFUNC macros instead of the old FUNCMAIN aliases.
Mirrors ACE explosive tracking for vanilla mines. When a player places a mine via inventory (weapon == "put"), a Minefield triangle marker is created at the placement position. On detonation, the marker is removed. Mines that never detonate remain visible throughout the recording.
Summary of ChangesHello @fank, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed! This pull request introduces a new feature to track vanilla mine placements within the game, enhancing the recording and playback capabilities by visually representing mine locations. It establishes a system to create temporary map markers when mines are deployed and subsequently removes these markers upon detonation, ensuring that the recorded data accurately reflects the battlefield state. The changes also include a significant refactoring of the extension's initialization logic, streamlining how the recording session is set up and managed. Highlights
Changelog
Ignored Files
Activity
Using Gemini Code AssistThe full guide for Gemini Code Assist can be found on our documentation page, here are some quick tips. Invoking Gemini You can request assistance from Gemini at any point by creating a comment using either
Customization To customize Gemini Code Assist for GitHub experience, repository maintainers can create a configuration file and/or provide a custom code review style guide (such as PEP-8 for Python) by creating and adding files to a Limitations & Feedback Gemini Code Assist may make mistakes. Please leave feedback on any instances where its feedback is incorrect or counter productive. You can react with 👍 and 👎 on @gemini-code-assist comments. If you're interested in giving your feedback about your experience with Gemini Code Assist for Github and other Google products, sign up here. You can also get AI-powered code generation, chat, as well as code reviews directly in the IDE at no cost with the Gemini Code Assist IDE Extension. Footnotes
|
There was a problem hiding this comment.
Code Review
This pull request introduces a new feature to track vanilla mine placements with markers, mirroring the existing pattern for ACE explosives. It also includes a significant and valuable refactoring of the codebase. The database component is now integrated into a more generic extension component, and recorder-specific logic has been moved to the recorder component, which improves modularity and separation of concerns. The new feature is well-implemented. I have one minor suggestion to improve performance and readability in the new mine tracking logic. Overall, this is a great contribution.
Remove minePlaced/mineDetonated wrapper events and server-side handlers. Send handleMarker CREATED/DELETED directly from the client instead.
Send mine projectile data to server immediately on placement so it is recorded even if the mine never detonates. Removes all marker-based mine tracking — mines are projectiles, handle them as such.
Summary
weapon == "put") in the fired handler and create a Minefield triangle marker at the placement positionfnc_aceExplosives.sqf), reusing thehandleMarkerevent infrastructureTest plan
hemtt buildsucceeds