remoteExec
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Description
- Description:
- Asks the server to execute the given function or script command on the given target machine(s).
- Functions are executed in the scheduled environment; suspension is allowed.
- Script commands are executed in the unscheduled environment; suspension is not allowed (see Example 7).
- Multiplayer:
- Remote executions are queued and are therefore executed in the same order on remote clients (see Example 8).
- Groups:
- Multiplayer
Syntax
- Syntax:
- params remoteExec [order, targets, JIP]
- Parameters:
- params: Anything but Structured Text - order's parameter
- order: String - function or command name; while any function or command can be used here, only those allowed by CfgRemoteExec will actually be executed
- targets - (Optional, default 0):
- Number (See also Machine network ID):
- 0: the order will be executed globally, i.e. on the server and every connected client, including the machine where remoteExec originated
- 2: the order will only be executed on the server - is both dedicated and hosted server. See for more info
- Other number: the order will be executed on the machine where clientOwner matches the given number
- Negative number: the effect is inverted: -2 means every client but not the server, -12 means the server and every client, except for the client where clientOwner returns 12
- Object - the order will be executed where the given object is local
- String - interpreted as an Identifier (variable name); the function / command will be executed where the object or group identified by the variable with the provided name is local
- Side - the order will be executed on machines where the player is on the specified side
- Group - the order will be executed on machines where the player is in the specified group (not where said group is local!)
- Array - array of any combination of the types listed above
- Number (See also Machine network ID):
- JIP - (Optional, default false):
- Boolean - if true, a unique JIP ID is generated and the remoteExec statement is added to the JIP queue from which it will be executed for every JIP
- String:
- if the string is empty, it is interpreted as false
- if the string is in format "Number:Number" (e.g. "0:0"), it is interpreted as a netId (see below)
- else the string is treated as a custom JIP ID and the remoteExec statement is added to the JIP queue, replacing statements that have the same JIP ID
- Object, Group or netId - the persistent execution of the remoteExec statement is attached to the given object or group, replacing any previous statement that has the same JIP ID.
When the object / group is deleted, the remoteExec statement is automatically removed from the JIP queue
See also Example 3 on how to remove statements from the JIP queue. - Return Value:
-
- nil - In case of error.
- String - In case of success (see remoteExecutedJIPID).
Alternative Syntax
- Syntax:
- remoteExec [functionName, targets, JIP]
- Parameters:
- functionName: String - see the main syntax above for more details.
- targets: Number, Object, String, Side, Group or Array - (Optional, default 0) see the main syntax above for more details.
- JIP: Boolean, String, Object, Group or netId - (Optional, default false) see the main syntax above for more details.
- Return Value:
- nil or String - see the main syntax above for more details.
Examples
- Example 1:
- How to write remoteExec/remoteExecCall:
hint "Hello"; // becomes ["Hello"] remoteExec ["hint"]; "Hello" remoteExec ["hint"]; // alternatively
unit1 setFace "Miller"; // becomes [unit1, "Miller"] remoteExec ["setFace"];
cutRsc ["", "BLACK OUT"]; // becomes [["", "BLACK OUT"]] remoteExec ["cutRsc"]; // double brackets are needed as the unary command takes an array
// functions, however, do not need double squared brackets ["line 1", "line 2"] spawn BIS_fnc_infoText; // becomes ["line 1", "line 2"] remoteExec ["BIS_fnc_infoText"];
- Example 2:
- send an order to specific machines:
"message" remoteExec ["hint", 0]; // sends a hint message to everyone, identical to "message" remoteExec ["hint"] "message" remoteExec ["hint", -2]; // sends a hint message to everybody but the server (also not hosted server) "message" remoteExec ["hint", myCar]; // sends a hint message where myCar is local "message" remoteExec ["hint", -clientOwner]; // sends a hint message to everybody but the current machine
- Example 3:
- Add statements to the JIP queue:
["mission state: the car is broken"] remoteExec ["systemChat", 0, _queueObject]; // ... remoteExec ["", _queueObject]; // the order attached to _queueObject is removedprivate _jipId = ["mission state: the car is broken"] remoteExec ["systemChat", 0, "MY_JIP_ID"]; // _jipId is actually "MY_JIP_ID" now waitUntil { canMove _car }; ["mission state: the car is repaired"] remoteExec ["systemChat", 0, "MY_JIP_ID"]; // this order replaces the previous one // ... remoteExec ["", "MY_JIP_ID"]; // the "MY_JIP_ID" order is removed from the JIP queue
- Example 4:
- Some more complex examples:
- Example 5:
- A tricky example: executing player setAmmo [primaryWeapon player, 1]; (on machines where the player is in MyGroup):
[player, [primaryWeapon player, 1]] remoteExec ["setAmmo", MyGroup]; // WRONG: the local player object is used here! [{ player setAmmo [primaryWeapon player, 1]; }] remoteExec ["call", MyGroup]; // CORRECT: the remote player object is used here
- Example 6:
- Multiplayer Scripting "performance trick"
This [0, -2] select isDedicated check is worth it to avoid function server-side calculations only. See also Example 9 for an advanced solution.["message"] remoteExec ["BIS_fnc_infoText"]; // not ideal - the function will still run on the dedicated server for nothing ["message"] remoteExec ["BIS_fnc_infoText", [0, -2] select isDedicated]; // ideal - the dedicated server will not run the code, a player-hosted server will ["message"] remoteExec ["hint", [0, -2] select isDedicated]; // the check is too expensive to be worthy - it becomes worthy if the server logs an RPT warning ["message"] remoteExec ["hint"]; // the (dedicated) server will automatically ditch hint usage due to it not having an interface private _allPlayersTarget = [0, -2] select isDedicated; // caching the result for multiple usages makes it worthy - think of headless clients as well ["message 1"] remoteExec ["hint", _allPlayersTarget]; ["message 2"] remoteExec ["hint", _allPlayersTarget]; - Example 7:
- As said in the description: commands will be executed in an unscheduled environment
[{ sleep 1 }] remoteExec ["call"]; // will throw an error: it is forbidden to use sleep (or waitUntil, etc) in unscheduled environment
- Example 8:
- "Message 1" remoteExec ["systemChat"]; "Message 2" remoteExec ["systemChat"]; // will result in // "Message 1" // "Message 2" // in this exact order on clients
- Example 9:
- It is possible to create a "to all players" remote exec target variable:
if (isServer) then { TO_ALL_PLAYERS = [0, -2] select isDedicated; publicVariable "TO_ALL_PLAYERS"; };
If Headless Clients are involved:
↑ Back to spoiler's topif (isServer) then { TO_ALL_PLAYERS = [0, -2] select isDedicated; private _allNegativeHCs = allPlayers apply { getPlayerID _x } select { _x != "-1" } // all valid playerIDs apply { getUserInfo _x } select { _x select 7 } // filter by HC apply { -(_x select 1) }; // get negative network ID if (_allNegativeHCs isNotEqualTo []) then { TO_ALL_PLAYERS = [TO_ALL_PLAYERS] + _allNegativeHCs; }; publicVariable "TO_ALL_PLAYERS"; addMissionEventHandler ["OnUserConnected", { params ["_networkId"]; private _userInfo = getUserInfo _networkId; if !(_userInfo select 7) exitWith {}; // not a HC if (TO_ALL_PLAYERS isEqualType 0) then // number to array conversion { if (TO_ALL_PLAYERS == 0) then // player-hosted { TO_ALL_PLAYERS = [-(_userInfo select 1)]; } else // -2, dedicated server { TO_ALL_PLAYERS = [TO_ALL_PLAYERS, -(_userInfo select 1)]; }; } else // already an array { TO_ALL_PLAYERS pushBackUnique -(_userInfo select 1); }; publicVariable "TO_ALL_PLAYERS"; }]; };// client or server will always target the good machines ["Yay!"] remoteExec ["hint", TO_ALL_PLAYERS];
Additional Information
- See also:
- Multiplayer Scripting remoteExecCall remoteExecutedOwner isRemoteExecuted isRemoteExecutedJIP Arma 3: Remote Execution canSuspend BIS_fnc_MP remoteExecutedJIPID
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Dec 29, 2015 - 20:28 (UTC)
-
remoteExec and remoteExecCall are currently filtered by BattlEye's remoteexec.txt, the string analyzed by BE is formatted the same way as the following example's output:
If CfgRemoteExec class Functions is set to mode = 1;, the following remoteexec.txt exclusion can be used to safely allow all whitelisted *_fnc_* functions taking an array as parameter to go through:
Any attempt to exploit this exclusion using other RE methods like createUnit will run into "Error Missing ;" without any malicious code being executed. Mod makers should refrain from remote-executing raw commands from clients, as they require individual exclusions, and instead use *_fnc_* functions taking an array as parameter, which are covered by the above exclusion.!="\w+?_fnc_\w+? \[[\S\s]*\]"
- Posted on Jan 30, 2017 - 18:35 (UTC)
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will fail, as you can't use JIP and remoteExec on server only[someArgs] remoteExec ['someCommand', 2]; // works
- Posted on Mar 05, 2021 - 00:48 (UTC)
-
The remoteExec'ed function only has to exist on the target machine. For example:
Will display a hint for every client. This is especially useful for when the server is running a mod that is not required by clients.// executed on a DEDICATED server remoteExec ["TAG_fnc_testRemote", -2];
- Posted on Sep 19, 2024 - 08:33 (UTC)
-
It is not possible to use two negative owners to exclude two clients, you'll end up REing all clients:
args remoteExec ["func", [-2, -3]]; // Doesn't work, gonna execute on every client