remoteExecCall

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Revision as of 23:08, 30 December 2020 by Ansin11 (talk | contribs) (Bold parameter names offer superior readability; change my mind! (Also resolved a little TODO))
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Description

Description:
Asks the server to execute the given function or script command on the given target machine(s). Execution always takes place in the unscheduled environment; suspension is not allowed.
Just like remoteExec, remoteExecCall can be used in SP; the behaviour is the same as in MP.
The Call in remoteExecCall does not mean that the execution of the remote executed function / command will happen right away:

remoteExecCall ["fnc1"]; call fnc2; // It is possible that fnc2 is executed before fnc1. call fnc1; call fnc2; // fnc2 will always be executed after fnc1.

It just means that the execution of the function will take place in the unscheduled environment.
The direct execution of call or spawn via remoteExecCall (or remoteExec) should be avoided to prevent issues in cases where the remote execution of call or spawn is blocked by CfgRemoteExec. Instead it is recommended to create a function which is then excecuted by remoteExecCall (or remoteExec).
Read Arma 3: Remote Execution for more information about usage, security features and advanced JIP techniques.
Groups:
Multiplayer

Syntax

Syntax:
params remoteExecCall [functionName, targets, JIP]
Parameters:
params: Anything - The parameter(s) for the function / command specified in the functionName parameter.
[functionName, targets, JIP]: Array
functionName: String - Function or command name.
While any function or command can be used here, only those defined in CfgRemoteExec will actually be executed.
targets (Optional, default: 0):
  • Number (See also: Machine network ID) -
    • 0: The function / command will be executed globally, i.e. on the server and every connected client, including the machine where remoteExecCall originated.
    • 2: The function / command will only be executed on the server.
    • Other number: The function / command 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 function / command 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 function / command will be executed on clients where the player is on the specified side.
  • Group - The function / command will be executed on clients where the player is in the specified group.
    In order to execute the function / command where the group is local, use the groupOwner of the group: _myGroup remoteExecCall ["deleteGroup", groupOwner _myGroup];
  • Array - Array of any combination of the types listed above.
JIP (Optional, default: false):
  • Boolean - If true, a unique JIP ID is generated and the remoteExecCall 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 remoteExecCall statement is added to the JIP queue, replacing statements that have the same JIP ID.
  • Object, Group or netId - The persistent execution of the remoteExecCall statement is attached to the given Object or Group.
    When the Object or Group is deleted, the remoteExecCall statement is automatically removed from the JIP queue.
See also Example 7 on how to remove statements from the JIP queue.
Return Value:
  • nil - In case of error.
  • String - In case of success.
    • If the JIP parameter was false or an empty string, the return value is "".
    • If the JIP parameter was true or a custom JIP ID, the JIP ID is returned.
    • If the JIP parameter was an Object, a Group or a netId, the (corresponding) netId is returned.

Alternative Syntax

Syntax:
remoteExecCall [functionName, targets, JIP]
Parameters:
[functionName, targets, JIP]: Array
functionName: String - See the main syntax above for more details.
targets (Optional, default: 0): Number, Object, String, Side, Group or Array - See the main syntax above for more details.
JIP (Optional, default: false): Boolean, String, Object, Group or netId - See the main syntax above for more details.
Return Value:
nil or String - See the main syntax above for more details.

Examples

Example 1:
// runs hint "hello" on each connected client "hello" remoteExecCall ["hint"];
Example 2:
// runs hint "hello" on first connected client "hello" remoteExecCall ["hint", 3];
Example 3:
// runs hint "hello" everywhere but server "hello" remoteExecCall ["hint", -2];
Example 4:
// runs hint "hello" everywhere but server, JIPs the message // and returns e.g. "3_1" as a unique JIP id myJipID = "hello" remoteExecCall ["hint", -2, true];
Example 5:
// runs hint "hello" everywhere but server, JIPs the message under ID "some_JIP_ID" // replacing any previous message with this ID in the JIP queue. "hello" remoteExecCall ["hint", -2, "some_JIP_ID"];
Example 6:
// runs "someFuncWithNoArgs" on each connected client remoteExecCall ["someFuncWithNoArgs"];
Example 7:
Remove statements from the JIP queue: remoteExecCall ["", "MyCustomJIPID"]; // The persistent statement with the JIP ID "MyCustomJIPID" is removed from the JIP queue. remoteExecCall ["", MyObject]; // The persistent statement attached to MyObject is removed from the JIP queue.
Example 8:
// all clients will have their ammo set to 1 for their current weapon {player setAmmo [primaryWeapon player, 1];} remoteExecCall ["bis_fnc_call", 0];
Example 9:
// Object obj will have its ammo set to 1 where it is local [obj,[primaryWeapon obj, 1]] remoteExecCall ["setAmmo", obj];
Example 10:
myJipID = "hello" remoteExecCall ["", 0]; if (isNil "myJipID") then { hint "empty function name is not allowed"; };

Additional Information

See also:
remoteExecisRemoteExecutedisRemoteExecutedJIPremoteExecutedOwnercanSuspendBIS_fnc_MPRemote Execution

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 July 16, 2015 - 09:17 (UTC)
Killzone Kid
Removal of persistent call must be in the following format <no argument> remoteExecCall [<empty string>, <JIP id>]. For example: remoteExecCall ["", "5:8"];
Posted on December 29, 2015 - 20:31 (UTC)
AgentRev
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: format ["%1 %2", functionName, str params] 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: !="\w+?_fnc_\w+? \[[\S\s]*\]" 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.
Posted on May 10, 2017 - 20:13 (UTC)
Killzone Kid
To remoteExecCall: titleText ["Test Message", "PLAIN", 1]; Use [["Test Message", "PLAIN", 1]] remoteExecCall ["titleText"];
Posted on January 17, 2020 - 15:05 (UTC)
Dscha
To send/execute custom functions and pass arguments (in this case to every connected Client, except the dedicated server):
[
[10,0],
{
player setAmmo [primaryWeapon player, (_this select 0)];
player setDamage (_this select 1)];
}
] remoteExecCall ["call", -2];