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911 call notifications being sent to all players in the server instead of only on-duty units. #112
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Damn just to check u have updated to newest version of the fivem integrations for snailycad anything that could help us see why it doing please let us know |
Indeed I have. Everythings updated.
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Its crazy. Off duty people who have not authenticated with a personal API token yet can see all 911 call notifications. Off duty people who did authenticate with personal API token cannot see the 911 notifications. Some on duty people who did authenticate with personal API token can see 911 notifications. Some can't. Wtf. |
Now I am now confused |
By authenticated I mean they pasted their API token into the system in game. /sn-auth |
When I tested this I was able to confirm that:
I can't say that I personally tested if users got the prompt without being authenticated, as I presumed this was not possible - I can test this shortly but is that the outstanding problem or are you saying you don't get the behaviour above either? @Legacy-TacticalGamingInteractive |
Correct, a player must be authenticated (via /sn-auth) and on-duty (via web or /sn-set-status). The scenario's Jack explained are the expected ones |
If a user has not set a token at all and simply is on the server they will see the 911s. Thats the biggest issue we have #1. One step at a time. By the way we have: Server Artifacts 8450. |
Are you sure you're on the latest version? This is simply not possible on the latest version since it does a backend check. |
Yes we installed all integrations including sync and updated CAD to latest
version last night too.
I wish I had some prints or something to debug with but nothing is showing.
I can see about adding some prints to help debug later today?
Its strange.
I did not clear server cache. Maybe it requires that?
…On Thu, Jun 13, 2024, 6:25 AM Casper Iversen ***@***.***> wrote:
Are you sure you're on the latest version? This is simply not possible on
the latest version since it does a backend check.
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I'll create a new release that prints out some debugging information in the F8 console. Will only be in about 4h from now though. |
@Legacy-TacticalGamingInteractive 0.14.1 is out now which has a debug print with the version. It will get logged when the sna-sync resource is initialized (on resource start/client player spawned) |
I am getting the exact same issue. A player who isn't authenticated, off-duty, and is a cop is getting 911 calls. Now he is authenticated and he is not getting 911 calls off-duty. |
I was able to validate this: This also happens with panic button triggers alike. It would seem the events |
Would be very weird if any data is cached... I'll add an explicit property that it does not cache any data. Ps @Georgie15, are you getting any additional logs? |
In this scenario, we'd expect even data to not return - is it possible we're not capturing for that instance? As tested, when we don't have data.unit this works as expected, its only when we would not have data at all that it seems to still send notification. EDIT: From a logic perspective is it not easier to invert the clause, and only send the network event for the notification if data.unit is returned? Would capture all other scenarios and avoid sending notification. |
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Ah, I found the bug. Working on it! |
All should be fixed in the latest version of SnailyCAD and 0.14.2 of fivem-integrations. Closing this one now! |
Unfortunately this seems to still be broken :(
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