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Fixing SmartCameraPanBJ Desync

THIS ISSUE IS FIXED FOR PATCH 1.31+ ACCORDING TO REPORTS

Introduction of SmartCameraPanBJ
This Guide is made to fix
  • Camera - Pan Camera as necessary (timed)
As some of you may know, the function does desync on multiplayer maps (100% guaranteed).

What is Desync? Desync is an event in multiplayer games where all players that plays (or some players, in that case it's possible to be a server split) become disconnected except the host itself.

Copy the code into the Map Header (the one above all triggers folders)
JASS:
function SmartCameraPanBJModified takes player whichPlayer, location loc, real duration returns nothing
    local real tx = GetLocationX(loc)
    local real ty = GetLocationY(loc)
    local real dx = tx - GetCameraTargetPositionX()
    local real dy = ty - GetCameraTargetPositionY()
    local real dist = SquareRoot(dx * dx + dy * dy)
    if (GetLocalPlayer() == whichPlayer) then
        if (dist >= bj_SMARTPAN_TRESHOLD_SNAP) then
            call PanCameraToTimed(tx, ty, 0)
            // Far away = snap camera immediately to point
        elseif (dist >= bj_SMARTPAN_TRESHOLD_PAN) then
            call PanCameraToTimed(tx, ty, duration)
            // Moderately close = pan camera over duration
        else
            // User is close, don't move camera
        endif
    endif
endfunction

to call the function :
call SmartCameraPanBJModified( Player(), Location(), Timer() )
Replace SmartCameraPanBJModified with your modified name.
Remember, Player() is the Player, Location() is the target location and Timer() is the time amount for the pan.

A recommendation for GUI Users is to set these 3 things into variables and call the function with those variables instead, ex (by PurgeandFire) :
  • Set TempPlayer = Player 1 (Red)
  • Set TempLoc = (Position of (Triggering unit))
  • Set TempDuration = 12.00
  • Custom script: call SmartCameraPanBJModified( udg_TempPlayer, udg_TempLoc, udg_TempDuration )
Notes : Global Variables uses udg_VariableName in Jass, so don't miss them when calling the custom native!



The Actual Problem with SmartCameraPanBJ
SmartCameraPanBJ desyncs was a mystery, in GUI, this can't be solved, but the actual problem lies on how the function execute itself.
JASS:
function SmartCameraPanBJ takes player whichPlayer, location loc, real duration returns nothing
    local real dist
    if (GetLocalPlayer() == whichPlayer) then
        // Use only local code (no net traffic) within this block to avoid desyncs.

        set dist = DistanceBetweenPoints(loc, GetCameraTargetPositionLoc())
        if (dist >= bj_SMARTPAN_TRESHOLD_SNAP) then
            // If the user is too far away, snap the camera.
            call PanCameraToTimed(GetLocationX(loc), GetLocationY(loc), 0)
        elseif (dist >= bj_SMARTPAN_TRESHOLD_PAN) then
            // If the user is moderately close, pan the camera.
            call PanCameraToTimed(GetLocationX(loc), GetLocationY(loc), duration)
        else
            // User is close enough, so don't touch the camera.
        endif
    endif
endfunction
The code create location on local block (this one : set dist = DistanceBetweenPoints(loc, GetCameraTargetPositionLoc())), which causes desync as location may not be created at local block


How to solve this problem?

It might looks complicated, but it's not THAT complicated. Read below to know how to fix it :

The script below is the fixer for this issue (Credits to PurgeandFire) :
JASS:
function SmartCameraPanBJ takes player whichPlayer, location loc, real duration returns nothing
    local real tx = GetLocationX(loc)
    local real ty = GetLocationY(loc)
    local real dx = tx - GetCameraTargetPositionX()
    local real dy = ty - GetCameraTargetPositionY()
    local real dist = SquareRoot(dx * dx + dy * dy)
    if (GetLocalPlayer() == whichPlayer) then
        if (dist >= bj_SMARTPAN_TRESHOLD_SNAP) then
            call PanCameraToTimed(tx, ty, 0)
            // Far away = snap camera immediately to point
        elseif (dist >= bj_SMARTPAN_TRESHOLD_PAN) then
            call PanCameraToTimed(tx, ty, duration)
            // Moderately close = pan camera over duration
        else
            // User is close, don't move camera
        endif
    endif
endfunction

However, if you directly copy this script to your map header (or a trigger), it will causes map compiling to fail, there are 2 workaround to this :

1. Copy the script to Map Header, to deal with the bug mentioned above, I recommend copy pasting this script instead :

JASS:
function SmartCameraPanBJModified takes player whichPlayer, location loc, real duration returns nothing
    local real tx = GetLocationX(loc)
    local real ty = GetLocationY(loc)
    local real dx = tx - GetCameraTargetPositionX()
    local real dy = ty - GetCameraTargetPositionY()
    local real dist = SquareRoot(dx * dx + dy * dy)
    if (GetLocalPlayer() == whichPlayer) then
        if (dist >= bj_SMARTPAN_TRESHOLD_SNAP) then
            call PanCameraToTimed(tx, ty, 0)
            // Far away = snap camera immediately to point
        elseif (dist >= bj_SMARTPAN_TRESHOLD_PAN) then
            call PanCameraToTimed(tx, ty, duration)
            // Moderately close = pan camera over duration
        else
            // User is close, don't move camera
        endif
    endif
endfunction

to call the function :
call SmartCameraPanBJModified( Player(), Location(), Timer() )
Replace SmartCameraPanBJModified with your modified name.
Remember, Player() is the Player, Location() is the target location and Timer() is the time amount for the pan.

A recommendation for GUI Users is to set these 3 things into variables and call the function with those variables instead, ex (by PurgeandFire) :
  • Set TempPlayer = Player 1 (Red)
  • Set TempLoc = (Position of (Triggering unit))
  • Set TempDuration = 12.00
  • Custom script: call SmartCameraPanBJModified( udg_TempPlayer, udg_TempLoc, udg_TempDuration )
Notes : Global Variables uses udg_VariableName in Jass, so don't miss them when calling the custom native!

2. Override the original script at blizzard.j then import it to the map. This will allow you to use the default native without issues, because blizzard.j from the map will be read by the game instead of the default.


CREDITS
PurgeandFire : The Fixing Script and Helping Me with the workaround
Legal_Ease : On our test with http://www.hiveworkshop.com/forums/maps-564/high-road-aos-238438/?prev=status=p made by him, which let me to search for solutions once people point out the issue with SmartCameraPanBJ.

~Daffa the Mage
 
Last edited:
It looks good. Although you should give a sample of using it in GUI. To make it friendly, you can probably use the variable technique, ex:
  • Set TempPlayer = Player 1 (Red)
  • Set TempLoc = (Position of (Triggering unit))
  • Set TempDuration = 12.00
  • Custom script: call SmartCameraPanBJModified( udg_TempPlayer, udg_TempLoc, udg_TempDuration )
So that they only have to modify the variables, rather than modifying the actual code.

You should also name the function differently in the example. I know you tell them to change it, but it'd be better if you change it to SmartCameraPanBJModified just so that there is a lower chance of error (for hasty people who don't like to read, or people who may be lost at what to name it/how JASS works).
 
Modified as suggested.
I hope I don't miss anything.

EDIT :

When I submit it as a Tutorial at Blizzard Modding, there's something else that I want to tell everyone.

Moyack@BlizzMod said:
This tutorial gave me an idea: make a snippet code in vjass to solve this issue and offer it as a third solution.
 
Last edited:
How to use pan camera without leak?

I used this custom script " call SmartCameraPanBJModified( udg_TempPlayer, udg_TempLoc, udg_TempDuration ) " but it gave me an error saying "expected a function name"


[EDIT] I removed "Modified" and it doesn't give an error anymore.. so the custom script should be like this
call SmartCameraPanBJ( udg_TempPlayer, udg_TempLoc, udg_TempDuration )
 
I used this custom script " call SmartCameraPanBJModified( udg_TempPlayer, udg_TempLoc, udg_TempDuration ) " but it gave me an error saying "expected a function name"


[EDIT] I removed "Modified" and it doesn't give an error anymore.. so the custom script should be like this
call SmartCameraPanBJ( udg_TempPlayer, udg_TempLoc, udg_TempDuration )

You have to put this script in your map header:
JASS:
function SmartCameraPanBJModified takes player whichPlayer, location loc, real duration returns nothing 
    local real tx = GetLocationX(loc)
    local real ty = GetLocationY(loc)
    local real dx = tx - GetCameraTargetPositionX()
    local real dy = ty - GetCameraTargetPositionY()
    local real dist = SquareRoot(dx * dx + dy * dy)
    if (GetLocalPlayer() == whichPlayer) then
        if (dist >= bj_SMARTPAN_TRESHOLD_SNAP) then
            call PanCameraToTimed(tx, ty, 0)
            // Far away = snap camera immediately to point
        elseif (dist >= bj_SMARTPAN_TRESHOLD_PAN) then
            call PanCameraToTimed(tx, ty, duration)
            // Moderately close = pan camera over duration
        else
            // User is close, don't move camera
        endif
    endif
endfunction

Copy all of that, open your map, go to the trigger editor, click on the map's name in the upper left corner (above all the folders), and paste the code there. Then it should save without issues.

And this tutorial's main purpose is to prevent a desync. If you use SmartCameraPanBJ, then your map will disconnect players. So you should not use it.
 
I used this custom script " call SmartCameraPanBJModified( udg_TempPlayer, udg_TempLoc, udg_TempDuration ) " but it gave me an error saying "expected a function name"


[EDIT] I removed "Modified" and it doesn't give an error anymore.. so the custom script should be like this
call SmartCameraPanBJ( udg_TempPlayer, udg_TempLoc, udg_TempDuration )

Sorry for the late reply.
Purge explains it well in his post.

The SmartCameraPanBJ is the one which desync. The main code must exist in the map header as Purge states.

You have to put this script in your map header:
JASS:
function SmartCameraPanBJModified takes player whichPlayer, location loc, real duration returns nothing 
    local real tx = GetLocationX(loc)
    local real ty = GetLocationY(loc)
    local real dx = tx - GetCameraTargetPositionX()
    local real dy = ty - GetCameraTargetPositionY()
    local real dist = SquareRoot(dx * dx + dy * dy)
    if (GetLocalPlayer() == whichPlayer) then
        if (dist >= bj_SMARTPAN_TRESHOLD_SNAP) then
            call PanCameraToTimed(tx, ty, 0)
            // Far away = snap camera immediately to point
        elseif (dist >= bj_SMARTPAN_TRESHOLD_PAN) then
            call PanCameraToTimed(tx, ty, duration)
            // Moderately close = pan camera over duration
        else
            // User is close, don't move camera
        endif
    endif
endfunction

Copy all of that, open your map, go to the trigger editor, click on the map's name in the upper left corner (above all the folders), and paste the code there. Then it should save without issues.

And this tutorial's main purpose is to prevent a desync. If you use SmartCameraPanBJ, then your map will disconnect players. So you should not use it.

Thanks bro :)
 
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