Server_Information_Panel
This mod brings you a server Panel to Dayz, If u have some idea of suggestion don't hesitate to let me know. Default menu key is PAUSE/BREAK Key here is a picture to see the key PLEASE DON'T REUPLOAD/REPACK THIS MOD, U CAN HELP ME IF U WANT TO IMPROVE IT. DON'T FORGET TO ADD IT TO YOUR STEAM COLLECTION ! ;) (Ask me if u need something :) ) Here is a video that someone made to configure the mod:… (more)
This mod brings you a server Panel to Dayz, If u have some idea of suggestion don't hesitate to let me know. Default menu key is PAUSE/BREAK Key here is a picture to see the key PLEASE DON'T REUPLOAD/REPACK THIS MOD, U CAN HELP ME IF U WANT TO IMPROVE IT. DON'T FORGET TO ADD IT TO YOUR STEAM COLLECTION ! ;) (Ask me if u need something :) ) Here is a video that someone made to configure the mod: https://www.youtube.com/watch?v=cHZZNr1yfFQ&t=77s Installation: - Make sure that you have installed Community Framework by Jacob_Mango & Arkensor - Download latest release of Server_Information_Panel - Add CF and Server_Information_Panel to your game and server launch options. For example: -mod=@CF;@Server_Information_Panel On server: - Copy file ServerPanel_V3.bikey from ServerPanel\keys into server keys folder - ServerPanelConfig.json is used to configure the panel and should be inside a ServerPanel folder inside your Serverprofile folder - U can leave link blank, the button will disapear !!! Comments aren't allowed in config file !!! WARNING: Don't put any comments in Configuration Files Q: Can i change default menu key ? A: Sure, U can now change default menu key client side directly by editing your key in config key menu Join us on Discord if u get some trouble: https://discord.gg/GHX6Za2 Special Thanks to HunterZ, TripleZ and Connor for your help with some translations :) Special Thanks to Shix from Aftermath for his tabs effect ! Special Thanks to TH for his help with 1.11 patch ! Special Thanks to Vaker from Zomberry Admin Tools for his help ! Vaker: https://steamcommunity.com/sharedfiles/filedetails/?id=1582756848 Special Thanks to Da0ne from Vanilla++ for his help too :) Vanilla++ Github: https://github.com/VanillaPlusPlus Please Rate the mod, comment your issues below and i will try to find time and help you :) Donation: Paypal
Patterns that can stall a single frame regardless of the load figure — see below.
Every server-visible override preserves its chain.
0.0519% of each server frame at 100 players (0.519 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 27 others share it. Ranked list.
Repeating timers carry 81% of this mod's structural load. 0.519 ms/s in all.
1 hook · 0.025 ms/s
1 hook · 0.074 ms/s
3 timers · 0.42 ms/s
| Every-frame hooksrun every server frame | 1 hook | 0.025 ms/s | 4.8% | MissionServer.OnUpdate |
| Per-player hooksrun about 30 times a second for each player | 1 hook | 0.074 ms/s | 14% | DayZPlayerImplement.CommandHandler |
| Repeating timersstay in the timer queue, which is walked every frame | 3 timers | 0.42 ms/s | 81% | every 1 s, every 10 s, every 250 ms |
Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.
Where this mod runs often
Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.
Other findings
Per-player-per-frame hooks · 1 · warning
- DayZPlayerImplement.CommandHandler runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
ServerPanel.pbo::Scripts\4_World\ServerPanel\dayzplayerimplement.c:6
- DayZPlayerImplement.CommandHandler runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
All 5 overrides
Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.
| method | surface | server | super() | where |
|---|---|---|---|---|
DayZPlayerImplement.CommandHandler |
T1 | yes | ✓ | ServerPanel.pbo::Scripts\4_World\ServerPanel\dayzplayerimplement.c:6 |
InGameMenu.Init |
— | yes | ✗ none | ServerPanel.pbo::Scripts\5_Mission\ServerPanel\GUI\InGameMenu.c:5 |
InGameMenu.OnClick |
— | yes | ✓ | ServerPanel.pbo::Scripts\5_Mission\ServerPanel\GUI\InGameMenu.c:51 |
MissionBase.CreateScriptedMenu |
— | yes | ✓ | ServerPanel.pbo::Scripts\5_Mission\ServerPanel\missionBase.c:3 |
MissionServer.OnUpdate |
T0 | yes | ✓ | ServerPanel.pbo::Scripts\5_Mission\ServerPanel\missionServer.c:23 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
DayZPlayerImplement.CommandHandler | T1 | 3000.0 | measured | 0.0744 |
MissionServer.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 250 | 0.1400 | 0.000099 | ServerPanel.pbo::Scripts\5_Mission\ServerPanel\ServerPanelBase.c:268 |
| 1000 | 0.1400 | 0.000025 | ServerPanel.pbo::Scripts\5_Mission\ServerPanel\GUI\ServerPanelMenu.c:998 |
| 10000 | 0.1400 | 0.000002 | ServerPanel.pbo::Scripts\5_Mission\ServerPanel\GUI\PlayerInfoDisplay.c:64 |
census 1.1 · findings 1.1 · hash 06135fd42d47fdbf