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Game Master Modules deleted on Dedicated Server #420

@DeliciousJaffa

Description

@DeliciousJaffa

Arma 3 Version: 1.98 146445 (stable)
CBA Version: 3.15.1 (stable)
ZEN Version: 1.8.0 (stable)

Mods:

- CBA_A3
- ZEN
- ACE3
- ACEX
- 3CB
- RHS

Description:
Zeus game master modules can be deleted by the module init script when starting a mission as a virtual Zeus in a Dedicated Server environment. This is confirmed by checking allCurators which returns an empty array when loading this way, whereas loading into a normal slot then switching to zeus, they remain in the output.

Steps to reproduce:
Unclear on the exact order, however placings a few playable groups, with 2 game master and virtual zeus pairs is enough to trigger this.

Where did the issue occur?
Dedicated

Additional information:
This bug appears to be a bug carried over from the BIS init, specifically this "sanity check"
https://github.com/zen-mod/ZEN/blob/master/addons/modules/functions/fnc_bi_moduleCurator.sqf#L32-L36

    // Exit if the module is not created on the server
    if (!isServer && {local _logic} && {isNull getAssignedCuratorUnit _logic}) exitwith {
        [format ["%1 is trying to create a Curator logic ModuleCurator_F.", profileName]] remoteExec ["BIS_fnc_error", 2];
        deleteVehicle _logic;
    };

My best guess here is that the Zeus entities are forming a "Logic" group/sideCentre that then localises to the player trying to zeus on mission start up.
It's also worth noting players get stuck with a black screen when attempting the switching slot workaround which requires unassigning curator and adding it back due to getAssignedCuratorUnit returning the unit, but getAssignedCuratorLogic returning objNull.

RPT log file:
No script errors, however with allowFunctionsLog = 1; we see the following BIS_fnc_error messages

1:19:37 "MILSIM/log: ERROR: Jaffa is trying to create curator logic ModuleCurator_F"
1:19:37 "MILSIM/log: ERROR: Jaffa is trying to create curator logic ModuleCurator_F"

Sample Mission File

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