Cannot see other players who enter zone after you #6829
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I've tested a new build from today, and it seems that you cannot see players who enter a zone after you. It is very noticeable when you are dual boxing because one character cannot see the other (the first to login or enter a zone), while the one can (the second one to log in or zone). It seems like players currently in the area are not getting the update. The "second" character can cast on the "first", but the "first" will not see an animation and will not will see anything in their log. It seems like this may have been introduced in the last couple of weeks. I started looking closer at the commit history and noticed some updates to the way some packets are being handled - possibly related? Update: If you run out of range of another character and come back, you can see each other again. Pets may be unaffected. |
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Replies: 4 comments 1 reply
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This sounds a whole lot like: #6778 |
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#6831 should fix this issue. I'm not sure it's happening because there's some kind of discontinuity between the PacketList and the copy we use to send the packets, or an issue with updateCharPacket when PendingCharPackets contains the character ID but holds a null packet, which currently does nothing instead of replacing the null packet with the new one. Either way it looks like it works now. |
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it's still broken. New players zoning in or new wave of mobs showing up are not showing up on screen. Dead mobs are staying on screen getting auto targeted somehow |
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This has been a minor problem for a very long time (other chars zoning next to you not being visible until they run out/in update range) but got worse with the recent packet changes - both the current problem and the historical problem should be fixed by Coco's fixes yesterday: #6848
If this isn't fixed, please open a new issue (issues != discussions, etc.) |
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This has been a minor problem for a very long time (other chars zoning next to you not being visible until they run out/in update range) but got worse with the recent packet changes - both the current problem and the historical problem should be fixed by Coco's fixes yesterday: #6848
If this isn't fixed, please open a new issue (issues != discussions, etc.)