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Comments (7)

xiaonanln avatar xiaonanln commented on May 19, 2024 2

this bug is because entity.syncingFromClient is reset to false after EnterSpace.

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xiaonanln avatar xiaonanln commented on May 19, 2024

What you see wrong in the behavior of game characters?

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spaceemotion avatar spaceemotion commented on May 19, 2024

The player character can move around in the scene, but the server thinks they're still at 0,0,0. The monsters will target the player, but get all stuck at the same spot (0,0,0) as they think that's where the player is.

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xiaonanln avatar xiaonanln commented on May 19, 2024

Seems it is due to that entity.syncingFromClient is set to false. When entity.syncingFromClient is False, entity positions sent by client are simply ignored by server. Player normally set syncingFromClient=false when it is dead or in some unmovable states. Maybe some logic is invalid and set syncingFromClient=false incorrectly.

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spaceemotion avatar spaceemotion commented on May 19, 2024

Already checked that, it's not getting set anywhere except in the player initialization

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SonarBeserk avatar SonarBeserk commented on May 19, 2024

Is it possible the entity for the player is being added to the entity map twice? You store an id mapped to an entity pointer and could possibly be adding an entity without the default attributes.

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xiaonanln avatar xiaonanln commented on May 19, 2024

should be fixed now

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