![]() : Constructed 27ab8e1a-e354-4a4a-8858-2936108f4e16 /Landscape/Global Root/Base(Clone)/BaseCell(Clone)/BaseCorridorLShape(Clone) ![]() : Constructed 336a04b0-01bd-44b6-859a-a56d73bd5e87 /Landscape/Global Root/Base(Clone)/BaseCell(Clone)/BaseCorridorTShape(Clone) : Constructed d391cfe6-7d07-4311-a3b2-cf4a135dbf4b /Landscape/Global Root/Base(Clone)/BaseCell(Clone)/BaseCorridorLShape(Clone) : Constructed 341360fe-baa5-45f7-a9f7-82f0c4516e5d /BaseCorridorL(Clone)/BaseGhost/BaseCell(Clone)/BaseCorridorLShape(Clone) : Constructed e006aa91-1653-460c-b653-7f6ec6ea27f3 /BaseCorridorL(Clone)/BaseGhost/BaseCell(Clone)/BaseCorridorLShape(Clone) : Constructed 2fd5f653-e801-4507-a7b9-33a8ea545082 /BaseCorridorL(Clone)/BaseGhost/BaseCell(Clone)/BaseCorridorLShape(Clone) : Constructed e1a8433b-d576-4ff5-9c4b-7ccff07fe193 /BaseCorridorL(Clone)/BaseGhost/BaseCell(Clone)/BaseCorridorLShape(Clone) : Constructed 9272f502-3d4e-4728-9dd1-b1aa0e59bf70 /BaseCorridorL(Clone)/BaseGhost/BaseCell(Clone)/BaseCorridorLShape(Clone) Here is an example log output where I added a L pice to an existing base: I found this out by writing the ids and the type of base piece to the log. The gameObjects come in in a random? order, so that the latest one to which the id of the ghost is assigned, isn't the right one most of the time.The ids of the old pieces change so when they get deconstructed, the id sent to the server to deconstruct isn't the same one the server has assigned to this piece.Whenever a base piece is finished constructing, the other ones in its base will also be "reconstructed" and get a new id. After more testing and searching I found the exact cause of this issue: After this deconstruction of lonely base pieces worked fine, but the ones in bases were sill not deconstructable. The first thing I did was adding some code to BaseManager.cs in order to make deconstruction work on the server side (I just copied the code from "DeconstructionBegin" to "BasePieceConstructionAmountChanged"), because the "DeconstructionBegin" packet isn't send by the client (yet?). While testing the current version of the Nitrox mod compiled from master, we noticed that deconstructed base pieces respawned after rejoining, so I started trying to fix this issue.
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