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IDProjectCategoryLast Update
0026713AI War 2Gameplay IssueApr 20, 2022 3:05 pm
ReporterBadgerBadger Assigned ToChris_McElligottPark  
Status feedbackResolutionopen 
Product Version4.004 Easy There, Hack Response 
Summary0026713: MP report
DescriptionThe hacking notification on MP clients does not go away or count down. Sometimes it counts down partway then gets stuck. Just from hacking an ARS as a client.

It will usually go away eventually
TagsNo tags attached.

Activities

BadgerBadger

Mar 12, 2022 10:13 pm

manager   ~0065397

3/12/2022 8:12:54 PM 4.004 CLIENT DELAYED180 TID15 TakeDamageDirectly error at debugStage 6520: System.NullReferenceException: Object reference not set to an instance of an object
  at Arcen.AIW2.Core.GameEntity_Squad.DoOnDestructionLogic (System.Boolean PreventReversionToNeutral, Arcen.AIW2.Core.DamageSource Damage, Arcen.AIW2.Core.EntitySystem FiringSystemOrNull, System.Boolean wasAlive, System.Int32 numStacksKilled, Arcen.AIW2.Core.ArcenSimContextAnyStatus Context) [0x00234] in <0c437b7175b3425aa970e5c43100b9a7>:0
  at Arcen.AIW2.Core.GameEntity_Squad.TakeDamageDirectly (System.Int32 DamageAmount, Arcen.AIW2.Core.EntitySystem FiringSystemOrNull, Arcen.AIW2.Core.IShotHitSource ShotSourceThatHitOrNullOnlyUsedForKnockback, Arcen.AIW2.Core.DamageSource Damage, System.Boolean PreventReversionToNeutral, System.Boolean HonorFiniteHitCountAOE, System.Int32 MaxStacksAllowedToKill, System.Int32 CompressedShots, System.Int32 ExtraStacksOfSource, System.Boolean OnlyDamageShieldNotHull, System.Int32& ActualDamageDone, System.Int32& ActualHitEvents, System.Int32& DamageAbortCode, Arcen.AIW2.Core.ArcenSimContextAnyStatus Context, Arcen.Universal.ArcenCharacterBuffer traceBuffer) [0x017c7] in <0c437b7175b3425aa970e5c43100b9a7>:0

BadgerBadger

Mar 12, 2022 10:34 pm

manager   ~0065399

Last edited: Mar 12, 2022 10:48 pm

When the necromancer host transforms a flagship, the human empire client can't see it for a while.

When the human empire client transforms a flagship (to the high-energy variant) it vanishes from the client

Chris_McElligottPark

Apr 20, 2022 3:03 pm

administrator   ~0066187

I assume the transformation thing has been fixed a long time ago, or else I don't know what code it is using. If it's using TransformInto() on the game entity, then it should be working fine.

If there's some other code, then just be sure to call FlagForForcedFullSyncToClients_FromHost() on the new entity and it should be known on the client very fast. This is an older report, so I suspect it works fine now anyway.

I did find and fix this in the code, though:

* Fixed an issue where if a unit transforms into multiple units in multiplayer, only one of them would get immediately updated to the client.

Chris_McElligottPark

Apr 20, 2022 3:05 pm

administrator   ~0066188

Is the hacking thing still a thing? Every second, the notifications that are based on a specific unit should just call FlagForForcedFullSyncToClients_FromHost() on the hacker and the hackee on the host. When a hack completes, calling that again on the hacker and hackee on the host is a good idea.

Issue History

Date Modified Username Field Change
Mar 12, 2022 9:39 pm BadgerBadger New Issue
Mar 12, 2022 9:43 pm BadgerBadger Description Updated
Mar 12, 2022 10:13 pm BadgerBadger Note Added: 0065397
Mar 12, 2022 10:34 pm BadgerBadger Note Added: 0065399
Mar 12, 2022 10:48 pm BadgerBadger Note Edited: 0065399
Apr 4, 2022 9:38 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 4, 2022 9:38 pm Chris_McElligottPark Status new => assigned
Apr 20, 2022 3:03 pm Chris_McElligottPark Note Added: 0066187
Apr 20, 2022 3:05 pm Chris_McElligottPark Status assigned => feedback
Apr 20, 2022 3:05 pm Chris_McElligottPark Note Added: 0066188