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Pull request overview
This PR addresses a multiplayer reload edge case where viewed-map (PlayerCount) updates could be dropped during Multiplayer.reloading transitions, leaving player-count/VTR state inconsistent and contributing to the reported projectile slowdown symptom.
Changes:
- Queue viewed-map updates during reload instead of dropping them.
- Add a flush mechanism and invoke it from several frequently-hit patches to ensure pending updates are delivered once reload completes.
- Reset pending viewed-map state alongside existing VTR sync state.
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Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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Im back at it and found the issue, is related to the update of the player count, in fact, the issue is that the projectiles get updated every new refresh(every 15 tick/0.3s) and so it gets freezed and updated every tot time. Get out in the world map and re entering the map fix the issue, soo the issue is related to the player count on the map who gets pulled to 0. Going to upload the new code as soon as possible |
ServerPlayerCountsPacket is now documented and applied as a complete snapshot: client zeroes counts for maps (and the world map) absent from it, so stale viewer counts can no longer pin MinimumVtr after resync.
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@notfood could you please add the relevant labels to this PR? I believe they'd be: fix, 1.6, and possibly async (the VTR/player-count machinery is async-time-only). This fixes #862 ("Inconsistent player" state after reload) which @Zetrith pointed out, and additionally fixes the client-side stale player-count issue that pins MinimumVtr and causes the projectile slowdown — so it's a fix for both dedicated servers and client-hosted games. |
Fix VTR viewed-map flush after reload
This prevents viewed-map updates from being dropped during reload transitions, which left VTR/player-count state incoherent and caused the projectile slowdown symptom.
Validation: