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Fix frozen actor regressions #14619

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merged 4 commits into from Jan 1, 2018

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pchote commented Jan 1, 2018

Fixes #14613
Fixes #14614
Fixes #14615

Simple repro case:

  1. Start a multiplayer game with two clients and cheats enabled
  2. Client A enables cheats and places a structure just outside the vision range of player B
  3. Client B moves a starting unit in range to view the structure, then out of range again
  4. Client B observes the transition from actor -> frozen actor
  5. Client B tests tooltip and attack order feedback
  6. Client A sells the structure while it is still frozen for Client B
  7. Client B tests tooltip and attack order feedback

@pchote pchote added this to the Next release milestone Jan 1, 2018

@penev92

Two small comments to address. Code looks good.

@@ -252,11 +252,17 @@ public void UpdateMouseover()
if (frozen != null)
{
var actor = frozen.Actor;
if (actor != null && actor.TraitsImplementing<IVisibilityModifier>().All(t => t.IsVisible(actor, world.RenderPlayer)))
// HACK: This leaks the cloak state through the fog (cloaked buildings will not show tooltips)

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penev92 Jan 1, 2018

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Not even a HACK. More like a BUG?

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penev92 Jan 1, 2018

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Not even a HACK. More like a BUG?

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pchote Jan 1, 2018

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It is a hack that then causes a bug.

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pchote Jan 1, 2018

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It is a hack that then causes a bug.

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pchote Jan 1, 2018

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IDEs have keyword detection for HACK, but not for BUG, so i'd prefer to keep this as it is.

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pchote Jan 1, 2018

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IDEs have keyword detection for HACK, but not for BUG, so i'd prefer to keep this as it is.

Show outdated Hide outdated OpenRA.Game/Traits/Player/FrozenActorLayer.cs Outdated
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Fixed other nit.

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pchote commented Jan 1, 2018

Fixed other nit.

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👍 from me for the code.

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penev92 commented Jan 1, 2018

👍 from me for the code.

@ltem

ltem approved these changes Jan 1, 2018

I can approve that all three issues (#14613, #14614 and #14615) got fixed by this PR.

@ltem ltem merged commit 2eb090f into OpenRA:bleed Jan 1, 2018

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ltem commented Jan 1, 2018

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