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When receiving data for other vessels, client sometimes sees multiple copies that don't exist #649

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JohannesMP opened this issue Jan 24, 2014 · 5 comments
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@JohannesMP
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Discussed in this forum topic, and demonstrated at this point in the video.

Note: Not a duplicate of #526, since in this case these duplicate vessels remain client-side and are not synced back to the server. A disconnect/reconnect removes them.

@TehGimp
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TehGimp commented Jan 25, 2014

This one, like #526, is at least in part due to KMPManager.killVessel failing to function as intended

@godarklight
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This is pretty easy to reproduce - Active ships are duplicated during the initial sync.

I'm guessing these messages quickly get through before the initial sync - Because you can see other players for a few seconds on the player list before they drop out.

private void HandlePluginUpdate(Client cl, KMPCommon.ClientMessageID id, byte[] data)
{
if (cl.isReady)
{
sendPluginUpdateToAll(data, id == KMPCommon.ClientMessageID.SECONDARY_PLUGIN_UPDATE, cl);
}
}

@godarklight
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This is a potential workaround, but it's only a workaround.
godarklight@78ddecb

@godarklight
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This appears to be fixed in dark-mar-19 due to the loading throttle fix in vessel-spawning (#699)

@Cheaterman
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Is dark-mar-19's commit present in 1.5.1? Bug exhibited yesterday, and was written to the local persistence file or something, and I couldn't get rid of it while I was the only one to see it. Had to reinstall KMP to fix it.

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