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When receiving data for other vessels, client sometimes sees multiple copies that don't exist #649
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This one, like #526, is at least in part due to KMPManager.killVessel failing to function as intended |
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. KerbalMultiPlayer/KMPServer/Server.cs Lines 2318 to 2324 in 1f4549f
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This is a potential workaround, but it's only a workaround. |
This appears to be fixed in dark-mar-19 due to the loading throttle fix in vessel-spawning (#699) |
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. |
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.
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