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…ed out of world to fix discussed bugs
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Update: With 71c27fe , I am still able to repro the 'client repeatedly tries to log into world very rapidly' bug using a new set of repro steps:
At this point, since ThwargLauncher will be connecting on a new port, it will get a new session, instead of the existing one. So the new session won't be in 'WorldConnected' state, so it won't hit any of that logic It will however, hit this logic in AuthenticationHandler, on line 176: Thinking maybe this logic should be moved to NetworkManager.LoginRequest perhaps? |
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With the revised implementation in 593cc5f, the previous bug is fixed |
fixing gap for players not in world
# Conflicts: # Source/ACE.Server/Network/Handlers/AuthenticationHandler.cs
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Repro steps:
Expected:
Actual:
There are some odd issues with this PR, namely if you try this multiple times, the existing Player state will get into an odd loop, where the Session is disconnected, but the Player is still saving on the landblock or something..
This can be seen after multiple retries, or using /pktimer sometimes helps. The previous session will go into 'SessionTerminating' state, and then be dropped, while the previous player still seems to be in the world. This allows the new session to connect to the char select screen, but then gets into an automatic loop when trying to log into the world, until the existing player is finally logged out.
Could use @fartwhif 's help on this one