feat(net): Phase 4.8 — send GameAction.LoginComplete after EnterWorld
User reported that when they observed acdream's character through a second AC client running on a different account, the character rendered as a stationary purple haze (AC's "loading screen / portal space" indicator) instead of a normal avatar. The character was "in-world enough" to receive the CreateObject stream but never "in-world enough" for the server to flip its first-enter-world flag, push initial property updates / equipment overrides, or show the character to other clients in the area. Root cause: WorldSession.EnterWorld stopped after sending CharacterEnterWorld (0xF657). The handshake is supposed to continue with one more message — a GameAction(LoginComplete) — that ACE's GameActionLoginComplete handler interprets as "client has exited portal space, mark FirstEnterWorldDone, push property updates, make the character visible to others." Wire layout (confirmed via references/ACE/Source/ACE.Server/Network/GameAction/GameActionPacket.cs and .../Actions/GameActionLoginComplete.cs): u32 game-message opcode = 0xF7B1 (GameAction) u32 sequence = 0 (ACE ignores; TODO comment in source) u32 GameActionType opc = 0x000000A1 (LoginComplete) Send happens immediately after CharacterEnterWorld and just before flipping the WorldSession state to InWorld. acdream has no portal- space transition animation, so we can claim "loading complete" the moment we've sent the EnterWorld message — the dat-side world is already loaded by then. 1 new test (97 Core.Net total). 220 tests green overall. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@ -201,6 +201,15 @@ public sealed class WorldSession : IDisposable
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if (!serverReady) { Transition(State.Failed); throw new TimeoutException("ServerReady not received"); }
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SendGameMessage(CharacterEnterWorld.BuildEnterWorldBody(chosen.Id, account));
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// Tell the server "I'm done loading, you can show me to other players
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// and push my initial property updates." Without this, the character
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// stays in a transitional state and renders as the purple loading
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// haze to other clients in the same area. ACE's GameActionLoginComplete
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// handler is what flips Player.FirstEnterWorldDone and triggers
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// SendPropertyUpdatesAndOverrides.
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SendGameMessage(GameActionLoginComplete.Build());
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Transition(State.InWorld);
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}
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