oiltanker / multiplayer-crew-manager

https://steamcommunity.com/sharedfiles/filedetails/?id=2775613786
MIT License
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[2 Issues] New Players joined with Code 0, Restarting the server causes to Players spawn on Wrong Character. #11

Closed KnightForEyes closed 9 months ago

KnightForEyes commented 1 year ago

First issue : Well we were playing with a friend, our other friends decided to join. They joined but they didnt spawned... We wrote the autospawn etc... Well It didnt worked... We tried manual one but our friends had code 0. Both of em.THEY JOINED MIDGAME Well we didnt able to spawn them... Also I had weird thing... When I spawned my character got perma-ragdolled. Not a keyboard issue. My character just stood there. I took control of the ai but my character still stood there in ragdoll. At some point he died? Second But Minor issue : We decided to recreate the same GAME. But I spawned on a wrong person?

Thats all! Other functions like controlling AI etc works very well.

oiltanker commented 1 year ago

@Akronyhm @Xardion495 Take a look when y'all have the time

Akronyhm commented 1 year ago

Sounds like most of the issues have a common culprit... the whole "ID 0" thing - If all players share the same ID then the mod won't know what character belongs to whom etc.. tec..

I'll begin my investigation there later today

Akronyhm commented 1 year ago

finally got around to doing some preliminary testing and AFAICT the host does not suffer the ID 0 bug...

I'm starting to wonder if people are mistaking the ID of the mcm spawn for the steam ID. Since the code does an int32.TryParse and steam-id's are int64, that parse fails and you are left with ID 0.

Then again, the whole command is meant to search through all the characters in the campaign, locate what "Client" is currently controlling that toon, and then spawn their "preferred" character.

It stands to reason that we can circumvent that roundabout way and simply change the command to instead use the SteamID to locate the client and spawn their favorite character... Or some other way of identifying the Client

I'll have to do more testing, wich more players on the server in order to ascertain when/how the issue presents itself

Akronyhm commented 9 months ago

Closing issue since no new reports about this has surfaced and no new updates into the topic has been made