From e38e2f8448f6fa8b79a97aee7529533f065ad236 Mon Sep 17 00:00:00 2001 From: SokyranTheDragon Date: Thu, 22 Aug 2024 15:28:57 +0200 Subject: [PATCH] Fix void monolith float menu causing desync with `CompProximityLetter` `CompProximityLetter` (void monolith, ancient mechanitor exostrider) sends a letter when a player pawn gets close to it. This is disabled (`CompProximityLetter.letterSent` is set to true) when the void monolith is automatically activated, or when a pawn is ordered to interact with it. When a pawn interacts with the monolith by using the gizmo, the method disabling the letter is synced. However, when using float menu to do it the letter is only disabled for the player who ordered it, as the method is not synced (instead, the interaction is synced by `Pawn_JobTracker.TryTakeOrderedJob` call). It then displays the letter for everyone besides the player who ordered the interaction, causing desync (new ID assigned, causing desync trace mismatch). The fix was rather simple and required syncing the method the float menu calls when clicked. Investigating what caused the desync took much longer. I've also moved the void monolith sync methods from `SyncMethods` file to `SyncDelegates` to keep them categorized, specifically by keeping them together with the newly added sync delegate. --- Source/Client/Syncing/Game/SyncDelegates.cs | 8 ++++++++ Source/Client/Syncing/Game/SyncMethods.cs | 5 ----- 2 files changed, 8 insertions(+), 5 deletions(-) diff --git a/Source/Client/Syncing/Game/SyncDelegates.cs b/Source/Client/Syncing/Game/SyncDelegates.cs index caf07fa3..dbc97eac 100644 --- a/Source/Client/Syncing/Game/SyncDelegates.cs +++ b/Source/Client/Syncing/Game/SyncDelegates.cs @@ -246,6 +246,14 @@ public static void Init() SyncDelegate.Lambda(typeof(Hediff_MetalhorrorImplant), nameof(Hediff_MetalhorrorImplant.GetGizmos), 6).SetDebugOnly(); // Change biosignature SyncMethod.Lambda(typeof(Hediff_Shambler), nameof(Hediff_Shambler.GetGizmos), 0).SetDebugOnly(); // Self raise + // Void monolith + // Targeting should be handled by syncing `ITargetingSource:OrderForceTarget` + SyncMethod.Lambda(typeof(Building_VoidMonolith), nameof(Building_VoidMonolith.GetGizmos), 1).SetDebugOnly(); // Dev activate + SyncMethod.Lambda(typeof(Building_VoidMonolith), nameof(Building_VoidMonolith.GetGizmos), 2).SetDebugOnly(); // Dev relink + // TryTakeOrderedJob call is already synced, but we also need to make sure that + // CompProximityLetter.letterSent is set to true to prevent a desync. + SyncDelegate.Lambda(typeof(Building_VoidMonolith), nameof(Building_VoidMonolith.GetFloatMenuOptions), 0); + InitRituals(); InitChoiceLetters(); InitDevTools(); diff --git a/Source/Client/Syncing/Game/SyncMethods.cs b/Source/Client/Syncing/Game/SyncMethods.cs index dc63361b..f98fccc0 100644 --- a/Source/Client/Syncing/Game/SyncMethods.cs +++ b/Source/Client/Syncing/Game/SyncMethods.cs @@ -379,11 +379,6 @@ public static void Init() // Jammed door SyncMethod.Register(typeof(Building_JammedDoor), nameof(Building_JammedDoor.UnlockDoor)).SetDebugOnly(); // Dev unjam door - // Void monolith - // Targeting should be handled by syncing `ITargetingSource:OrderForceTarget` - SyncMethod.Lambda(typeof(Building_VoidMonolith), nameof(Building_VoidMonolith.GetGizmos), 1).SetDebugOnly(); // Dev activate - SyncMethod.Lambda(typeof(Building_VoidMonolith), nameof(Building_VoidMonolith.GetGizmos), 2).SetDebugOnly(); // Dev relink - // Harbinger Tree SyncMethod.Register(typeof(HarbingerTree), nameof(HarbingerTree.CreateCorpseStockpile)).SetContext(SyncContext.MapSelected); SyncMethod.Register(typeof(HarbingerTree), nameof(HarbingerTree.AddNutrition)).SetDebugOnly();