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World ticks can get ahead of map ticks/map ticks can get out of sync with each other (without async mode) #339
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This was tested with harmony, core, DLCs, and mp. (both from the workshop) There seems to be some issues with the pause on letter feature, specifically:
On the other hand, if the raid is generated by dev tool instead of the storyteller, the pause on letter feature works as intended. |
Thanks for the info, it was enough for me to be able to find what's going on. No fix yet, will work on it soon, unless someone else grabs it in the meantime. However, to explain the situation:
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My assumption is that this is due to an exception being thrown while calling
MapPreTicks
, as ticks are incremented after that. Relevant code:Multiplayer/Source/Client/AsyncTime/AsyncTimeComp.cs
Line 119 in a2c4b39
Since we tick the world, as well as each map separately from each other, we can end up with situations where some maps didn't manage to properly tick. This results in them "falling behind" in time compared to others.
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