-
Notifications
You must be signed in to change notification settings - Fork 263
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Bug]: Vision broken for imported UVTT maps on player client side #3434
Comments
When I was experimenting with the campaign file on Discord, I noticed that the vision outline also didn't work on the server. (Seeing the token wasn't an issue.) |
I haven't been able to reproduce this using the given steps (maybe once, but I'm not sure I actually did it the right way). But I have found a consistent way to get the same symptoms, just by doing things in a different order:
Also, I haven't played with FoW yet, this is just observing the vision outlines. Here's what I have gleaned so far (I haven't had much chance to look into it yet):
My hunch right now is that Of course, this hunch applies to my reproduction of the issue. I'm not sure yet how the steps given by Phergus would show this particular problem, except that there may be another code path that is capable of leaving the VBL/MBL blank after a zone copy. |
Further testing shows the same problem for tokens. E.g., the light tokens added by |
Maybe we should only enable the importer on a personal server? |
On imported UVTT maps that don't have Lights the problem either doesn't happen or is very hard to reproduce. Not sure which it is as I was able to get the problem on all 4 of the attached maps but only when all 4 had already been loaded which includes the one with lights and it was the first map that I tried placing a token on. There were no issues with these maps under MT 1.9.3. The VBL for walls and doors plus the light tokens all worked as expected and still do in 1.9.3. After merging in the changes from #3437 vision appears to be working as before. Will test with some more maps later. I'm not sure if campaigns being copied at server start directly pertains to this issue but it does seem like doing the
No. |
The fix in #3437 may incidentally fix the issue here as token state should be more consistent now (particularly for lights UVTT lights). It would mean that there is some other code path susceptible to these null token fields, but I think it should have been covered by accessor methods until now (can't check right now whether that is actually true). It was only protobuf that didn't handle the nulls because it read directly from the field. If that is the case, then what I reproduced is, strictly speaking, a distinct bug because it applies just as much before and after that fix. You're right that the campaign copy doesn't directly relate to this issue, but it is the explanation for why the server has correct vision while clients do not. The server has direct access the original campaign while the campaign copy (which is accessed via server commands) is what is consistent with player clients. |
Based on @Phergus' statement that 1.9.3 is unaffected by this bug, it's clear now that the issue I discovered is a deficiency in the UVTT importer itself whereas this issue is caused by something else (whether that is a partially initialized Hopefully this issue really is just a result of some bad token state, and that #3437 can fix it. Unfortunately I still have not been able to reproduce this issue so I can't really dig any deeper into it. |
Yeah. I think the issue here is just the fallout from the change to protobuf which exposed the lack of initialization of various token properties. Not properly updating client maps with VBL is different. |
Tested various UVTT maps that produce light tokens. All working as expected. |
Describe the Bug
Vision on the player clients is broken on imported UVTT (i.e. Dungeondraft) maps. Symptoms are that the player view does not get the vision outline and may not be able to see other tokens. Exposing visible area on maps with FoW on the player client will expose the entire map. On the GM client vision and exposing work correctly.
In some cases, erasing VBL on doors and/or redrawing over the existing VBL will allow vision to work correctly on the player side.
Saving out the campaign and then reloading the campaign appears to fix the issue.
To Reproduce
The problem is not consistent. Some maps have worked one time and not the next.
As mentioned above, saving the campaign and reloading it appears to correct the issue.
Expected Behaviour
Expect vision and exposing to work correctly on player clients.
Screenshots
No response
MapTool Info
MT v1.10.4, 1.11.5 and current dev branch
Desktop
Windows 10
Additional Context
Zip file contains 4 different UVTT test maps.
Dungeondraft UVTT files.zip
The text was updated successfully, but these errors were encountered: