Commit Graph

2 Commits

Author SHA1 Message Date
Acentech Dev
1de06d83ab fix(reset): warp the player home instead of moving him silently
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MoveHomeAsync wrote PositionX/PositionY/CurrentMap/Rotation on the character
record directly, which is a partial copy of Player.PlaceAtGateAsync: it placed
the player but skipped removing him from the map and telling the client.

Player.Position is backed by those very fields, so the coordinates jumped on the
server while the client never got a map change. The client then interpolated a
walk to the new spot and the character visibly slid across the map after a reset.

WarpToAsync does the same placement plus the map removal and the map change
notification, and it handles respawning on the same map. It is the path every
other caller uses (duel room, gate NPCs, mini games, castle siege portal).

The existing tests all ran with MoveHome = false, which is why this path was
never covered. The new test pins the notification: it fails on the old code
because MapChangeAsync is never invoked.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-17 00:26:04 +03:00
Acentech Dev
36fc125d5c baseline: OpenMU upstream b5a0961 (fresh source) 2026-07-14 19:00:35 +03:00