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🐛 Mobs/NPCs not clearing when out of range #6778
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Strange, not sure anything was modified there recently? Not yet at least |
That sounds somewhat like how I encountered a "ghost" version of a pc when trying to reproduce a different bug with party invites: #6746 (comment) |
Maybe #6713 but I have no idea, just the only think I see touching packet handling (idk if it's packet handling or spawn list handling that's messing up). |
Almost 100% caused by the logic in relating to copies of packets in If a despawn packet is pending and is then updated with an update, it'll get "upgraded" to being an update and the despawn will never happen - to my understanding |
Not ideal, but I could revert |
The difference between the original:
and the new:
Ownership is "handed" to |
That's the spot I was looking at too but I'm not sure I fully understand the logic and I'm not super familiar with unique_ptr. I'm not sure if If we already have an existing packet for the entity we use |
I've opened this: #6801 Which might help, but I haven't had time to test it apart from ensuring it compiles |
I affirm:
OS / platform the server is running (if known)
Windows/Linux
Branch affected by issue
base
Steps to reproduce
When a mob or npc moves out of your viewing range (50') the model doesn't despawn. You don't get any more updates, but the model stays where it was when it left your view until you get within range of the actual entity again. This only seems to apply when the mob/npc is the one to move out of your range, as they disappear properly if you move out of their range.
Cactrot Rapido (17244539) and Raminel (17719326) make this easy to test. Just target them and watch as they move 50' away from you.
Maybe something to do with SpawnNPCList and SpawnMOBList. Unknown if pet, trust, and PC are affected as well.
Expected behavior
Mobs/NPCs should disappear when they get out of your viewing range.
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