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feat(load): PlayerReady also goes to the zone control object
Live answered PlayerLoaded with PlayerReady to the player and then a second PlayerReady to the zone control object (0x3FFFFFFFFFFE), both to the loading client: 235 of 237 captured loads carry exactly that pair. DLU sent only the first. The zone control object's client-side zone scripts are what can react to it (inferred: the client's component handlers only act on the player's own PlayerReady). Check: load into Avant Gardens, Nimbus Station, a property and an instance (a survival or dragon battle): the zone plays its intro, music and UI as before and nothing is stuck waiting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -35,11 +35,19 @@ namespace GameMessages {
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return bitStream.Read(playerID);
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}
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void SendPlayerReady(const LWOOBJID player, const LWOOBJID zoneControl, const SystemAddress& sysAddr) {
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PlayerReady playerReady;
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playerReady.target = player;
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playerReady.SendToClient(sysAddr);
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if (zoneControl == LWOOBJID_EMPTY) return;
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playerReady.target = zoneControl;
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playerReady.SendToClient(sysAddr);
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}
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void PlayerLoaded::Handle(Entity& entityRef, const SystemAddress& sysAddr) {
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auto* entity = &entityRef;
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PlayerReady playerReady;
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playerReady.target = entity->GetObjectID();
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playerReady.SendToClient(sysAddr);
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const auto* const zoneControlEntity = Game::entityManager->GetZoneControlEntity();
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SendPlayerReady(entity->GetObjectID(), zoneControlEntity ? zoneControlEntity->GetObjectID() : LWOOBJID_EMPTY, sysAddr);
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entity->SetPlayerReadyForUpdates();
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auto* ghostComponent = entity->GetComponent<GhostComponent>();
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@@ -33,6 +33,10 @@ namespace GameMessages {
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PlayerReady() : NetGameMsg(MessageType::Game::PLAYER_READY) {}
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};
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// Answers PlayerLoaded the way live did (235 of 237 loads): PlayerReady to the player, then to the zone control
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// object, whose client scripts wait for it. zoneControl is LWOOBJID_EMPTY when the zone has none.
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void SendPlayerReady(LWOOBJID player, LWOOBJID zoneControl, const SystemAddress& sysAddr);
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// Server -> client, to one client. No payload.
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struct RestoreToPostLoadStats : public NetGameMsg {
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RestoreToPostLoadStats() : NetGameMsg(MessageType::Game::RESTORE_TO_POST_LOAD_STATS) {}
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