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fix(ugc): construct the model again a second after taking it down
Taken down and constructed again in the same batch, the client dropped the construction of the object it hadn't deleted yet, and most models disappeared. The construction now follows a second later. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -410,9 +410,10 @@ serving), the worlds:
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`model.nif` in `ugc_file_checksums`), once the client has loaded (`PlayerLoaded`) and 3 seconds after, the world
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sends it the served NIF's checksum, `NotifyClientUGCModelReady`, and takes the model down and constructs it again for
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that client. `NotifyClientUGCModelReady` alone only flushes the client's cached NIF, HKX and LXFML and loads them
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again as preloads (0x00ca6430): an object already drawn keeps its mesh. The object is constructed again 1.5 seconds
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later, after the client's load thread has done the flush (constructed at once, the flush can land after the new
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object loaded its mesh, which then disappears). The object constructed again loads the NIF,
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again as preloads (0x00ca6430): an object already drawn keeps its mesh. The object is taken down 1.5 seconds
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later, after the client's load thread has done the flush, and constructed again 1 second after that (the client
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deletes objects later and drops the construction of an object it still has; in the same batch, most models
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disappeared). The object constructed again loads the NIF,
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whose cached checksum is now the served one, which the client's own file doesn't match, so it downloads the served
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mesh; the HKX's is still its own, so it keeps the collision it built. The model shows as the client built it for
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those few seconds.
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