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Live sent UpdatePlayerStatistic (1481) server -> client for every statistic the server counted (59,933 messages in the captures, none client -> server); DLU only counted them, so the passport stayed stale until the next login. CharacterComponent::UpdatePlayerStatistic now tells the player's client what it counts (not what a client reported), with the amount left out when it is 1, byte for byte as the live samples. MetersTraveled: whole meters now count (each position update's distance was cut to a whole number before, so short steps never counted) and go to the client once 25 have gathered (live's values were nearly all 25-33 while moving) and the rest, 0 included, when the player is taken down on leaving the world (live sent one more after TRANSFER_TO_WORLD). DistanceDriven goes out every 10 seconds of racing (inferred: live sent it every few hundred packets, about 1300 units at race speed). Check in game: open the passport's statistics page, walk around, collect a power-up, complete a mission; the numbers go up without relogging. Walk 25+ meters; Meters Traveled matches what the passport shows after relogging. Change worlds and relog: the meters were kept. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
22 KiB
22 KiB