TOSIOS
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The other player can't see the bullet
why The other player can't see the bullet self can
Hi! I'm also running into this issue. I'd like to try to fix it. Any ideas what may be causing this? @halftheopposite @LukeWood Great boilerplate btw!!
Really not sure honestly. maybe a colyseus API changed with a major version?
Ah I found it. Issue with the bullet re-use on server side. I’ll PR a fix when I can :)
On Mar 9, 2022, at 1:26 AM, Luke Wood @.***> wrote:
Really not sure honestly. maybe a colyseus API changed with a major version?
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@tabakd That'd be great if you can fix it and submit a PR 👍
@tabakd Could you post a quick fix here in the meantime? I'm able to get it working if I comment out the bullet recycling code on the server-side so it only pushes new bullets, and also if I just push the recycled bullet onto the existing bullets array. But if I delete the bullet from the array and re-push, no go. My guess is Colyseus isn't detecting the array change because it thinks it is the same item, and could probably fix it by adding a new ID like this monsters array does for new entries
So ?
@tabakd Could you post a quick fix here in the meantime? I'm able to get it working if I comment out the bullet recycling code on the server-side so it only pushes new bullets, and also if I just push the recycled bullet onto the existing bullets array. But if I delete the bullet from the array and re-push, no go. My guess is Colyseus isn't detecting the array change because it thinks it is the same item, and could probably fix it by adding a new ID like this monsters array does for new entries
That sounds like a plausible fix. I simply disabled the bullet re-use logic for my purposes but can look into fixing it.
It is actually happening since Bullet.reset
can trigger neither onAdd
, onRemove
nor onChange
event from Colyseus server. I don't know why Bullet instance has to be remain inactive
without destroying them. But #62 fixes it without too much hassle.