Server 2.9.6: no old positions after reset / new game
Late position updates from players that are being reconnected after reset-world or a new game were stored again, so everyone spawned at their old-world position. Tracking stops for those clients now. Test added. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+14
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@@ -1,4 +1,4 @@
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using System.Net.Sockets;
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using System.Net.Sockets;
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using MSCO.Server;
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// Protokoll-Tests gegen den echten Server-Code: startet einen Server offline (ohne Master, ohne Lizenz) auf
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@@ -235,11 +235,24 @@ try
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Console.WriteLine("== reset-world makes everyone reconnect");
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var r1 = await TestClient.Join("Resetter", 0, null);
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r1.Send(MsgType.Ready, Array.Empty<byte>());
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await r1.WaitFor(MsgType.WorldSnapshot);
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await Task.Delay(8500);
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r1.Send(MsgType.Player, PlayerPos(950f, 1f, -653f)); // irgendwo in der alten Welt
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await Task.Delay(300);
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Srv().EnqueueCommand("reset-world");
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var rec = await r1.WaitFor(MsgType.Reconnect);
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r1.Send(MsgType.Player, PlayerPos(951f, 1f, -654f)); // kommt noch an, bevor die Verbindung zu ist
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Check(rec != null && new BinaryReader(new MemoryStream(rec)).ReadString().Contains("reset"), "Players get the 'world is being reset' reconnect message");
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await Task.Delay(300);
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Check(r1.IsClosedByServer(), "Their connection is closed so they load the fresh world");
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var rejoined = await TestClient.Join("Resetter", 0, null);
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rejoined.Send(MsgType.Ready, Array.Empty<byte>());
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var resetSpawn = Snapshot.Parse(await rejoined.WaitFor(MsgType.WorldSnapshot)).Spawn;
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Check(resetSpawn == null, "After a reset nobody spawns at their old position (also not from late position updates): " +
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(resetSpawn == null ? "none" : string.Join(", ", resetSpawn)));
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rejoined.Close();
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await Task.Delay(300);
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Console.WriteLine("== Joining gets the CURRENT save game from a player in the game");
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var inGame = await TestClient.Join("InGame", 0, null);
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