Ship fitting desync/missing items

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Posts: 16

Joined: Sun Dec 30, 2018 1:28 am

Post Sun Dec 30, 2018 8:08 pm

Ship fitting desync/missing items

Description: The fitting window seems to be de-synced, not showing what is actually fitted to the ship. additionally, this results in randomly offlined modules when undocking, w/ the contextual "put online" not working/taking affect till you have relogged outside of a station

items affected/used: ships w/ modules (mids and lows by the looks of it)

how to replicate: check fitting window, if it has missing things then you have the issue (im not sure how to properly recreate this as its totally random) , then undock

Visual aid: https://i.imgur.com/40yKboe.png

Server Development

Posts: 578

Joined: Tue Mar 25, 2014 6:47 pm

Post Mon Dec 31, 2018 2:31 am

Re: Ship fitting desync/missing items

as i am messing with board/eject, this doesnt suprize me.
there is a very specific order of operations for boarding a ship, and it is used for any player-location-changing methods
i have rewrote/refactored a few of these methods to get capsule ejecting working when ships are killed.
this entailed fucking with previously-working code, which now needs more work to get back to it's previously-operational status.

i am trying hard to avoid redundant or repeated code by using 'reusable' code in their own methods.
ship boarding uses 4-5 of these 'reusable' methods, and i have to adjust them every time i change things.
as i am not finished 'adjusting' there may be a few odd showings until the entire system is complete.

the downside of getting more shit working is just that.
we have a motto in evemu......"fix one thing, break 4 others"

anyway, i'm currently working on this problem.
i'll get it solved and working again eventually.

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