diff --git a/LoadSaveOverrides/MultiplayerSaveContainer.cs b/LoadSaveOverrides/MultiplayerSaveContainer.cs index 8de3ee8..8e3a963 100644 --- a/LoadSaveOverrides/MultiplayerSaveContainer.cs +++ b/LoadSaveOverrides/MultiplayerSaveContainer.cs @@ -332,19 +332,6 @@ namespace KCM.LoadSaveOverrides Main.helper.Log($"Setting kingdom name to: {kingdomNames[Main.PlayerSteamID]}"); TownNameUI.inst.SetTownName(kingdomNames[Main.PlayerSteamID]); - // Force transition to PlayingMode to enable villager movement - try - { - Main.helper.Log("MultiplayerSaveContainer.Unpack: Setting PlayingMode"); - GameState.inst.SetNewMode(GameState.inst.playingMode); - Main.helper.Log("MultiplayerSaveContainer.Unpack: PlayingMode set successfully"); - } - catch (Exception e) - { - Main.helper.Log("MultiplayerSaveContainer.Unpack: Failed to set PlayingMode"); - Main.helper.Log(e.ToString()); - } - return obj; } } diff --git a/Main.cs b/Main.cs index 2a681fb..e1b5fa4 100644 --- a/Main.cs +++ b/Main.cs @@ -290,26 +290,6 @@ namespace KCM { helper?.Log("VillagerSystem.enabled = " + VillagerSystem.inst.enabled); } - - // Force transition to PlayingMode to enable villager movement - try - { - if (GameState.inst != null) - { - helper?.Log("RunPostLoadRebuild: Current GameState mode: " + TryGetGameModeName()); - if (GameState.inst.playingMode != null) - { - helper?.Log("RunPostLoadRebuild: Setting PlayingMode"); - GameState.inst.SetNewMode(GameState.inst.playingMode); - helper?.Log("RunPostLoadRebuild: PlayingMode set successfully"); - } - } - } - catch (Exception ex) - { - helper?.Log("RunPostLoadRebuild: Failed to set PlayingMode"); - helper?.Log(ex.ToString()); - } } catch (Exception e) { diff --git a/StateManagement/Sync/SyncManager.cs b/StateManagement/Sync/SyncManager.cs index 792d0fc..394eb7c 100644 --- a/StateManagement/Sync/SyncManager.cs +++ b/StateManagement/Sync/SyncManager.cs @@ -577,18 +577,14 @@ namespace KCM.StateManagement.Sync private static void BroadcastVillagerSnapshot() { - // TEMPORARILY DISABLED: VillagerSnapshot causes packet overflow errors - // TODO: Fix villager synchronization properly - return; + if (!KCServer.IsRunning) + return; - // if (!KCServer.IsRunning) - // return; + if (KCServer.server.ClientCount == 0) + return; - // if (KCServer.server.ClientCount == 0) - // return; - - // if (Villager.villagers == null || Villager.villagers.Count == 0) - // return; + if (Villager.villagers == null || Villager.villagers.Count == 0) + return; List guids = new List(); List positions = new List();