This commit is contained in:
2025-12-14 01:10:03 +01:00
parent 414ab90afc
commit 93c55dd482
3 changed files with 6 additions and 43 deletions

View File

@@ -332,19 +332,6 @@ namespace KCM.LoadSaveOverrides
Main.helper.Log($"Setting kingdom name to: {kingdomNames[Main.PlayerSteamID]}"); Main.helper.Log($"Setting kingdom name to: {kingdomNames[Main.PlayerSteamID]}");
TownNameUI.inst.SetTownName(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; return obj;
} }
} }

20
Main.cs
View File

@@ -290,26 +290,6 @@ namespace KCM
{ {
helper?.Log("VillagerSystem.enabled = " + VillagerSystem.inst.enabled); 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) catch (Exception e)
{ {

View File

@@ -577,18 +577,14 @@ namespace KCM.StateManagement.Sync
private static void BroadcastVillagerSnapshot() private static void BroadcastVillagerSnapshot()
{ {
// TEMPORARILY DISABLED: VillagerSnapshot causes packet overflow errors if (!KCServer.IsRunning)
// TODO: Fix villager synchronization properly return;
return;
// if (!KCServer.IsRunning) if (KCServer.server.ClientCount == 0)
// return; return;
// if (KCServer.server.ClientCount == 0) if (Villager.villagers == null || Villager.villagers.Count == 0)
// return; return;
// if (Villager.villagers == null || Villager.villagers.Count == 0)
// return;
List<Guid> guids = new List<Guid>(); List<Guid> guids = new List<Guid>();
List<Vector3> positions = new List<Vector3>(); List<Vector3> positions = new List<Vector3>();