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Fix two faults that stop a saved world from ever loading - #23
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Both only show up when joining a server whose world came from a save, so neither could be hit while world saving was broken. - Ship.FixedUpdate is async and awaits a network send, and the continuation can resume off the main thread. Reading Time.fixedDeltaTime after it throws, the exception is never observed, and loading stops where it stands. The value is now taken before the await. - A restored character carries quest progress, so World.OnLogin puts quest markers on the map, and QuestIndicators.IndicatorPrefab is not assigned in the scene. Instantiating it throws out of the login handler, which never finishes, and the client sits on the loading screen for ever with nothing in the log to say why. A missing marker prefab now skips the marker instead. The reference itself is still worth assigning. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Two faults that stop a world loaded from a save from ever finishing loading.
Neither could be hit while world saving was broken, which it has been since 2023.
Ship.FixedUpdateisasyncand awaits a network send. The continuation canresume off the main thread, and reading
Time.fixedDeltaTimeafter it throws.Nothing observes the exception and loading stops where it stands. The value is
now read before the await.
QuestIndicators.IndicatorPrefabis not assigned in the scene. A restoredcharacter has quest progress, so
World.OnLoginplaces quest markers,Instantiatethrows out of the login handler, and the client sits on"Loading World" for ever with nothing in any log to say why. A missing prefab
now skips the marker — though the reference itself is still worth assigning.
Found while testing OpenHellion/Server#5, which has the full write-up: fourteen
fixes across the three repositories, what we tried and abandoned, and an honest
account of the one thing we could not finish.