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Various pieces of information (name, model, details, etc) about each character the client has are sent to the client during PlayerDataStreamInfoSent (via Clockwork.player.CharacterScreenAdd). Whilst the client is informed when a new character is created, or a character is removed, they are not informed if any of the transmitted pieces of information are updated.
The following pieces of information are of note:
name: when a character is renamed, its name is not updated in the character menu
model: when a character is re-modeled, its model is not updated in the character menu
banned: seemingly unused by the framework and official schemas, but meant to represent whether the character is banned or not (this is checked serverside by PlayerCanUseCharacter, so the information seems to have no bearing on the client)
details: a piece of text used as a tooltip for the character, with a message indicating if a character is PK'd, a different message if they are banned, and their physical description if neither
faction: when a character's faction is transferred, its faction is not updated in the character menu
customClass: when a character's custom class has changed, it is not updated in the character menu
Another field, characterID, is also sent, but it is not expected to change.
Additionally hindering the live updates is the fact that Clockwork.character.RefreshPanelList (which refreshes the character list) is not called by Clockwork.character.SetPanelOpen. Some background: when the "Load" button is pressed in the character menu to open the character listing, Clockwork.character.RefreshPanelList is called to ensure the displayed characters are up to date. If you were to then click the "Cancel" button on the top bar, the menu would be hidden again but it would be set back to the main menu behind the scenes. If, however, you click the green tick to select a character, the menu is hidden, but the character screen is not set back to the main menu. This means that the next time you enter the character menu, you don't need to click "Load" to view the characters, and so you could be viewing out of date information. It seems that either the tick should send the menu back to its main screen, or Clockwork.character.SetPanelOpen should call Clockwork.character.RefreshPanelList (ideally after checking if the character list is already open before doing so).
The text was updated successfully, but these errors were encountered:
Various pieces of information (name, model, details, etc) about each character the client has are sent to the client during
PlayerDataStreamInfoSent
(viaClockwork.player.CharacterScreenAdd
). Whilst the client is informed when a new character is created, or a character is removed, they are not informed if any of the transmitted pieces of information are updated.The following pieces of information are of note:
name
: when a character is renamed, its name is not updated in the character menumodel
: when a character is re-modeled, its model is not updated in the character menubanned
: seemingly unused by the framework and official schemas, but meant to represent whether the character is banned or not (this is checked serverside byPlayerCanUseCharacter
, so the information seems to have no bearing on the client)details
: a piece of text used as a tooltip for the character, with a message indicating if a character is PK'd, a different message if they are banned, and their physical description if neitherfaction
: when a character's faction is transferred, its faction is not updated in the character menucustomClass
: when a character's custom class has changed, it is not updated in the character menuAnother field,
characterID
, is also sent, but it is not expected to change.Additionally hindering the live updates is the fact that
Clockwork.character.RefreshPanelList
(which refreshes the character list) is not called byClockwork.character.SetPanelOpen
. Some background: when the "Load" button is pressed in the character menu to open the character listing,Clockwork.character.RefreshPanelList
is called to ensure the displayed characters are up to date. If you were to then click the "Cancel" button on the top bar, the menu would be hidden again but it would be set back to the main menu behind the scenes. If, however, you click the green tick to select a character, the menu is hidden, but the character screen is not set back to the main menu. This means that the next time you enter the character menu, you don't need to click "Load" to view the characters, and so you could be viewing out of date information. It seems that either the tick should send the menu back to its main screen, orClockwork.character.SetPanelOpen
should callClockwork.character.RefreshPanelList
(ideally after checking if the character list is already open before doing so).The text was updated successfully, but these errors were encountered: