It sometimes happens that beargerspawner will start emitting warning growls without ever spawning bearger. This is apparently due to the beargerspawner component receiving updates despite the bearger_timetospawn timer remaining paused.
Comparing with the deerclopspawner suggests a potential fix: add an equivalent of `TryStartAttacks` in the beargerspawner:OnPlayerJoined method. These files have diverged quite a bit, and no such method actually exists for bearger. Nonetheless, something like
local function OnPlayerJoined(src,player) for i, v in ipairs(_activeplayers) do if v == player then return end end table.insert(_activeplayers, player) -- new code: if CanSpawnBearger() then _worldsettingstimer:ResumeTimer(BEARGER_TIMERNAME) self.inst:StartUpdatingComponent(self) end end
resolves the issue (verified in my own testing)
Complementary code is needed in OnPlayerLeft to stop the spawn timer. The deerclops spawner has a handy method TargetLost() for stopping the timer and component updates in this case. The bearger implementation doesn't reassign a target player at this time; nor does it check if there are any players left. The following snippet adds that functionality, and it also stops the timer if no player remain.
local function OnPlayerLeft(src,player) --print("Player ", player, "left, targetplayer is ", _targetplayer or "nil") for i, v in ipairs(_activeplayers) do if v == player then table.remove(_activeplayers, i) if player == _targetplayer then _targetplayer = nil end -- begin new code PickPlayer() if _targetplayer == nil then self.inst:StopUpdatingComponent(self) _worldsettingstimer:PauseTimer(BEARGER_TIMERNAME, true) end -- end new code return end end end
I don't have a reliable reproduction method at this time. I've noticed this generally occurs on secondary forest shards in larger dedicated servers. From the code, I would imagine it's possible on even a more standard dedicated server setup with only one forest shard. This likely isn't an issue for non-dedicated servers since the LoadPostPass hook tries to start the time (side note, this behavior seems wrong since there may not be any players).
If I had to guess at a repro method, I would try something like:
- Have a dedicated server with at least 2 forest shards
- Skip 70 days to spawn bearger on main shard
- Restart the cluster
- Take portal to secondary forest shard and observe that the beargerspawner is receiving updates but the timer is not running
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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