Fix black and red squares behaviors#902
Conversation
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If the server sent: U32, U8 and U8, you must receive these bytes, even if you are not going to use them. |
Yeah, but any idea why the current implementation is broken? Should squares always be timedSquares? |
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if the problem is in isPermanent, just receive the byte and don't define it in the variable: msg->getU8();
const bool isPermanent = false;Anyway, it's interesting to test on an older version to see if the behavior is the same. |
Sure, but that would leave dead code, right? |
Turns out that using the byte in Canary 13.40 breaks it again 8.6 server reference: |
- Set black squares color to 1 instead of 0 so it's not treated as alpha - Fix creaturesMark logic so red squares don't disappear when attacking and black squares show when attacked
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Description
Black squares are not showing around attacking creatures, and the red target square disappears when you are attacked.
Expected
Black squares on attacking creatures and red square when you are attacking.
Fixes
Please help me understand this so we can code a proper solution.
In ProtocolGame::parseCreaturesMark, if I set "isPermanent" to false, the squares issues seem to get solved:
2024-10-04.15-20-06.mp4
Canary and TFS always sends 0x01 for "isPermanent":
Server side reference
Am I missing something? Should squares always be timedSquares?
Fixes #898