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jakub 6a667d8deb Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
2026-10-13 22:52:53 +02:00

3.1 KiB

Restart loading, 2026-10-04

Reported after the Hellsos/jakub Chernarus Minus session. Read-only server/client log inspection; no live server changes or Workshop publication.

Observed timing

Server logs_2026-10-04_11-28-41/console.log, UTC:

  • 12:02:42.645: Escape phase 2 -> 6 (defeat).
  • 12:02:43.033: native POSTGAME.
  • Approximately 12:03:14: old-world teardown starts.
  • 12:03:18.290: new playthrough; Chernarus world loading starts.
  • 12:03:54.641: original editor game mode initializes.
  • 12:03:58.556: Escape takeover editor listeners attached.
  • 12:04:04.257: terrain survey begins.
  • 12:04:52.942: four-airport survey complete; site placement continues.
  • Client 14:05:47 local: spawn preparation/scene; 14:05:53 welcome audio.

The delay includes the native 30-second postgame interval, approximately 40 seconds loading the world, and procedural preparation. No permanent hang is established by these logs.

Repair

Vanilla DeployMenuSystem caches its respawn component in OnInit and may disable itself for the original scenario. It survives the game-mode replacement, so repairing the respawn singleton alone does not repair loading animation updates. The Escape loading-placeholder creation hook now binds the native system to the current mode's component and enables it. Repeat binding preserves deploy readiness; foreign/null components are refused.

The spawn-preload hold now only retains the current owner's loading screen during preparation/active play. A terminal phase explicitly removes it so it cannot obscure the native result screen. Missing/replaced owners cannot retain their overlay during destruction. Valid active spawn preloading remains held until the existing acknowledgement.

Escape's prefab default for native auto-reload is now 10 seconds instead of 30. Native CLI overrides and restart/shutdown ownership remain unchanged. Terrain load and site generation budgets were not reduced.

Validation

Focused actual-method regressions cover updater replacement, enabling, repeated binding, foreign/null refusal, victory/defeat overlay release, stale-owner cleanup and active lease retention. Spawn-scene, native-end, takeover, editor and observer suites also pass.

The native fixture checks the real engine class binding, native frame delivery and prefab reload delay on isolated Nogova. It deliberately clears the cached component and disables the updater to exercise recovery. The dedicated engine does not render a client UI: visual spinner/result-screen behavior and a real multiplayer death/restart still need playtesting.

Only three addon files differ from the immediately preceding traffic/editor evidence snapshot; all earlier addon changes are preserved. See changed-addon-files.json.

Final native run: three assertions passed, zero script errors, normal fixture completion. The initial private fixture used BaseWorld.FindSystem instead of the game's concrete World accessor and failed compilation; correcting the fixture required no production change. That failure is retained separately.

The complete python3 tools/check.py run also passed (exit 0); see suite.log.