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fix(npc): finalize custom NPCs on multiplayer clients - #277
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📝 WalkthroughWalkthroughCustom NPC readiness now uses a shared policy to track finalized types. Client network-spawn hydration and server finalization call the same helper, which reconciles relationships and evaluates readiness. Tests cover missing, complete, and empty registrations. ChangesCustom NPC readiness
Estimated code review effort: 3 (Moderate) | ~20 minutes Merge Risk: 🔵 Low · up to The PR makes multiplayer clients mark custom NPCs ready after hydration, and the reported gameplay checks pass, but the automated tests do not directly verify the two-type client hydration sequence that drives this state. The PR is mergeable with explicit owner follow-up to add that contract test. Possibly related PRs
Suggested labels: 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
✨ Finishing Touches📝 Generate docstrings
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Actionable comments posted: 1
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Inline comments:
In `@S1API.Tests/Entities/CustomNpcReadinessPolicyTests.cs`:
- Around line 7-45: Add an integration-style contract test that invokes
NPC.CreateFromClientNetworkSpawn for two registered custom NPC types and
verifies CustomNpcsReady remains false after the first hydration and true after
the second. Extend the CustomNpcReadinessPolicy tests to define and preserve
behavior for null and invalid inputs, including omitted/default versus explicit
values where applicable.
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📒 Files selected for processing (4)
S1API.Tests/Entities/CustomNpcReadinessPolicyTests.csS1API/Entities/NPC.csS1API/Internal/Entities/CustomNpcReadinessPolicy.csS1API/Internal/Patches/NPCPatches.cs
💤 Files with no reviewable changes (1)
- S1API/Internal/Patches/NPCPatches.cs
Closes #275
Root cause
Joined clients reconstruct custom NPC wrappers in
NPC.CreateWrapperForNetworkSpawnedNPCand runCreateFromClientNetworkSpawn(), but that client lifecycle never added the wrapper type toFinalizedCustomNpcTypes.ContactsAppPatches.WaitForNPCswaits forCustomNpcsReadybefore creating custom relation circles. Since readiness requires every registered custom NPC type to be finalized, clients waited forever even though FishNet had spawned a usable world NPC. The server path already recorded finalization inFinalizeNetworkSpawn(), which explains the host/client split.Fix
Finalization is recorded only after
CreateInternal()succeeds; an exception cannot falsely signal that the client is ready.Game-code and prefab evidence
Local read-only inspection of the current game export and generated runtime bindings found:
ContactsApp.Startsnapshots the serializedRelationCirclegraph from the Player prefab; S1API must add custom circles after native startup.CustomerAttendDealBehaviour; nativeCustomer.Startdisables the customer component if that behavior is absent.ilspycmdinspection of the current IL2CPPAssembly-CSharp.dllconfirmscompleteContractChoiceand_attendDealBehaviourare emitted as public forwarded properties backed by their native field pointers.No game assemblies, AssetRipper output, saves, GSE files, or smoke-test artifacts are included in this PR.
Validation
Automated suites
Three-peer GSE gameplay smoke
Both runs used isolated host + 2 client identities and enforced join-before-load:
Menu.Mainwith real network state.Each role had to prove:
CustomNpcsReady=trueCustomercomponent is enabledCustomerAttendDealBehaviourexists[Complete Deal]Results:
Summary by CodeRabbit