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fix: emote play-timeout watchdog never fires, stranding emote intents - #9626

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fix: emote play-timeout watchdog never fires, stranding emote intents#9626
eordano wants to merge 1 commit into
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bugsweep/emote-play-timeout

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@eordano

@eordano eordano commented Aug 5, 2026

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CharacterEmoteIntent.UpdatePlayTimeout had an operator-precedence bug (playTimeout?.ElapsedTime ?? 0 + dt parses as ?? (0 + dt)) that froze ElapsedTime at the first frame's dt, so the #6531 60s unstuck timeout never fired; the tick was also only reachable on one parked sub-path inside CharacterEmoteSystem.ConsumeEmoteIntent. A scene emote that parks (breaks mid-cinematic) and is then evicted from the memory-pressure cache sweep (frequent on Mac) leaves a permanent CharacterEmoteIntent that silently blocks every user emote until client restart.

Fixes #9485
Related: #6531

Screen.Recording.2026-08-05.at.23.26.40.mov

CharacterEmoteIntent.UpdatePlayTimeout had an operator-precedence bug
(`playTimeout?.ElapsedTime ?? 0 + dt` parses as `?? (0 + dt)`) that froze
ElapsedTime at the first frame's dt, so the #6531 60s unstuck timeout never
fired; the tick was also only reachable on one parked sub-path inside
CharacterEmoteSystem.ConsumeEmoteIntent. A scene emote that parks (breaks
mid-cinematic) and is then evicted from the memory-pressure cache sweep
(frequent on Mac) leaves a permanent CharacterEmoteIntent that silently
blocks every user emote until client restart.

Fixes #9485
Related: #6531

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Build skipped — no changes detected under Explorer/.

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