fix: emote play-timeout watchdog never fires, stranding emote intents - #9626
Draft
eordano wants to merge 1 commit into
Draft
fix: emote play-timeout watchdog never fires, stranding emote intents#9626eordano wants to merge 1 commit into
eordano wants to merge 1 commit into
Conversation
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>
Contributor
Contributor
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
CharacterEmoteIntent.UpdatePlayTimeout had an operator-precedence bug (
playTimeout?.ElapsedTime ?? 0 + dtparses 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