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…so tests can use it as a sort of mock and properly run
Sulphural
reviewed
Oct 30, 2026
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| // TODO: This is a temporary "hacky" fix for marshalling logic to the tick thread. This needs to be changed | ||
| // to a proper marshalling system. | ||
| player.Routines.SetRoutine($"ClientPath{clientPathRequestPacket.Type}", () => |
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If two requests of the same type arrive within one tick, the second replaces the first, so the first Id never gets a reply. Do you know whether the client waits on that reply?
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ABSOLUTELY DO NOT MERGE UNTIL THE ROUTINES PR HAS BEEN APPROVED
This PR cleans up pathfinding and path following. It includes:
Pathfinderclass used for pathfinding on navmeshes and checking valid points on the navmeshPathFollowerclass which follows a set of waypointsRoutinestructure to kick off movement routines that run on the tick thread. This includes a low-frequency pathfinding call and high-frequency path following callNpcand client path requestsFuture work will ensure thread safety, scripted NPC behaviors and cleanup of entity classes.