Minor adjustment into the D2k
- Add rally point into the Palace
- removed harvester MustBeDestroyed in campaing
- Players can see they carryalls and ornothopers under the fog.
- Increased CameraRemoveDelay on Superweapons so player can see superweapon impact.
When the Land activity is run, the aircraft adds influence to the cell so it cannot be used by other actors. When the TakeOff activity runs, it removes the influence so the cell can be used by other actors.
However, when a Carryall picks up a unit, it is told to Land with a vertical offset - it never reaches ground level. When the TakeOff activity runs, it saw the aircraft was above ground level and bailed out. The means the influence is never removed. The cell is now unusable despite the fact the Carryall has left.
To fix this, TakeOff now checks if influence was applied instead of checking if the aircraft is above ground level. If so, we know the Land activity had decided that influence was required, even if the aircraft has not made it to ground level. When TakeOff runs, it will treat it as a proper take off event even though the aircraft is already above ground level. This means influence will be removed and the cell will become accessible as intended.
In ActorMap, we also fix a design flaw where disposed actors where excluded from queries. This caused cache inconsistencies with clients using ActorMap.CellUpdated event to rely on updates. This event will not get called when the actor was disposed, so the downsteam client may have cached the actors at that location, only for them to "change" when the actor is later disposed. This could cause the Locomotor and HierarchicalPathFInder to have inconsistent views of the actors on the map, causing crashes if the inconsistent state broken some internal invariants. The only reason to exclude disposed actors would be to cover up for the actors not being removed properly from the map, which is fixed now aircraft are handled correctly. If ever an actor isn't removed from the actor map, then the caller needs fixing rather than having the actor map exclude it.
If a path search is attempted from a location outside the map, then PathSearch will filter these out to prevent any crashes. The path search will result in no path. However if the location is within the map but on a custom movement layer that the locomotor cannot use, this currently crashes. To fix this we apply a similar filtering logic to ignore any source locations that cannot be used, and so the path search will result in no path for these as well.
Disallow join button without IP address Input
Closes#20234
Trying to join a server with an empty address crashes the game. This fix disallows pressing join button without ip address field input. Updated to reuse search for joinButton vs 2 separate calls to search.