TrinityCore / TrinityCore/TrinityCore

[3.3.5] Core/Mechanic: Possible desync between client and server health

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Branch-3.3.5a Comp-Core Sub-Entities
Dominant language
C++
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Description

3.3.5 0316dff24530da83ef3466500ee8bd4e1af548ba

If a DamageTaken AI hook sets damage taken to zero, the client is never notified of the fact that the creature still has full health, leading to a visual desync. The client's displayed health drops, while the server health remains full (as displayed by .npc info).

Example: Phase 1 Gothik the Harvester.

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First steps

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Research direction

No source file or test is named. Start by reproducing the Phase 1 Gothik the Harvester case and tracing the DamageTaken AI hook alongside the client health notification path; use .npc info to compare server health with the client display. Done means setting damage taken to zero no longer leaves client and server health out of sync.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
distributed-systems, game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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