TrinityCore / TrinityCore/TrinityCore
[3.3.5] Core/Mechanic: Possible desync between client and server health
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- 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.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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