fix(NPC): preserve contact history through initial network spawn - #325
Conversation
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📝 WalkthroughWalkthroughNPC network spawning now captures conversation data when it has message history or active responses. After spawning, it restores the snapshot only when the conversation exists and has no message history. Capture and restoration failures produce warnings. ChangesNPC conversation snapshot
Priority: ➖ Normal Estimated code review effort: 2 (Simple) | ~10 minutes Change: Bug fix · Severity of issue fixed: Medium Suggested reviewers: Merge Risk: 🟡 Moderate · up to The fix preserves custom NPC messages in the normal spawn path. However, when an NPC is already spawned before the pending spawn is processed, capture is skipped, so early messages can still disappear. A hidden conversation with no messages may also lose its hidden state. These gaps should be resolved or explicitly accepted before merge. Security Architecture ReviewSecurity architecture risk: 🔵 Low · up to The change preserves custom NPC conversations through the normal spawn path without an identified new client-accessible control. A narrow failure-and-retry sequence could leave an old snapshot available for a later spawn, so recovery behavior remains worth checking. Retained concerns
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Inline comments:
In `@S1API/Entities/NPC.cs`:
- Line 4381: Move the `_conversationBeforeNetworkSpawn` capture to an entry
point shared by both spawn paths, before native `Awake` can replace the
conversation. Ensure both `PrepareForNetworkSpawn()` and the already-spawned
path through `FinalizeNetworkSpawn()` preserve the pre-spawn conversation.
- Line 4377: Update the conversation snapshot condition in NPC to capture an
existing conversation whenever it is non-null, even when message history is
empty and responses are inactive, so GetSaveData preserves state such as a
hidden conversation before native Awake replaces it.
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S1API/Entities/NPC.cs
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Summary
Preserve a custom NPC's pending conversation data across its first deferred network spawn. The native NPC Awake path replaces the conversation after
OnLoadComplete; this caused texts sent during that interval to disappear before an ordinary save.The wrapper snapshots every existing conversation before spawn, and the native NPC Awake prefix also captures it for the already-spawned path. Finalization loads the snapshot into the replacement conversation when that conversation has no history. This uses the game's
MSGConversationDatasave/load path, retaining message history, active responses, read state, and visibility state.Closes #324.
Reproduction
Using the exact 3.2.1-beta.5 release binaries on Schedule I 0.4.7f6, three custom phone contacts each sent one text on
GameLifecycle.OnLoadComplete. At two and four seconds, each conversation had one message and its network object was unspawned. At eight seconds, native network spawn had replaced each conversation with an empty one. After waiting past the 60-second save-point cooldown and saving, all three custom NPC entries inNPCs.jsoncontained onlyRelationship; none containedMessageConversationor the sent text. This reproduced in IL2CPP and Mono with disposable copies of a completed save.Validation
NPCs.jsonsaved aMessageConversationwith the expected text for each contact.facd970: repeated the delayed spawn and save in both runtimes; all three contacts saved their messages.dotnet build S1API.sln -c MonoMelonand-c Il2CppMelon: passed with no warnings or errors.S1API.Tests: 724 MonoMelon and 710 Il2CppMelon tests passed.Compatibility
No public or protected symbols, identifiers, save schema, or network payloads changed. The handoff applies only to custom NPC network spawning and only restores previously existing conversation data when the replacement has no history. Existing native conversation serialization supplies the saved values.
Runtime probes, disposable saves, game files, and logs remain local.