Yeah, like I mentioned, it's not related to the patch, rather the servers you've tested are likely running a mod with an introduced task threshold specific to player objects.
If you can look in your own serverTasks.cs and find function serverCmdSendTaskToClient where you'll see the line %targetName = getTargetGameName(%targetId); you can get a pretty good picture of how a server mod would prevent that task info from being sent. For example, if a host wanted to introduce a timeout on how often you could send a task on a player, the simplest version of that could be to add something like:
Comments
Yeah, like I mentioned, it's not related to the patch, rather the servers you've tested are likely running a mod with an introduced task threshold specific to player objects.
If you can look in your own
serverTasks.csand findfunction serverCmdSendTaskToClientwhere you'll see the line%targetName = getTargetGameName(%targetId);you can get a pretty good picture of how a server mod would prevent that task info from being sent. For example, if a host wanted to introduce a timeout on how often you could send a task on a player, the simplest version of that could be to add something like:%targetObj = getTargetObject(%targetId); if (%targetObj.getType() & $TypeMasks::PlayerObjectType) { %now = getSimTime(); if (%now < %client.currentTaskTimeout) return; %client.currentTaskTimeout = %now + 500; }Obviously this wouldn't be the most robust way to cover the interaction, but you get the idea.