Hey @pspeed I found the reason for this - finally!
It seems like the order matters the way your components are added in the time of creation.
I extended my test case to show the difference. Basically, if you add the component you are going to apply the filter to before the other components required by the entity set then it will work fine. However, if you add the other component(s) first (the one which is not filtered) then this weird behavior takes place.
I uploaded the test case on Google Drive since it contains several classes. Here’s the link:
In the connectionAdded() method of the GameServer class you can switch between the working and not working case. I hope this helps.
It seems that there’s actually a bug in the system somewhere. However, you will have to start 2 clients to see the effect. If there is just one entitiy (player) it won’t show you the relevant output. Ah, and the “wrong” output comes from the first client connected.
I would really appreciate a short answer.