Enum MapMarkerVisibility
The rule that decides whether a marker is drawn for the local player.
public enum MapMarkerVisibility : byte
Fields
Drawn whenever the object exists. For world fixtures — vendors, nodes, doors, teleporters — whose positions are public knowledge and do not move.
Drawn only while inside the local detection radius, at a reduced refresh rate and without a name. The default for hostile and neutral player characters.
The detection radius is deliberately smaller than the observer range that put the object on this client in the first place, so the map is strictly less informative than the network stream it is drawn from — a client that removes the check gains a radius it already had, not a new one.
Drawn only once the fog of war has revealed the cell the marker stands in. For landmarks and points of interest that are a reward for exploring.
Drawn at full fidelity for party and guild members, and not at all for anyone else. The group already shares positions through the party frames, so nothing is leaked.
Drawn only for the local player's own character.
Remarks
This is the map system's anti-radar surface, so the rule is authored on the marker rather than inferred at draw time. A modified client can of course ignore any of this; the point is that the rule chooses what the honest client draws, and the throttled tier additionally decides what position data the map subsystem ever holds, so a client that lies about the rule still has nothing better than a stale, coarse position to lie with.
The real guarantee lives one layer down and is not negotiable from here: an entity
the server has not streamed to this connection has no GameObject, so it has no marker at
any visibility setting. See ObserverStreamingPolicy.