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Network synchronized scenes will fail for remote clients with >2 clients present. #2910
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I've been able to reproduce this for two local clients, and it fails immediately. Falling through the map happens since the |
From my knowledge there is no flags which dictate syncing. my only thought is that the other client doesn't have the animation dictionaries loaded and it doesn't support IFR loading (I think that's the right term) |
The sync flags just control some relativrly niche stuff. 0 is as far as I'm aware a perfectly acceptable value and shouldn't affect network sync. the last 8192 is for facial animations and the ragdoll value is deliberate aswell. the flags there are the same as for the local ones so shouldn't affect sync but I suppose it's possible. nonetheless appreciate your contribution to the matter though! |
a note that I'm not too sure how helpful it is: I tested this on 1604 and with a server build before ccb9a81 to see if it was a regression, but I can confirm it is not (or atleast if it was, it was before that) admittedly I'm not too sure the implications of the commit but it seemed relevant so I tested it. |
What happened?
When running network synchronized scenes, remote clients will occasionally observe the player ped in the scene "fall out" of the scene, either by going into idle pose, or falling about 3 meters down (through collision)
This does not occur for just two clients, and appears to worsen the more clients that are there.
Expected result
Network synchronized scenes should not fail for remote clients.
Reproduction steps
Footage of four clients running scenes from the perspective of two. The scene has no props and only characters.
https://github.com/user-attachments/assets/6569ba32-cd37-4fba-a17a-2ac65346b96a
Code for above provided: https://gist.github.com/Lucas7yoshi/c9ff818f55ecd3b5540e0b3a3d30366e
Footage of four clients running scenes from the perspective of two. With props, same issue.
FiveM_cl2_b3258_GTAProcess_wK9C2p7t5M.mp4
Importancy
Unknown
Area(s)
FiveM, FXServer, OneSync
Specific version(s)
FiveM, All game builds, all game servers
Additional information
When a character falls out of the scene for remote players, all remote players see that happen in sync. On the executing clients end, nothing is wrong.
This happens even with networksynchronizedscenes which contain only one ped, and no objects.
This seems to worsen with a lot of scenes firing off (as is often required for certain mechanics, especially interactive sequences seen in GTA Online like casino lockboxes and grabbing cash anims which will trigger like a scene a second.)
"Array handlers" were mentioned as being the culprit of this when i had mentioned it prior.
As seen in my code, nothing is done to the peds involved or the scene up until it hits the 0.8 phase.
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