tweak(gta-five-net): network synchronised scene id hacks #3149
+155
−13
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Goal of this PR
The original game code assigns global IDs for synchronized network scenes by using the physical player index as a unique identifier. The ID space is padded to a maximum of 64 concurrent synchronized scenes
(physicalIndex * 64)
. However, in our network implementation, the local player's physical index is always set to128
, leading to scene ID collisions when multiple machines trigger networked scenes simultaneously and also integer range overflows (13-bit = 8191 / 64 = 127 < 128
).How is this PR achieving the goal
Expansion of Scene ID Serialization:
int32_t
, but the serialization process previously limited scene IDs to 13 bits.Replacement of Physical Player Index with Server ID:
This PR applies to the following area(s)
FiveM, Server
Successfully tested on
Game builds: 1, 1604, 2060, 2189, 2372, 2545, 2612, 2699, 2802, 2944, 3095, 3258, 3407
Platforms: Windows
Checklist
Fixes issues
fixes #2910