Server
Operating system: Linux
Artifact version: Latest 1688 (same on 1686)
Resources: ~= 100
Onesync : Activated
Player connected : ~= 80 or 128 players but doesn’t seem to matter
Incident
When you connect to a FiveM server, you spawn has Michael/Player zero the time everything is synced. Sometimes you doens’t finish this loading system, so you see yourself as you should be but other still see you has Michael/Player zero and doesn’t see the player moving or doing anything.
The player zero player, doesn’t see any problem and can’t know he his bugged and not visibile for other players, his position is the right one when i check the position from the bugged client, nothing wrong here but the server still think he is at the starting position, i know it because my vehicle can despawn because of the range.
If i teleport to the bugged player using identity position (417 in this example) i’m teleported to the real 417 coords, here is a video in action : https://youtu.be/bGGtAc42ER8
Here is a video showing all the informations i can get (testing shooting, movements, vehicle…)
We can see both point of view, from a bugged player and a not bugged player :
https://youtu.be/t5nD–LENhc
I’m trying to find a way to fix this, and a repro but can’t find anything so i’m sharing the maximum of information.
Interesting fact, the bugged player is defined Active when i check using : NetworkIsPlayerActive(theId) and i even tried something else, check the player model that other player see using the player loop :
The bugged player still return Yes, which doesn’t actually make any sens, player see him as player_zero but this return : mp_m_freemode_01.
Edit :
- NetworkIsPlayerActive return true
- Using onesync_forceMigration true doesn’t seem to help to solve this issue
- NetworkIsPlayerConcealed does return false no matter what
- Using AttachEntityToEntity is having a weird behaviour : https://youtu.be/0xIOY6_FX8A