Player zero/Michael desync on connection

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
5 Likes

using onesync_forceMigration true doesn’t seem to help to solve this issue

1 Like

NetworkIsPlayerConcealed does return false no matter what

1 Like

Update 13/11/2019
A new day another test, i’m looking for at least a way to detect when you are bugged, and today i found something pretty weird using “AttachEntityToEntity”

Here is the interesting result on video : https://youtu.be/0xIOY6_FX8A

And same issue using artifact 1686

1 Like

I’ve been running to these same exact problems on my server, dosen’t matter if the server is full (128) or any lower. Tested with 1686 and 1688 server builds.

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Have you tried turning on/off the internet network for the bugged player?

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I did tried, same problem, doesn’t change anything

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Its been on my server too for months, the only fix is ask to them for relog. But some server implemented queue entering. Giving delay time before newer player connecting.

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That’s why i report here, so elements can investigate and find a fix.
What i’m looking to do with you guys is a way to automaticly detect when a player is having this and drop him.

me too, I haven’t been able to play for a month, because the other players can’t see me

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Same thing happening on my server. Linux 1688 server files.
Going to check on 1685 and edit my comment.

1686 was having the same, tell us what’s going on with the 1685

1 Like

1636 work. i try others versions.

I believe its some kind of OneSync variation of sessioning, we are experiencing it too, also i have to say that some players have these problems frequently and some players never.
I had a feeling that it could have something to do with players connected with same identifiers (ip adress), but i couldnt confirm it.

1 Like

Yeah 1636 works without the michael issue but it has “connection interuppted” issue sometimes, i’m currently testin 1650 and seems like the issues are starting before this build. Going to test few older builds to pinpoint the exact build.

2 Likes

How did 1650 do then? :mascot:

Same issues than any other build before 1636. Haven’t got time to test others yet but will soon(ish) if nobody else will.

1 Like

A possible repro for this bug: 2 players connecting at the same time, but with a small delay between them.

Player 1 (me): https://www.youtube.com/watch?v=EPCaEYAOg9k
Player 2 (friend): https://www.youtube.com/watch?v=AChFge8ud8c

Player 1 will see the Player 2 as Michael.
Player 2 will be fine, and will see Player 1 normally.

Player 1 was the first to connect, the player 2 connected after a small delay (like 1 second or less).

  • This test was maded on a clean server, without any extra resource.
2 Likes

Have anyone tested if this also happens with BigSync enabled?

1 Like

It does, but is still as infrequent to repro. We had quite a few players during the initial bigmode tests have server-side coordinates of 0,0,0 + player_zero ped from their SP save and therefore not being culled correctly, but a 600-player server isn’t really a place where one can easily place breakpoints to investigate.

Later attempts to reproduce this with a low amount of players by rapidly reconnecting multiple times from a second and third client also did not seem to reproduce this issue, so it’s very random and hasn’t been looked into further.

This could be anywhere from saving playerEntity to a generic cloning layer issue, so would need an as reliable-as-possible repro to actually fix. :confused: