[Bug] Synced Scenes are client sided only. #528
trhi2409
started this conversation in
[BUG] FiveM for GTAV Enhanced
Replies: 2 comments
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I can confirm that the issue is there. Seems like we got a regression in synced scenes somewhere along the development. Working on the fix now |
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Found the issue. A fix should be included in the next release. Thank you for reporting it! PS: The ID difference is not related to the issue and is intentional. |
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Summary
A synchronized scene plays correctly on the player that creates it and 'invisible' to every other client.
Server never receives the synced scene net game events (
startNetworkSyncedSceneEvent,stopNetworkSyncedSceneEvent)Issue type
Both / Unsure
Repro rate
Always
Server build version
FXServer-early-access b139 win32
OS
No response
CPU
No response
GPU
No response
RAM
No response
Storage type
None
Connection type
None
ISP and bandwidth
No response
DxDiag
No response
Network graph
No response
Platform
None
OS version / distribution
No response
CPU
No response
RAM
No response
Using txAdmin?
None
Hosting provider
None
Machine type
None
/perf endpoint output
No response
DDoS protection
No response
ulimit -n value (Linux only)
No response
Docker Compose file (Docker only)
No response
Steps to Reproduce
/scenetestwith client AExpected Behavior
All players should see the synced scene, server should also invoke the
startNetworkSyncedSceneEventandstopNetworkSyncedSceneEventnet game events.Actual Behavior
The player that initiated the scene sees it correctly
Other players sees nothing at all (Sees the original player standing idle)
Server doesn't invoke the game events
Evidence
server.lua
client.lua
Additional Context
Also tried with
https://forum.cfx.re/t/tutorial-snippet-simple-way-to-use-network-synchronized-scenes/5150424
Same code, working correctly on Legacy, not syncing to players in Enhanced.
What seems interesting is the handle
NetworkCreateSynchronisedScenereturns.For the client with server ID 1 it was
0on Legacy and64on Enhanced.0is what this produces, in the Legacy tree(NetworkSynchronisedSceneHacks.cpp#L53-L56):
64is what stock GTA producesphysicalPlayerIndex * 64at index 1 as ifthat remap were not applied.
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