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[Bug] Overflowing ped pool result in a crash #72
Closed
d22tny
started this conversation in
[BUG] FiveM for GTAV Enhanced
Replies: 2 comments 4 replies
|
Thanks, do you have an sentry id when you crash? |
4 replies
|
Hi, this is not reproducible anymore after our pool increments. Feel free to reopen if you still encounter it. |
0 replies
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Summary
I tested the old problem where if you would be overflowing the pools of networked peds / objects / vehicles msgPackedClones would grow exponentially, packet loss will rise and everyone would end up timeouted.
That seems to be fixed, with objects it stops networked creation, they still get created locally, no growing happens and you get No free spaces in object pool. Cannot create new Object network object. -> No problems here.
For vehicles same thing happes except there they won't spawn locally, and no console log is received as it happens in object. -> No problem here.
However, when i did the same test with networked peds, everytime the game froze and no crash was present, just the game closing.
Issue type
Client
Repro rate
Always
Server build version
90
OS
Windows
CPU
Intel i9-12900K
GPU
Nvidia GeForce RTX 3080 TI
RAM
32GB DDR5
Storage type
SSD NVMe
Connection type
Ethernet
ISP and bandwidth
1GBPs
DxDiag
Network graph
Platform
Linux
OS version / distribution
Ubuntu 24.04.4
CPU
AMD EPYC 4584PX
RAM
64 GB
Using txAdmin?
No
Hosting provider
Other GSP
Machine type
Dedicated
/perf endpoint output
No response
DDoS protection
ulimit -n value (Linux only)
No response
Docker Compose file (Docker only)
No response
Steps to Reproduce
Expected Behavior
Same behaviour as in objects and vehicles.
Actual Behavior
Froze and client exit.
Evidence
No response
Additional Context
No response
All reactions