Client can't be called on ready to go threads

Hello, since yesterday I found out something

The following resource will not trigger any client unless we use a Citizen.Wait(50) or more before triggering the client.

This will not work
Server:
Citizen.CreateThread(function()
TriggerClientEvent("test:me", -1)
end)

Client:
-- This is never triggered
RegisterNetEvent("test:me")
AddEventHandler("test:me", function()
	print("a")
end)

This will work
Server:
Citizen.CreateThread(function()
Citizen.Wait(100)
TriggerClientEvent("test:me", -1)
end)

Client:
RegisterNetEvent("test:me")
AddEventHandler("test:me", function()
	print("a")
end)

This issue was not happening till the last few days, and I found no reason for it to begin, I’m using recommended artifacts and a clear server to test it.

Just to be clear, a resource starting without a wait in it’s thread will not call any client function.

Is this example missing any code or are you literally assuming that any client will even be there and have loaded a resource literally on server script start?

Regardless that if u restart the resource with players online it’ll happen the same and not trigger any client, and disabling lazy loading doesn’t help at all if anyone pops up as a possible answer.

I’m not sure if it makes a difference within your scripts or not but I have scripts that I started writting in October that recently stopped working. I converted everything from using __resource.lua to fxmanifest.lua with the recommended way of setting it up and most stuff involving server scripts started working again. For the few things that didn’t I’m rewritting them but I’m sure it could have been my errors