Noted Issues so far

Here’s the code we’re using for doors (I’m dev on same server as ShakeWeight).and does work correctly without OneSync enabled. We were able to resolve this by sending our own event to all players to run the same code when somebody locks/unlocks a door and we keep our own list of door states on the server that gets sent to players when they connect.

if (!API.IsDoorRegisteredWithSystem((uint)doorhash.Hash1))
{
	Function.Call((CitizenFX.Core.Native.Hash)0xD99229FE93B46286, (int)doorhash.Hash1, 1, 1, 0, 0, 0, 0); //_ADD_DOOR_TO_SYSTEM_NEW
}

if (door.Locked)
{
	if (API.DoorSystemGetDoorState((uint) doorhash.Hash1) != 1)
	{
    	API.DoorSystemSetDoorState((int) doorhash.Hash1, 1);
	}
}
else
{
	if (API.DoorSystemGetDoorState((uint) doorhash.Hash1) != 0)
	{
		API.DoorSystemSetDoorState((int) doorhash.Hash1, 0);
	}
}