Client
Using canary? Yes, all clients
Windows version: 10
Server
Operating system: 10
Artifact version: 2694
Resources: < 10
Incident
Summary: Duplicate object/net IDs leading to player sync issues
Behavior:
When rapidly spawning vehicles using the below code, occasionally (fairly frequently) a vehicle will fail to delete, as it shares a net ID with another player / object in the world. These vehicles are only visible to one client, both the server and any other clients do not see the vehicles.
Symptoms:
- Vehicles which only appear for one client, almost as if they are not networked (however, they are)
- Invisible players (which in reality are just players stuck in a certain location, where movement is no longer synchronized to a specific client)
Steps to reproduce:
- Client A and Client C run the rapid spawn script (/spawncycle)
- Client A, B and C observe the occasional vehicle which does not delete
- Client B observes a vehicle with the same object ID, as Client A’s object ID (as in the player object of client A).
- Client B no longer observes movement from Client A, however their ped still exists in the exact location when the “broken” entity was created.
- Client A cannot see the vehicle Client B can, and the vehicle does not exist according to the server
Server/Client?
Both, hard to tell which causes which
Additional Info
- Latency was not a factor. This was tested on 2 clients with < 30 ping
- /spawncycle will toggle the rapid spawning of cars to create these “broken” entities
- /ctp will teleport to any given object ID according to that client
- /stp will teleport to any given object ID according to the server
Files for repro (if any):
repro.zip (1.5 KB)