Hey guys, i have huge problem. The amount of players experiencing “solo session” on our server is increasing day by day, its about i guess 25% people who are sessioned every time they join and they sucessfully connect after about 10 attempts, not 1 or 2, just too many…
Do u have any recommendation how to detect the problem or better, workaround fix for solo session?
hey, i was told alot of times, that the resources of my server are the reason. we made tests with clean servers too and it happened too for alot of players, 20% feels correct for me, we have ~the same value.
also maybe you want to keep in touch with us sharing information in this thread:
Do you have any idea to fix it? If we reach the fifth player then it’s starts to drop people.
no. nobody has an idea, even the fivem dev´s.
ticket was closed after 30 day —> very useful to solve a issue.
im triggered as fuck about this.
So a few things have been mentioned in the past… but one that I think is often over looked is this:
The FiveM server and the Game Host are different!
Your FiveM server is doing Match Making (among clients) and server side state management for your scripts. However it is NOT actually the game session host, one of your clients is!
The FiveM server could be causing issues (low frame rate, or spamming clients with too many events) so you be aware of this. However, assuming you don’t have any crazy out of control server resources and you are running on a decent host (or VPS) then it’s probably not your FiveM server.
That leaves the Game Session Host, which is just one of the Player’s Client’s which has been “elected” to Host the session (usually the first player who connected, obviously).
If they have an unstable (or overloaded) connection, everyone will have a bad time.
In that case, when issues arise the Rage networking system “should” be holding an election to select a new session host (host migration).
It’s possible that the election system, or host migration isn’t working as it should (possibly a FiveM issue)
But it is possible that none of your players have a stable enough connection to host the session successfully, this could especially be an issue if players from different continents etc are joining (Europe vs North America).
Also note that when FiveM reports player Ping on the scoreboard/player list (from the GetPlayerPing function). It’s the ping to the FiveM server NOTthe Game session hosting client. This is unfortunate, and can be misleading since the latency to the session host is what you really care about when dealing with session splits or de-sync issues.
If you and a few friends are consistently having problems you might want to test pings to/from each-other.
HINT: Pushing a 1080p Twitch Stream and being the session host is probably pretty rough for the average home internet connection! If everyone on your server is streaming it may be tough to find a stable host among the available players/clients.
And the usual, it could always be someone else in your house who’s watching that 4K video and chewing up a lot of bandwidth.
So first check the usual suspects…
Another thing which may be causing issues is high client frame rates because reading through a lot of people’s scripts, we all do a lot of Wait(X) which means the scripts are frame rate dependent. If you’re running ~60 fps, and the script is doing a networked thing then it’s pushing (theoretically) 60 updates per second. If you run 90 then you have 50% more updates, 120fps, you in theory have 100% more updates (than at 60 fps). I find that things are more stable if I lock my frame rate at 60fps in Graphics Settings (60 would have been the target R* built/tuned for when they developed for Xbox originally).
Hopefully the game’s networking code prioritizes updates etc but it’s possible that they could only do so much to manage higher frame rates, or that our scripts are generating more updates among clients than R*s original code did. (which is likely, we’re making the game do things they never intended, and we’re not spending the kind of time on optimizations that they surely did).
But to really test this out you have to ensure no one else in your session is running a high frame rate and possibly flooding everyone with network updates.
Another idea may be to try putting a Client somewhere with a solid connection, and hope it wins the elections.
Checkout some of the new Cloud Gaming services or even AWS, get a gaming box that can run GTA V well (exceeds minimum R* specs, remember that FiveM disables comparability checks so verify with the Retail Game!). Down side is you lose a slot, unless you actually want to play “in the cloud” but it could be a solid solution for some communities, especially if you all want to stream at once.
yes, we already came to the conclusion that it could be the gamehost client that are causing this, as there is another host from time to time.
but:
you mentioned the waits, but we experienced these issues with clean fxservers, so im sure that these waits arent the real reason, still they could make it even harder of course…
funny that youre talking about the cloud gaming services, as im getting one and waiting since a week for testing it
we now have a good working solosessionkicker, but thats not an solution…
Okey, thnaks. So it maybe I have to edit the Citizen.wait things? Some things are causing Resource Time warnings like my drop system.client.lua (859 Bytes)
__resource.lua (27 Bytes)
no, it can’t be, and this part of the giant rant by @7068a60366d255ff13ad also makes no sense
the only thing the arbitrator does is tell newly joining players where to go.
this doesn’t affect any existing sessions, nor does it affect OneSync servers.
How the hell have you not resolved any of those yet? There’s a reason these things warn ._.
^ utter bullshit, the game is peer-to-peer, the host isn’t involved for anything critical at all
or just use 1s
or get just about any box with Windows and a quad-core CPU and run with +set r_disableRendering 1
i understand what youre saying, thats new information for me.
sadly, with this information were on beginning again…
BS? really? How is this not the same thing I was saying.
Yes the game is peer-to-peer
yes the host isn’t involved in anything critical
that’s exactly what i’m saying … “ping time” to the host isn’t really helpful for “health” of the peer to peer system.
You need to look at pings among players.
Yes! you definitely need to address those.
If your client lags it’s not processing peer-to-peer network updates quickly enough, and that could cause you to get out of sync and bumped from the session.