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#1889 instances not deinitializing when they're supposed to #1892
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Is that in clientside or serverside or both? |
@thegrb93 It happens client-side as indicated by the screenshot. Starfall '...' errored for player [redacted] Server-side wouldn't have this happen unless the client actually left the game |
yup clientside. i see my code erroring for people in this way when they experience lag spikes (someone loading a megapac) and their game freezes a sec, which is why im pretty sure its fullupdates again |
See if #1893 fixes it |
Still happens sometimes. Just happened to me a minute ago. Seemed to happen while the user was initializing or just after |
nevermind, it just seems to be PVS or fullupdate dependent |
We need player entities to be always_transmit I think. The fact they go invalid and don't exist for other clients is just crazy. |
I think its something to do with source engine's anti-cheating |
Actually, I have another idea that'll work |
players can be invalid after a full update, They're resynced by default every 10s lots of servers up that though it's not a anticheat thing but a garry hack to fix something |
https://cdn.discordapp.com/attachments/921945120167833613/1304905421676478524/2024-11-09_14-24-29.mp4?ex=67311760&is=672fc5e0&hm=56a59544d94a55f28a1e14dd850018c855c8bac7c13fda521ebeebdba63af4ac& playerInstances table emptying itself for some reason. my chips have been nonsensically "CPU Quota Reached!" erroring for a while now code used: local print = print
local printTable = printTable
dev.setGlobal()
print(SysTime())
for pl, insts in pairs(SF.playerInstances) do
for instance in pairs(insts) do
print(pl, instance.entity)
end
end |
@yingKatsu can you open a new issue and tell how to make that happen? |
Nevermind, it was actually easy to reproduce |
@yingKatsu fixed now |
#1889
most likely fullupdate related
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