Closed yuberee closed 7 months ago
I couldn't really see any point in the video where the animations speed up like crazy. Does the performance graph show anything different?
Here's how it looks without lagging:
https://github.com/Facepunch/sbox-issues/assets/59583743/e4958e38-db89-48f7-ae80-37e94b7d242b
And here it is live with an extra crash added in:
https://github.com/Facepunch/sbox-issues/assets/59583743/2b50f4f3-8ffc-4770-a317-fc926130fbe6
We were also calling NetworkSpawn() on every player accidentally but even after making sure the entire logic gets run on the host only the same thing happens.
Let me get the performance graph in a second
Here is the performance graph, nothing too weird but the speed up only happens on the host now.
https://github.com/Facepunch/sbox-issues/assets/59583743/46da9614-a54e-4457-b29d-bfd37924974b
Pretty sure I fixed this - was related to EditLog. Can you confirm @yuberee?
Describe the bug
In a multiplayer setting with multiple players connected, running NetworkSpawn() makes all the animations speed up like crazy and the game starts lagging.
I could narrow the problem down at this line: https://github.com/Small-Fish-Dev/Sauna/blob/871867ef08a73f9d7d170130b413f011b3c4affe/code/Game/NpcSpawnArea.cs#L78
To Reproduce
(As seen in the video)
Expected behavior
.
Media/Files
Video:
https://www.youtube.com/watch?v=_F8t5VLqJWQ
Additional context
At one point we also received an animation error I've never seen before, it's probably not the cause but worth looking at:
Nothing interesting in the logs. Oddly enough it's not NetworkSpawn in general but it's just the NetworkSpawn we use to spawn NPCs, but we couldn't trace it back.