Jarrrk / HighLife

Open source feature configuration and issue tracker for the FiveM server HighLife Roleplay
https://highliferoleplay.net
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Server completely freezing for a few seconds every couple of minutes #6756

Closed ScratRid closed 1 month ago

ScratRid commented 2 months ago

Steam Username

Luka

What happened?

When playing, the server randomly freezes for a couple of seconds every 10 minutes (more or less). This mainly affects law enforcement as we literally lose suspects frequently because of this.

Expected result

Server should not hang like that.

Reproduction steps

  1. Log into the server
  2. Get into a pursuit or generally just drive alongside with someone
  3. You'll notice every couple of minutes server freezing completely and coming back to life after couple of seconds

Importancy

High

Additional information

This has been going on for past month or so at least, I'm surprised no one has feedbacked this yet. This doesn't only affect pursuits, it often happens when we are in a gunfight which results in out of sync movements and people dying behind walls or being frozen in the open.

Clip: https://streamable.com/b7hg0n

Jarrrk commented 2 months ago

I'm surprised no one has feedbacked this yet

Can anyone confirm that these periods are consistent across multiple clients at the same time?

midgetman111 commented 2 months ago

Yes. During pursuits more often then that all police involved suffer thru this. It makes it seem that: The suspect either stops movin. The vehicle suddenly disappears If you're a passenger. Ur vehicle just stops or hits a wall

During this period, usually: radios stop working. Attempting to unlock ur vehicle too many times grants an exploit ban and you can still usually hear players over voice chat.

skryy99 commented 2 months ago

I'm surprised no one has feedbacked this yet

Can anyone confirm that these periods are consistent across multiple clients at the same time?

Yes, they are.

FruitcakeLIVE commented 2 months ago

I had the same has Midgetman, sometimes my friend would be driving, the car stops then Just teleports to catch up. I also have it so on my eyes she drove into a store, but on her eyes she kept on driving down the road, Feel like that should be noted. Clip here: https://medal.tv/games/gta-v/clips/ilh3G44WEVNpTQqKA/d1337CwJOrnj?invite=cr-MSxWaWUsNzk0Mzk4NTMs

Jarrrk commented 2 months ago

Ok so the next questions are:

midgetman111 commented 2 months ago

I've noticed the issue in all population amounts. From below 300 to 400. During a DOA shift the entire city had a 3 minute issue. Which led to myself and another agent get an exploit ban. Usually we can see periods of 10ish seconds to several minutes.

tricksta1 commented 2 months ago

I'm surprised no one has feedbacked this yet

Can anyone confirm that these periods are consistent across multiple clients at the same time?

I believe this may be related back to the issues that I had reported about the stutters a while back, as they had gotten slightly better with the change you made, they never did end up going away. I had made more comments on the original issues post, but perhaps because it was already closed, i should have just made a new one instead.

I'm unaware of an actual interval between hitches, because you really only notice it while in pursuits.

Is there any chance this could have some correlation to the CCTV being added in? Because just from thinking about it in terms of a rough time frame of when the issues started being noticed by myself as well as others in BCSO, it seemed to correlate with about the time the CCTV first came out, so unsure if there is ANYTHING from that implementation that could be causing issue.

Jarrrk commented 2 months ago

I'm surprised no one has feedbacked this yet

Can anyone confirm that these periods are consistent across multiple clients at the same time?

I believe this may be related back to the issues that I had reported about the stutters a while back, as they had gotten slightly better with the change you made, they never did end up going away. I had made more comments on the original issues post, but perhaps because it was already closed, i should have just made a new one instead.

I'm unaware of an actual interval between hitches, because you really only notice it while in pursuits.

Is there any chance this could have some correlation to the CCTV being added in? Because just from thinking about it in terms of a rough time frame of when the issues started being noticed by myself as well as others in BCSO, it seemed to correlate with about the time the CCTV first came out, so unsure if there is ANYTHING from that implementation that could be causing issue.

Nope, CCTV is stateful logic.

We're looking for threaded logic on the serverside that will suffer from exponential growth.

An example would be something like growing weed (just an example) where if we upped the pricing we'd see more people growing weed, hence more plants, more time taken to process the larger quantity.

I'll run some profiles later today after restart and see where we get, I'm aware that the method in which we handle the queue connections needs refactoring, this is a big job and I've held off as I'm sure it won't go smoothly.

ScratRid commented 2 months ago

I'm surprised no one has feedbacked this yet

Can anyone confirm that these periods are consistent across multiple clients at the same time?

I believe this may be related back to the issues that I had reported about the stutters a while back, as they had gotten slightly better with the change you made, they never did end up going away. I had made more comments on the original issues post, but perhaps because it was already closed, i should have just made a new one instead. I'm unaware of an actual interval between hitches, because you really only notice it while in pursuits. Is there any chance this could have some correlation to the CCTV being added in? Because just from thinking about it in terms of a rough time frame of when the issues started being noticed by myself as well as others in BCSO, it seemed to correlate with about the time the CCTV first came out, so unsure if there is ANYTHING from that implementation that could be causing issue.

Nope, CCTV is stateful logic.

We're looking for threaded logic on the serverside that will suffer from exponential growth.

An example would be something like growing weed (just an example) where if we upped the pricing we'd see more people growing weed, hence more plants, more time taken to process the larger quantity.

I'll run some profiles later today after restart and see where we get, I'm aware that the method in which we handle the queue connections needs refactoring, this is a big job and I've held off as I'm sure it won't go smoothly.

I've heard from some players that it gets worse the longer the server's up, not sure if that's directly related to the issue, but I hope it helps you during reproduction.

tricksta1 commented 2 months ago

I'm surprised no one has feedbacked this yet

Can anyone confirm that these periods are consistent across multiple clients at the same time?

I believe this may be related back to the issues that I had reported about the stutters a while back, as they had gotten slightly better with the change you made, they never did end up going away. I had made more comments on the original issues post, but perhaps because it was already closed, i should have just made a new one instead. I'm unaware of an actual interval between hitches, because you really only notice it while in pursuits. Is there any chance this could have some correlation to the CCTV being added in? Because just from thinking about it in terms of a rough time frame of when the issues started being noticed by myself as well as others in BCSO, it seemed to correlate with about the time the CCTV first came out, so unsure if there is ANYTHING from that implementation that could be causing issue.

Nope, CCTV is stateful logic.

We're looking for threaded logic on the serverside that will suffer from exponential growth.

An example would be something like growing weed (just an example) where if we upped the pricing we'd see more people growing weed, hence more plants, more time taken to process the larger quantity.

I'll run some profiles later today after restart and see where we get, I'm aware that the method in which we handle the queue connections needs refactoring, this is a big job and I've held off as I'm sure it won't go smoothly.

I also thought it could have been related to Weed / Shroom growth as well. How does the server handle plants that are abandoned and dead? Do they disappear after x amount of time, or only disappear after interacted with? Could this have an effect on performance if there is no cleanup coding for them?

Would you like me to get more profiles as well?

KennethR19 commented 2 months ago

I just wanted to provide some feedback as i think i've experienced the driving portion of the freezing. I've noticed when doing trips back and forth riding with people doing chopshop it seems like being the passenger every now and then we will desync to where example being. Im the driver and the car has no damage and haven't hit anything, Passenger in their eye's will see us nail a street pole and the car is completely mangled on the side of the road, suddenly after 5 or so seconds kinda varies, they resync back to the driver still see a damaged car etc in their eyes. Sometimes if passenger is not buckled in or going 150+ the passenger will wreck in their eyes and be ejected and the driver keeps going cause well they didn't wreck in their eyes.

I will try and see if we start to experience it in our group to try and see if we can have medal clips from both POVs of an incident.

Avirsa commented 2 months ago

Heres a clip of the "lag" happening.

https://streamable.com/fz5bc2 https://streamable.com/1qud8n