citizenfx / fivem

The source code for the Cfx.re modification frameworks, such as FiveM, RedM and LibertyM, as well as FXServer.
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GetEntityHealth returns different value between server/client #2558

Closed nullvariable closed 1 month ago

nullvariable commented 1 month ago

What happened?

GetEntityHealth values between client and server do not match expectations

Expected result

GetEntityHealth would report the same value on the server as the client

Reproduction steps

on client

RegisterCommand('high_health', function()
  local ped = PlayerPedId()
  SetPedMaxHealth(ped, 1100)
  ReviveInjuredPed(ped)
  SetEntityHealth(ped, 1100)
  Wait(100)
  print(GetEntityHealth(ped)) -- result: 1100
  print(GetEntityMaxHealth(ped)) -- result: 1100

on server

RegisterCommand('test', function(src)
  local ped = GetPlayerPed(src)
  print(GetEntityHealth(ped)) -- result: 200
  print(GetEntityMaxHealth(ped)) -- result: 200
  print(GetPedMaxHealth(ped)) -- result: 200
  print(GetPlayerMaxHealth(src)) -- result: 1100

Setting values below 200 returns the same value on both client and server.

Importancy

There's a workaround

Area(s)

FiveM, RedM, FXServer

Specific version(s)

FiveM/b3095 - FXServer 8049 win32

Additional information

with the GetPlayerMaxHealth function I somewhat expected a similar function for getting health if the server was going to differ at all.

In examining the CPedHealthDataNode definition, it looks like if the data for maxhealth is 0 it defaults to 200, but this was the only instance I could track down where that value might be coming from. https://github.com/citizenfx/fivem/blob/0fc6406b3f3c18243761d0d4dfa0fdfd4d0aeed6/code/components/citizen-server-impl/include/state/SyncTrees_Five.h#L2184

I would like to sample the correct value on the server side either via a new GetPlayerHealth function, or preferably via the GetEntityHealth function.

AvarianKnight commented 1 month ago

Can you verify that the same thing happens for non-player peds?

Pedro-Lucas14 commented 1 month ago

you can use this Thread to place MaxHealth

CreateThread(function()
    while true do
        local Ped = PlayerPedId()
        if GetEntityMaxHealth(Ped) ~= 401 then
            SetEntityMaxHealth(Ped,401)
            SetPedMaxHealth(Ped,401)
        end
        Wait(1000)
    end
 end)
tens0rfl0w commented 1 month ago

You need to use SET_ENTITY_MAX_HEALTH to populate the CPedHealthDataNode, using other natives to set the max health of a player-ped will only populate the CPlayerGameStateDataNode.

The same applies for non-player peds.

nullvariable commented 1 month ago

adding SetEntityMaxHealth doesn't seem to change the outcome. Testing on a server spawned ped appears to return the same results where clientside the value of the ped health reports the desired max and full values, but the server side still only reports 200.

server.lua:

RegisterCommand('create_test_ped', function(src)
    local coords = GetEntityCoords(GetPlayerPed(src)) + vector3(2, 2, 1)
    local ped = CreatePed(4, `s_m_y_cop_01`, coords.x, coords.y, coords.z, 0.0, true, true)
    while not DoesEntityExist(ped) do Wait(0) end
    print(NetworkGetNetworkIdFromEntity(ped))
    print(GetEntityHealth(ped))
    print(GetEntityMaxHealth(ped))
end)

RegisterCommand('report_ped_health', function(_, args)
    local ped = NetworkGetEntityFromNetworkId(tonumber(args[1]))
    print(GetEntityHealth(ped))
    print(GetEntityMaxHealth(ped))
    print(GetPedMaxHealth(ped))
end)

client.lua


RegisterCommand('set_test_ped_health', function(_, args)
    local ped = NetworkGetEntityFromNetworkId(tonumber(args[1]))
    SetPedMaxHealth(ped, 1100)
    SetEntityMaxHealth(ped, 1100)
    ReviveInjuredPed(ped)
    Wait(0)
    SetEntityHealth(ped, 1100)
    print(GetEntityHealth(ped))
    print(GetEntityMaxHealth(ped))
end)

results:

> create_test_ped
65534
0
0
> report_ped_health 65534
200
200
200
> set_test_ped_health 65534
1100
1100
> report_ped_health 65534
200
200
200
nullvariable commented 1 month ago

I tested a couple of other things. using the test ped above, client A sets the higher values, which read back as expected on Client A. But Client B reports the normal 200/200 values while the ped is owned by Client A, regardless if the values are set while client B is present or arrives after.

Client A leaving the area and Client B setting health, Client A returning reports 200/200

Client A and B both report the expected elevated values for their player peds on the clientside in all scenarios though

tens0rfl0w commented 1 month ago

You shouldn't call SET_PED_MAX_HEALTH and only use SET_ENTITY_MAX_HEALTH as calling SetPedMaxHealth before SetEntityMaxHealth with the same value causes game code to not set the change bit on the sync node as local max health hasn't changed. (Only SetEntityMaxHealth sets the bit flag and only if local max health was altered by the script command, which isn't the case here as being previously set to the same value by SetPedMaxHealth)

(You can easily test this with calling SetPedMaxHealth before SetEntityMaxHealth but with a different value.)

nullvariable commented 1 month ago

That makes sense, and removing the SET_PED_MAX_HEALTH call from my code as well as the examples outlined above creates the desired result for me.

Thanks!