HaroldoBauer
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Posts posted by HaroldoBauer
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viewDimension: the server will stream entities to the player using this property.
dimension: the dimension where the player is
This will allow the player to view other dimensions without being on them.
Thanks.
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It was the C++ SDK and yes I did try disabling nodeJS but the problem continued, maybe less, hard to tell since the player amount decreased over the weeks. I also tried running the server with all callbacks disabled and only checkpoints, area collisions and vehicles spawned but it still leaked a noticeable amount with 2-3 players online. Unfortunately I discontinued the project so I can no longer provide you with more information.
Thanks.
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Can any server admin with 10+ players share their RAM usage after a 3+ hours uptime with me? Please include whether its a C# or JS project.
Thanks and sorry for double posting.
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Environment: Windows SVR Server: latest version & C++ API Online players: ~45 Client packages: 166KB Uptime: Configured to restart after 24 hours of uptime
Description: after 23 hours of uptime the server leaks from 1.1 to 1.2GBs of RAM (>700KB per second) according to the Windows SVR resource monitor. After hours of analyzing a Windows Dump I can affirm the entire leak comes from the rage server and not my project.
Due to the amount of leaks / minute I can only imagine it comes from the player / vehicle syncs since they pulse many times per second.
EDIT: The server leaks 2 bytes / second with 1 player online and no plugins / scripts / client_packages loaded.
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It was brought to my attention that sometimes spawned objects are correctly streamed to the players but sometimes it simply does not. Curiously enough I confirmed via logs that these objects were successfully inserted into the objects pool even when they refuse to stream/spawn.
rage::IObject* o = pools::objects->New(objHex, position, rotation, 1); o->SetAlpha(255); o->SetDimension(1); return o->GetID();So please, is there a known problem with the objects streaming or am I doing something wrong here?
Ty all.
Ps: Player&Object dimensions are always the same.
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Vehicles will spawn with random extras regardless of the extra status.
Environment: Windows Server, C++ SDK
Reproducing:
rage::IVehicle* car = wrap::car->New(0x35ED670B, position, heading); for(int i = 0; i < 9; i++) car->SetExtra(i, false); car->SetDimension(1);* When spawning a Mule it will spawn with random containers (ads), these ads can then be removed by disabling the correct extra. I'm assuming that the extras are not synced when the vehicle is stremead in.
Thanks.
P.S: It looks like the enabled extras are synced while the disabled extras are not. I believe a proper fix would be to remove all extras after spawning the vehicle then add the ones that are enabled.
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Figured it out myself. Please delete.
Thanks.

[Bug][Cash] Client-side setModel crashes the client
in Client
Posted
mp.game.player.setModel makes the client crash immediately.