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The server lost the player for a moment, when the game has to load

Started by Xardas0327 in Bug Reports

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09-06-2026, 03:49 PM
#1
When the player spawn point is the default position, but I use this teleport. (teleport to old camp castle)
Quote:addCommandHandler("castle", function(playerId, commandName)
    setPlayerPosition(
        playerId,
        1116.75,
        -1007.51,
        -36.66
    )
end)

The server lost me after the teleport, but it rejoin me after 1-2s. After this rejoin I see NPCs from the game, but they are hidden after a couple seconds.

The logs, after the /castle:
Quote:[lua][chat][info] command player=1 name=castle argc=0 args=[]
[authority] movement snapshot held awaiting position acknowledgement player=1 command=1 action=set_position sequence=574
[lifecycle] onPlayerQuit final state player=1 sequence=576 position=(111675.000,-100751.000,-3666.000) yaw=0.000 snapshotAgeMs=2089
CONNECT_PENDING provisional=2 address=192.168.0.1 peer=00000165DF7F5010 event=connect
AUTH player=2 name=Xardas0327 serial=fa61cd5cb66e2a40e68a3ec5ab8ab9de address=192.168.0.1
That's why the onPlayerJoin will run twice and if it has some random generation (for example: select a random position from a list) will run twice too.

My thought is, that my laptop is weak a bit and when it has to load the old camp castle, the client-server communication is stuck for a couple seconds.
09-09-2026, 07:06 PM
#2
I still investigated, what is the problem.
Server Settings (default):
Quote:# ENet peer liveness. The ENet default of 5000 ms is shorter than a level
# streaming hitch on a slower client, which drops a healthy session during a
# scripted teleport and forces a full reconnect. Lower these only if you would
# rather reclaim a crashed client's slot faster than tolerate loading stalls.
peerTimeoutMinimumMs=20000
peerTimeoutMaximumMs=40000
peerTimeoutLimit=32

I don't think these settings are working correctly.
The server drops my character and reconnects it after 3-4 seconds after the first few teleports and it doesn't wait 20s.
(or maybe I don't understand the description)

But after a couple teleports, it looks fine even if I restart the game (not the server).
So, it is possible, the server doesn't load this value well at first.
09-13-2026, 08:00 PM
#5
Unfortunately, it is still not perfect.
It is much better, than it was before.
But I still got this problem if I use this code.
Quote:addCommandHandler("castle", function(playerId, commandName)
    setPlayerPosition(
        playerId,
        1160.32,
        -1016.76,
        -40.66
    )
end)


I don't know some place works well and why others not. Maybe are there more polygon?
Because the bug always happen in this location.
09-15-2026, 11:54 AM
#6
It depends a lot on the hardware the player has. If loading a specific area takes longer than the allowed limit, the client may trigger a reconnect.

Also, make sure you update the game to **1.0.5-Hotfix** — not just 1.0.5. The Hotfix includes significant improvements to loading performance, so it should help a lot in heavier areas.
09-15-2026, 09:55 PM
#7
Unfortunately, I still have this issue with that location, which I wrote last time. (With 1.0.5-Hotfix too)

But the reconnecting looks rare now, so I think it has been fixed in 0.1.3.
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