As the title says. I’ve had this issue for a few weeks now, anyone else?
You just sort of start falling very slowly as seen in the GIF.
As the title says. I’ve had this issue for a few weeks now, anyone else?
You just sort of start falling very slowly as seen in the GIF.
Yeah this is a problem, I’ve had to add baseplates underneath the map that kill players if they touch it.
Otherwise they will fall for ages, and quite often win the round in my game by avoiding playing. Which was quite game breaking until I implemented the temporary fix.
Yes, same problem here.
Okay, this was a weird bug.
I worked on some Engine optimizations a while ago which made certain jobs run in order correctly. For example, packet processing happens before physics and so on and so forth. A few weeks ago we turned on this optimization for the servers. Before this event, server jobs kind of had a polling system where the jobs pointed out how much they wanted to run based on the expected frequency/workload they had, but there was no set order of operation on the kind of work the server did.
The way that parts get deleted from Workspace is that if someone detects a part that has fallen, they set their ownership to the server. Server is then responsible for deleting these parts during a physics processing job. Apparently, if the job that decides network owner runs before the physics job it says “Wait, why are you owned by me, that client should own it”. And this starts an endless cycle of Client setting owner to server, and server setting owner to client before being able to delete it.
The reason this didn’t happen before my optimization was because jobs didn’t have a preset order to them so if you repeated the loop of client to server, server to client enough times you would eventually land at the right time where the packet arrives right before the server does a physics job and finally deletes the part, ending the vicious cycle.
Lesson Learned: Make your code more predictable.
Fix should be out by next Thursday. In the mean time, a work-around for people experiencing this issue is → setNetworkOwner(nil) on any parts that fall below the “kill height”.
BONUS ROUND: This is only reproducible if you have a high enough latency. Are ya’ll not from North America?
Thanks for the update on this.
Nope, Europe :b
Europe here too.
This is still happening, but I assume it’s because the fix hasn’t gone live yet. (or did you mean the upcoming Thursday with “next Thursday” a week ago?)
Just letting you know in case you thought it was fixed.
Aye, this will be fixed this Thursday. I didn’t want to rush it into the last release without doing proper QA for it.
I’m in the US yet have satellite internet literally slower than dial-up; was also having this issue.
If you know players outside of North America have common latency issues how come this isn’t being addressed as far as we know? I’ve stopped playing countless Roblox games because of this issue. Really hope something can and will be done about this in the future. Ranting because of all the times I’ve been at a disadvantage in fast paced games.
I have around 30Mb download speed with around 10 ping to servers in cities where I live in England but I get constant 250-300+ ping with Roblox servers.
Should players be able to choose the location of the servers they connect to? Or is ROBLOX’s international playerbase not big enough for that yet?
Let me know if you can still repro the issue, because I just enabled the fix.
Fixed for me - no problems here (only thing I still don’t get is why the falling sound keeps playing after you die, but oh well).
Yep, fixed on my end, thanks!
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