• Can't Move on Connect
    11 replies, posted
Hi, I've tried searching on Google for any solutions to this problem but I couldn't find any. I'm sure most of you know about the issue where you sometimes can't move upon connecting to a server. It's annonying and you can either "fix" it by waiting a couple of minutes for all the data to properly send or by rejoining. This obviously isn't an ideal solution to the problem. What I've seen though is some servers [sp]such as Superior Servers[/sp] having some sort of addon to combat this issue. I'd like to have something like this on my server too and I wouldn't mind developing it. Quite honestly though, I have no idea what is causing a player to not be able to move sometimes when they connect. Hopefully this thread can help shed some light into this issue.
I've had the same issue for a while now, not sure what it is but I would love some information on it.
So here's a net graph from this issue: [img]http://i.imgur.com/K4gYH5e.png[/img] Before the small duration huge spike in the middle I am unable to move and I only seem to be getting "usermessages" after that spike in the middle I can normally play.
Gamemode? I've only generally had this happen to me on older versions of darkrp or servers with a lot of workshop addons.
Either there's a load of entities right on spawn or the map isn't very well optimized, causing every entity ever to get networked to you. I'm guessing that the update is being sent to you over multiple split packets as there's too much data to send in a single packet, leaving you waiting.
[QUOTE=Kogitsune;47191830]Gamemode? I've only generally had this happen to me on older versions of darkrp or servers with a lot of workshop addons.[/QUOTE] This appears to occur on all servers regardless of gamemode. TTT, DarkRP, Sandbox, etc. I believe garry might have even addressed this issue but stated that he wouldn't be touching it. [editline]22nd February 2015[/editline] Also, I found another thread about the issue [url=http://chronet.com/threads/frozen-at-initial-spawn-bug.1089/#post-8697]here[/url]. It appears to only occur either all the time to some users or never. Additional info: It only happens when it's the first server you join after you launch GMOD. Any subsequent servers you join will [b]NOT[/b] have this issue. This problem has been around for a long time, I never minded it as a client but if I can do something as a server owner so my players don't get driven away I would love to know.
[QUOTE=Kogitsune;47191830]Gamemode? I've only generally had this happen to me on older versions of darkrp or servers with a lot of workshop addons.[/QUOTE] Happens on a small sandbox server for me, generally no props in spawn on flatgrass.
Happens to me all the time on my Pirate Ship Wars server.
I get the same thing when I join a server with a lot of download prior to "Sending client info..." For me, rejoining usually works. (decreasing the amount of downloads)
While this is unlikely to solve your problem, it may or may not help... If you're running ULX, be sure to get the LATEST version from the SVN... 3.61 and prior have an issue which will cause problems with my addon ( data isn't localized ); I reported it and wrote a pull-request which has been merged and solves the issue... You can try using my networking system: [url]https://bitbucket.org/Acecool/acecooldev_networking/src/[/url] Which includes the most up to date version of the networking overrides ( converts UMSG to Net-Messages in addition to changing NWVars and other functions which use UMSG to Net / my Flag system which prevents data from being networked unless the data isn't the same which is currently stored ). Additionally, it prevents any networking from happening until the client is fully connected. The second option is not the most up-to-date version but it'll convert anything that uses umsg / usermessage libraries to net-messages: [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/networking/converting_umsg_to_net_messages.lua.html[/url] If you're not sure about installing the larger of the 2, this will just do the basics. It's easy to add and easy to remove ( just like the larger addon but not as many files ); this one does not convert NWVars or GlobalVars to my Flag system either. Your problem may be related to the server... Any time the server tries sending more information than is permitted, it stacks up and can cause symptoms like you've described ( being unable to move, etc.. )... It is likely that too much data is being sent to the client when they first-join which is causing an issue. If you use my networking system, when it syncs the data it'll send it in small packets ( configurable, but by default it is 10kb or so ) and won't send the next message until the first has been sent ( controlled by timers; this will be changed soon ) which allows data to be processed over more time. This prevents overflows and other issues associated with sending too much data at once. Feel free to add me on Steam if you have any questions.
Been having the same issue for a few years on 4-5 different servers. ULX is the only addon shared between them and it networks quite a lot of data (including all bans iirc) so that's probably a major factor. Pretty sure my TTT server was killed by this.. you join and you're locked up for 2 minutes. Most people just leave and don't come back. [QUOTE=Acecool;47202031] Your problem may be related to the server... Any time the server tries sending more information than is permitted, it stacks up and can cause symptoms like you've described ( being unable to move, etc.. )... [/QUOTE] The weird part about this is that it only happens if it's the first server you join after opening GMod.
A friend recently told me that, despite his ULX settings not having a "user" group, ULX creates a users "group" file of EVERY player that has ever joined. If this file is being loaded, and being sent to the client then that could cause a lot of issues. My friend wants me to look at ULX and see about removing that issue ( no point to save useless data, especially if the "default" group could change in the future ) so I said I'd look at it. If I deem it to be a problem that all users are being saved when a simple || "default" would suffice then I'll submit a pull request to them. ULX also overrides how hooks are done, that may or may not be an issue ( you did say it only happens to the first server? ).. So, I have a small theory based on the symptoms... Fonts are created on the server when the client joins. Fonts are NOT unloaded when the player disconnects ( unless this has been fixed )... When I open my Fonts directory in Windows, Windows prevents the folder from being accessed or "hangs" explorer.exe for a few second while it checks permissions, etc... It could very well be the fonts directory that is being loaded and because fonts aren't unloaded ( need to verify on latest dev version ) it doesn't release the fonts directory... This could be the issue but it could also be beneficial... Does anyone want to load up Process Monitor from SysInternals to see what files gmod is accessing during the freeze?
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