Persistence

Share us your Persistence bugs and feedback here (one item per post).
Non-constructive and off-topic posts will be moved or deleted.
Persistence Data Rollback Support
At the moment there is a high risk that a world builder may release an update to their world that ends up breaking everyone's Persistence data in an unrepairable way. This could be caused by bugs within Persistence itself. When either of these conditions occur, there is zero recourse for the world builder to correct peoples' data beyond telling everyone to wipe their data completely, losing all progress. This can be catastrophic in cases where player progress was enhanced by purchases through the Creator Economy. This problem isn't unique to VRChat, as it occurs within Roblox as well, and is especially important due to how many transactions are tied to progress in their games. However, Roblox provides a comprehensive interface where the world builder can force a roll back of player saved data to any prior date at any time. This effectively eliminates all risk with releasing world/game updates, giving the builder recourse in the case of irrecoverable corruption. I brought this to Fax who thought it was a good idea and recommended making a Canny post, so this post is to request that we get a similar feature, so world builders have the option of force rolling back a prior date of saved Persistence data. An example world is my world: Elite's RNG Land. Players can purchase an upgrade that speeds up progression, however there have been instances where a bug, either through code or API bugs, caused players to completely lose months-worth of progress. The only recourse was to tell people to wipe their player data and start over.
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Preventing Persistence Exploits from Multiple VRChat Instances
The ability to open two instances of VRChat in separate windows under the same account, each being a different instance of the same world, creates significant issues for any game world that relies on persistence. I'll refer to the two windows as "Window 1" and "Window 2." Both are running the same world but in different instances. If a player performs an action in Window 1, such as getting a reward or losing progress, and the world saves that, they can simply close Window 1, switch to Window 2, and wait for the world to save their data. This will entirely overwrite the changes from Window 1, restoring their progress as if nothing had happened. This exact issue happens very commonly on mismanaged Minecraft servers, where you can have two instances open on the same server but in different subservers. This is most commonly used to duplicate items, which no RPG-style game world wants. An example in VRChat would be the world "Project Aincrad". If, in Window 1, Player 1 trades 10,000 in-game coins they have to Player 2 while Window 2 is up, then at the end of the trade, when the game forces them to save their persistence data, Player 1 in Window 1 will have 0 coins, Player 2 will have 10,000 coins, but Player 1 in Window 2 will still have the 10,000 coins, meaning that 10,000 coins have now turned into 20,000 Coins. I'm not very technical, so this is more of a guess for a potential solution, something like only allowing Window 1, or whichever window was first in that specific world, to be capable of changing the persistence data for that user and world.
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ClientSim doesn't work with Player Objects when Reload Domain disabled
If the Unity project settings Reload Domain is disabled, ClientSim doesn't properly handle Player Objects, causing exceptions and stopping work. Repro Start Unity. Create a scene. Add VRCPlayerObject component(s). Enable Play Mode Options and disable Reload Domain (via Unity menu > Edit > Project Settings > Editor > Enter Play Mode Settings) Press the Play button to start ClientSim (it will work normally at the first launch). And exit play mode. Press the Play button again. Then, MissingReferenceException occurs (see attached). And it doesn't work correctly anymore. Version World SDK 3.7.5 Analysis Clientsim caches the Player Objects in ClientSimNetworkingUtilities._playerObjectList . And it depends on the reloading to initialize it. It should be initialized when starting the simulation. Snipping from the log for searching MissingReferenceException: The object of type 'VRCPlayerObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. VRC.SDK3.ClientSim.ClientSimPlayer.SetupPlayerPersistence (VRC.SDK3.ClientSim.IClientSimEventDispatcher eventDispatcher, VRC.SDK3.ClientSim.IClientSimUdonEventSender udonEventSender, VRC.SDK3.ClientSim.IClientSimBlacklistManager blacklistManager, VRC.SDK3.ClientSim.IClientSimUdonManager udonManager, VRC.SDK3.ClientSim.IClientSimSyncedObjectManager syncedObjectManager, VRC.SDK3.ClientSim.IClientSimPlayerManager playerManager) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Player/ClientSimPlayer.cs:198)
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tracked

Add GetPlayerRestoreStatus Check
A Networking.GetPlayerRestoreStatus(GameObject) and PlayerData.GetPlayerRestoreStatus(VRCPlayerApi) that returns a custom enum with the values: Incompatible , Awaiting , Success , Failed , & NoDataToRestore . This would only work on networked objects that can store persistence data like PlayerData or PlayerObjects with an Enable Persistence component. Other objects will always return the Incompatible value. This would allow worlds to ask for a particular object's persistence status for many things: * Incompatible - This object does not support persistence. Use a PlayerObject with the Enable Persistence component. * Awaiting - Data has not been received from the server so the world knows to wait until a further update before trying to read/write persistence data for that object. * Success - Data was successfully restored from the server without any exceptions from VRChat's side. The world knows it is safe to read and write data to it. * Failed - Data restoration encountered an error on VRChat's side and data should not be manipulated for data loss. The world can present an error message and/or allow the player to clear their data. * NoDataToRestore - There was no data to restore from the server. The world knows this is a new player, a new update bringing a new persistent compatible object, or a player who has recently cleared their data. This also indicates to the world that this object is ready for writing new persistence data. Related: https://feedback.vrchat.com/persistence/p/add-persistence-data-status-event-or-status-parameter-for-onplayerrestored
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