Lag from expensive lootable calculation
Darkere opened this issue ยท 8 comments
https://spark.lucko.me/#BGITquS5Ke
Someone on our server set up 16 IF fisher. Calculating the loot table for them seems to be very expensive due to some aquaculture calculation.
forge-31.1.63
Aquaculture-1.15.2-2.0.13
The whole system have been rewritten in Aquaculture 2.1.0 for Minecraft 1.16.3, which should improve performance to - so I'm closing this.
You're very welcome to open up a new issue with profiling data for 1.16.3 though!
Machine that generates loot from the fishing loottable every few seconds, based on a couple conditions.
What mod is it from?
Also could you provide me some numbers without Aquaculture 2?
It is from Industrial Foregoing.
And that is going to be difficult. After a server restart the numbers went down quite a bit to a still expensive but much more reasonable 3%. Not sure why, but I imagine that could be due to the number of cached biomes or something?
Still going to try it.
With Aquaculture https://spark.lucko.me/#dpDGlC0BwO
Same world with Aquaculture removed https://spark.lucko.me/#Lj3BgyFQvL
Can you take a screenshot of the full one for Aquaculture? Since that one does not say "ms" anywhere, so does precentages doesn't really mean anything.
Spark profiles the actual code execution and not each tick individually. Also, as the machines from Industrial foregoing don't evaluate loot tables every tick it's a bit difficult to get exact numbers.
Scaling from the spark report puts it at roughly 3ms per tick in my test case, or at ~60ms on the server where the issue was discovered.
The links above my screenshots take you to the actual reports btw not to an image.