1.7.10: Massive TPS Lag with just a few Carpenter Blocks
LazerusKI opened this issue · 8 comments
couldnt find anything related to tps or lag, sooo...
we had this issue yesterday, one on our server has build a small wall, just 200 blocks overall with slopes.
when i logged in a few hours later, i noticed a massive tps lag. skipping ticks, the highest peak i had seen was around 10s skipping.
the tps at all was down to 2-4, so a massive lag.
there was no additional error message, no crash or anything, but after removing those blocks, the server was fine again.
did a few researchs then since we had that issue back in i think 1.5.2 or so.
in 1.6.4 it was fine, we build whole buildings with them.
now in 1.7.10 it seems to be back again.
is there a known issue related to this problem? or a way to fix it?
I wouldn't be surprised if something else were causing this. I do know that 1.7.10 has some performance issues out of the box, something which Player addressed here: http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820.
As for the mod, there's really nothing that would cause that type of lag. Chunk update performance is an issue with slopes, but I've at least partially addressed this in the latest build.
maybe this helps:
as far as i know, the player on my server was building a wall for his botania stuff, he said to me that it was just the top of a 50x50 wall, to another player he said that there were around 1k blocks in a building. as you just mentioned, objects nearby are constantly changing...dont know how botania works, but could that mana-transfer stuff cause this in combination with carpenters?
i will try to find a backup of the world where it happened btw, so i can look at it for myself and maybe make a short video or something like that
Updates around my blocks usually will cause render update lag, at least. On a server, I'm not so sure. If you're capable of profiling the server in-game while its lagging it could help identify the cause. I'm not good at server testing since I generally only test in short runs.
the things that i have heard were something like uuid updates per block or so...dont know.
another time i heard it i think was in a video of direwolf20s serverplay, dont know who was it, but someone there mentioned carpenter blocks as a lag problem.
At one time grabbing UUIDs was done incorrectly causing lag spikes, but it was resolved. The only reason the code is still around is to convert old block owners to UUIDs, with the intention being to remove it once name-changing was enabled.
And on that note, it looks like they're finally enabling it starting next month.. so it's probably time to remove that code!
I noticed you mentioned server-side tps lag, which helps narrow it down. The only way for my blocks to lag a server is if tile entities are constantly cycled, objects nearby are constantly changing state, or perhaps if you've placed a lot of daylight sensors. I'll keep brainstorming on this for a while.
just downloaded the map and yeah...now im confused too.
on my linux server, that exact save was causing massive tps problems after that player build his carpenter wall.
in singleplayer, that problem is not there. the laggiest thing there is a mana sprader from botania with 44µs update time. so i dont know how or what it caused or how it worked.
i think we can close this here until i notice it again on my linux server, then i will install opis and and look at what exactly is causing it