Dynamic tank high network usage
tossaponk opened this issue ยท 1 comments
From my testing and debugging, dynamic tanks will send a packet to players every time it receives or sends fluid. This is unnecessary and will hog up network bandwidth if a tank is drained and filled multiple times per tick. As a result, an amount of rendering packet is equals to (drainOps * fillOps) per tick per tank.
It should only send one packet per tick accounting all the fill and drain operations of a tank. Or even better, only sends rendering packet when there's an actual appearance changes like Thermal Expansion's tanks.
For your info, I was tested using Opis and it show "MEK" channel using the most of the bandwidth per second, if I stopped filling and draining from those tanks, the bandwidth usages are gone.