Mekanism

Mekanism

111M Downloads

Dynamic tank high network usage

tossaponk opened this issue ยท 1 comments

commented

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.

commented

Much appreciation - just did some confirmation testing and ran into the same issue. I'll be sure to fix this using the second method you suggested, it would actually be easier than the first.