Detector tracks are causing ticks to take very long as carts are going over.
texaswriter opened this issue ยท 4 comments
Description of the Bug
It seems if there are multiple carts on one train network, the server will lag when a cart or train goes over a detector track.
To Reproduce
Steps to reproduce the behavior:
- Created simple rail network with one route that leads back to main loop (one main loop and one switched loop leading back to main).
- Added detector track to feed redstone signal to redstone torch to locking track to prevent train crashes.
- ran two trains on the main.
Expected behavior
Routing is taking place correctly, but it is lagging the server (tick takes ~1-5 seconds when a cart arrives at the detector track)
Screenshots & Video
If applicable, add screenshots and video to help explain your problem.
Environment
- Version [e.g. Railcraft 12.2.0-alpha-7]
- Forge version. 1.12.2-forge1.12.2-14.23.5.2772
Additional context
When multiple detector tracks were chained (I removed), the watchdog forcibly shutdown the server (tick took longer than 30 seconds)... I just used one detector track and it seems to recover fast enough not to be shut down, but it is still lagging the server.
I have some crash reports from when I had multiple detector tracks... some of them were crashes after the server was forcibly shutdown. I believe the 01.28.10 was a forcible shutdown and I believe the 01.35.12 was also a forcible shutdown. I think the 1.47.34 and the 1.53.50 were crashes after the forcible shutdown.
Just to be clear, when I only have one detector track (not multiple chained together), the game doesn't crash nor does it get forcibly shutdown. These are FYI, in case they are useful.
crash-2018-12-05_01.28.10-server.txt
crash-2018-12-05_01.35.12-server.txt
crash-2018-12-05_01.47.34-server.txt
crash-2018-12-05_01.53.50-server.txt