WATERFrAMES: Media Displays

WATERFrAMES: Media Displays

508k Downloads

Dedicated server boots significantly longer since update

andriihorpenko opened this issue ยท 7 comments

commented

Description

After updating from 2.0.14 to 2.1.3, I noticed that a dedicated server starts up significantly longer. Rolling back to 2.0.14 seams to solve the issue.
Neither latest.log, nor debug.log contain any useful information. Looks like the main server thread is getting blocked for some time and resumes afterwards as if nothing happened.

Measurements

Startup time with 2.0.14: 12 seconds
Startup time with 2.1.3: 30 seconds

Why this happens

See #111 (comment)

Notes

Minecraft version: 1.20.1

commented

I experience longer boot too, but i found:

[21:15:59 WARN]: Took more than 5 seconds to generate complete state map for waterframes:big_tv. This block is likely improperly using properties. State count: 24576. 5114ms elapsed.
[21:16:21 WARN]: Took more than 5 seconds to generate complete state map for waterframes:frame. This block is likely improperly using properties. State count: 73728. 21273ms elapsed.```
Maybe there is other problem too
commented

Could be, on your server we use mohist, with worldedit-bukkit-7.2.20.jar and waterframes 2.1.3, mc 1.20.1 forge 47.3.7
Just why xd

commented

In my case, I am running pure NeoForge server with latest WorldEdit Forge.

commented

Glad to hear that, the proposed change will massively decrease possible block state combinations from ~73k to just 288.

commented

Looks like WorldEdit creates a cache of all possible block states. The resulting matrix looks horrendous (70k possible states):

  • 6 possible "attached_face"
  • 6 possible "facing"
  • 2 possible "frame"
  • 16 possible "level"
  • 16 possible "power"
  • 2 possible "powered"
  • 2 possible "waterlogged"

Seems like the only possible way of resolving this is drastically reducing the amount of block states per block.

image

commented

on 2.1.x i added level as a new blockstate, so i assume that was the last blockstate multiplier to slowdown everything.
guess i found the blockstate limit(?

i will move level and power to the data instead of the blockstates and hopefully this got solved