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Most in-game actions lag after a few players join #1703
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Are you on Linux? |
@tnpxxsheepdog This would be Windows. |
As PM-MP is too high CPU usage, I think. |
@Gonbe34 Nah, PM was using about 5-10% of my CPU when this was happening. |
Yeah, the development build is currently incredibly unstable when it comes to performance.. It used to be worse, though. |
I just don't understand why it only affected clients. I was able to use the console itself to send commands, and they went through as normal (No lag). It's as if the clients are refusing to send information to the server. Like they're holding onto the information for a random amount of time, and then releasing it. That would mean it's a MCPE issue, though. Hopefully that means it will be fixed when we're able to test 0.9.2 on PocketMine. |
0.9.2 broke multiplayer... it's more buggy that in previous 0.9.x versions, even betas :P |
@iksaku Really? Did you test it on a local MCPE server or a PocketMine server? |
@Huntereb not only me, ask on IRC, some players already updated to 0.9.2 and they also say that everything is worse :/ |
@iksaku I'm on it right now, I just haven't really tested it. I think I will right now. :P |
Yes I can confirm that 0.9.2 is buggier when it comes to multiplayer... |
Is it bad that I can't even join games? My client(s) is just stuck at "Locating server" completely frozen (The little spinny icon to the right doesn't even move). On the server I'm just suspended in mid-air. This is on iOS and Android, so I guess multiplayer is just screwed for everyone. |
blame Mojang xD |
Another thing to mention is that players constantly get disconnected due to "timeout" (That might be SimpleAuth, though, not quite sure). Remember that this is not a CPU or network issue on my end. |
They are going to have to fix multiplayer. 0.9.4 is already being worked on. |
This seems to be a SimpleAuth issue. Disabling "forceSingleSession" in the SimpleAuth configs makes this stop. |
It's due to PMMP I guess. Not plugins one. It seems to be happen when PMMP faild sending data of chats or chunks to someone(maybe?). |
@Gonbe34 Yeah, it usually occurs when more than 5 players are on. |
For me it happens all the time on a hosted server with 4GB of ram |
It's kinda been toned down with recent updates, but it still occurs occasionally. Remember that sending commands from the server itself to the client aren't laggy, but client commands sent to the server are laggy. |
for me just when I join :P |
It depends not a RAM but CPU...? |
@Gonbe34 Same exact processor I use. |
Idk about the CPU, its HostingItAll server
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Is that a logstream problem instead of an internet problem? |
@PEMapModder Well it's not an internet problem I don't think, as I'm still able to send commands to clients immediately. It's just commands sent to the server from the client that are laggy. |
Still happening. Is anyone else having this issue, or is it just me? |
Could you test 0246648 (latest development build) and give feedback? |
Got about 10 people on all at the same time with no issues, so it seems fixed. Thanks for the help! |
Thanks for the feedback! I'll wait for more people, since this issue can happen on both directions. |
I can CONFIRM that the TPS drops to 1-6 TPS after about 8 players join. Console actions don't seem to be too laggy and when I go in game, it seems to be at 15+ TPS when on console it is showing a very low number. |
@tnpxxsheepdog I haven't noticed any lag anymore, maybe a few stutters here and there, but nothing major. Just a lot of client crashing. ...A LOT of crashing. |
For now the beta4 will have the partial patch, I'll focus on the TPS issue on the beta5 |
@shoghicp Awesome, it's way better than nothing. Thanks a bunch! |
Could you test this again on the latest development build? Please do not spawn items/arrows when testing, so we have clean results |
I don't think players can craft arrows yet, so that shouldn't be an issue. But, by spawning, do you mean players dropping them? |
@Huntereb yeah, or breaking blocks. That is another issue, so for testing it would be better not mixing multiple issues in one report. |
I'll just disable PVP for this test. That'll keep item drops at a minimum. |
@shoghicp I don't see any real lag. In fact, it seems smoother than last time. Maybe that's just because players aren't bobbing up and down out of the ground anymore. |
@shoghicp I re-enabled PVP (Therefore more player item drops) and players seem to move at a very low tick rate. It kinda looks like how it did back when Simpleauth reading the massive text file would cause the server to lock up all the time. |
@tnpxxsheepdog could you test this too? |
@shoghicp Sorry for the late reply, the TPS still seems to be low in console. Here is an example: Console TPS will say 2.8 The actual TPS in game would probably be around 14.5 There is some lag but definitely not to where it is at 2.8 TPS I have notcied the lag has become a tad bit worse before the beta5. Now that B5 is here, give me some time to test |
@tnpxxsheepdog As I said, chunk ticking was enabled again. you can disable it using pocketmine.yml (does anyone read the release notes on github?) |
@shoghicp The TPS drop was increasing right up to Beta5. So far Beta5 has made the TPS rise a bit more, still need some time to test. Chunk ticking is even enabled on my servers, so far so good, no noticeable lag!!! Yes, I read the release notes, I stalk them :) |
Most in-game actions that are sent by players are incredibly laggy after a few players join. Sometimes it can take a matter of minutes for an action to be sent from the client to the server.
Player movements are effected.
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