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Max size Induction Matrix (18x18x18) Causes Server Lag #3956
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Confirm, just built an 18x18x18 induction matrix with ultimate cells and it put an extra 10ms on my server response time as compared to without. |
what happens if you built it 16x16x16 and all within a single chunk? |
Induction Matrices are nowhere near optimized- right now all energy cells in the matrix are referenced and updated whenever a new energy value is set. Definitely on the agenda to fix this. |
i am on 1.12.2 and this is still an issue |
@JoeSGT Your first crash is crashing in Minecraft/sponge code, not something we can fix. Does that timings report include a way to see what actual function is taking a while? it only seems to show that 'oh this block is taking a while' - if it doesn't there's not much that can be done. |
ive use this on like 3 servers and ive lag the shiz out of em xD |
Don't cross chunk border with multiblock structure. Regardless of the documented max size
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…-------- Original message --------
From: DumbSlayer <notifications@github.com>
Date: 12/21/17 10:27 PM (GMT-06:00)
To: aidancbrady/Mekanism <Mekanism@noreply.github.com>
Cc: Bebo <ktole1999@hotmail.com>, Comment <comment@noreply.github.com>
Subject: Re: [aidancbrady/Mekanism] Max size Induction Matrix (18x18x18) Causes Server Lag (#3956)
ive use this on like 3 servers and ive lag the shiz out of em xD
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Since 18x18 is slightly larger than a chunk size, border crossings are unavoidable. |
uhh, you know you dont have to make a full sized one? So yeah, it is avoidable. But if you do, just make sure it's properly chunkloaded, by a decent chunkloader |
Just because you CAN build it that size doesnt mean you SHOULD. |
This isn't the first Mekanism multiblock to cause server lag. We've previously taken down all the salination towers for a similar reason, but the extent that the Induction Matrix causes lag is far, far greater.
TPS: 14.1 Single Entity | Time/Tick | % TileEntityInductionPort {2792,59,5431}:0 | 2.036 | 4.927 TileCustomCable {2793,76,5446}:0 | 1.010 | 2.445 TileCustomCable {2793,76,5433}:0 | 0.996 | 2.411 TileEntityInductionPort {2808,59,5432}:0 | 0.976 | 2.361 TileEntityInductionPort {2807,74,5448}:0 | 0.975 | 2.359 Chunk | Time/Tick | % 0: 174, 339 | 6.168 | 15.034 0: 174, 340 | 5.074 | 12.367 0: 175, 339 | 4.070 | 9.920 0: 175, 340 | 4.044 | 9.856 0: 0, 9 | 0.805 | 1.961 All Entities of Type | Time/Tick | % TileEntityInductionPort | 16.361 | 39.878 TileCustomCable | 2.092 | 5.098 TileConduitBundle | 1.654 | 4.032 TileMultipartContainer$Ticking | 1.321 | 3.220 monster.EntityWitch | 1.001 | 2.439 Average Entity of Type | Time/tick | Calls TileEntityInductionPort | 0.824 | 2800 TileEntityWeatherStation | 0.116 | 88 tile.TileController | 0.088 | 987 EntityButterfly | 0.070 | 141 TileExternalStorage | 0.067 | 705
The difference between having that thing loaded or not is night and day. Since the lag seems to be concentrated at the induction ports, look to the code that adds energy and see what an 18x18x18 matrix filled with Ultimate cells does. I think you'll find a serious inefficiency there.
This is with the latest—as of today—version. The Avant 3 pack got it's 1.16 update JUST to make sure this hadn't been fixed.
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