Queenfire234312 reports: report chat lagging bad ... #2300
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Reference: your-land/bugtracker#2300
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Queenfire234312 reports a bug:
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i've noticed this on and off recently, where the server has really low reported lag, but it still takes forever for chat or the world to respond (outside of client-side prediction). this makes me think the source is a network issue. are we getting DOS'ed again, but the "hacker" isn't even getting into the game?
Not solved by your-land/administration#153
We took those lags with us.
the migration to the new server helped a lot. however, we've discovered a new, weirder species of lag. more research is needed, eventually i'll come up w/ a pcap script and some mechanism to toggle it, so i can see what's actually going on.
the source is related to (1) the sheer quantity of players we have on the server (2) the number of packets that have to be exchanged between client and server. my feeling is that the game isn't prioritizing packets correctly, resulting in some players getting the info they need in order to have have a smooth response w/ the server, and others not getting that that data for arbitrary reasons.
To infinity ... and beyond!
I'll add verbose logging upon next server restart. There's a way to see how many packets were sent or similar.
i'm not sure whether i trust minetest's internal logging more than a proper record of actual packets. player privacy is important - but it's easy enough to obfuscate player IPs using either method, and i intend to incorporate that.
setting the log level beyond "action" will absolutely cause more lag on the server. packet capturing is preferable, imo.
one of my early suspects about the network lag was whether we were logging too much stuff - so much that the logging was blocking real processing from going on. but i checked
minetst.settings:get("debug_log_level")
and discovered it's currently at"action"
, which should probably be finethis was due to smartshops sending a huge quantity of detached inventory updates to all players whenever they loaded, and has been fixed and is live.