bolale reports: lag ... #2396
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#2396
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
bolale reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
i'm inclined to close this as invalid/duplicate as it doesn't really contribute anything.
We need at least basic information to properly process an issue. Clearly, here is information missing, so we can't do anything.
Connection lag comes from here:
min_rtt = 0.11100000143051,
avg_rtt = 0.11200000345707,
max_rtt = 9.664999961853,
Connection lagspike of 9 seconds and avg lag of 112 ms. Doesn't sound too bad. Since the avg lag is very close to the avg, there must have been hardly any roundtrip to take more than avg for a
connection_uptime = 679,
The position 2002 15 1154 is in Haven, so maybe the user got fpslag. There were a lot of players connected at that time, but no lagspike is recorded. /status says max_lag was at 2.33s at the time of the report. That's all we can read out of the given values.
my own testing was that the huge "pause" you get when all the entities in the middle of haven load all at once, is correlated with a huge quantity of packets. possibly a solution to that would be to not send info on all possible entities at once (an engine change).