mrminer reports: such lag chunk load so slow ... #2653
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Reference: your-land/bugtracker#2653
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mrminer reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
from the data above,
also, there were some players in the nether.
Angra suggested we use unix sockets instead of TCP sockets.
The testserver already runs on unix sockets, as far as I can tell there's no drawback. We'll add this to the main server upon next update.
#2637 (comment)
we're on unix sockets, but it remains to be seen whether that helps w/ the lag issue.
Maybe we should move the setting
back to its default 5.3 seconds. Unix sockets fares better at smaller commits.
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L2884
we can try that, but the biggest issue we want to solve viz. lag and sockets is read issues, right? when there's more than 30 players on the server, it can take ages to get the server to send new mapblocks to my client, even though chat, inventory interaction, and entity interaction work well enough.
it seems to be better than before, but i think we've only pushed it out to perhaps 34 players instead of 30?
The setting is currently on 5.3 and we have the same lags again we had on the old server. There is something fundamentally wrong with my setup, other servers certainly do not feel this lag.
I will set it back to 30 seconds on next restart.
Next candidate is change
to
although I don't see how that would help read faster from database. It only means "less stuff in memory". Less stuff in memory may speed up things, but also cause the database forget stuff faster, which is bad.
Unless MT makes a full dump of all what is has in memory to the DB, this shouldn't change much on the write side of things and nothing at all on the read side of things.
I will also move
to
to speed up biome lib processing and maybe cause it not to have so much of a backlog. This however may cause lag again, when someone goes exploring and biome lib wants to process everything at once.
The ultimate goal is to either get rid of biome lib or move it to the async env or a new regrow mechanic.
there are passingly few servers which regularly have over 30 connected people simultaneously, and probably none that also have hundreds of active entities and machines on top of that.
there was another issue where you were able to post a record of the sizes of various network queues, and we were able to figure out that a major issue was smartshops creating temporary detached inventories. possilby that data would be helpful again?
None of my changes so far had any significant impact on lag.
we should try #3299 and see if it helps w/ the map load lag when there's 30-ish or more players.
for the server step lag, the biggest problem, so far as i can tell, is mobs in the nether.
I believe this was solved by your-land/administration#183