map load lag: proposal for some new settings #3299
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
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#3299
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?
currently, when the server has about 29+ players, loading new mapblocks can take forever. i've got a possible idea of how to improve performance by changing some settings.
it seems that having
num_emerge_threads = 1
doesn't prevent #850 from occurring, though it possibly reduces its frequency. however, i've got a theory that this is the reason that loading the map takes so long when the server is otherwise not over-burdened. increasingemergequeue_limit_total
will also ensure that some clients aren't totally starved out of asking for new blocks to load.because testing this requires actual users doing actual things, i don't think this is something we can test effectively on the test server.
Changing those values is not too dangerous. Worst that can happen is we see more artifacts and cutoff treetops.
Those values are online for more than a week now, with little impact on the maploading or database lag.
i guess we should close this then? we can either revert the values, or not, it seems they don't matter? we need more data on where the bottleneck is.
Although those values did not "fix" the issue at hand: the map_saving_interval lag
However, the values were looked at, so the request to test them is resolved.
actually, not sure if something else changed, but i felt like the map was quite responsive for me today even w/ 33-38 players.
mesecons_debug lag got up to 40 too - it seems like the mapgen was slowing everything else down by a large but relatively stable amount - there weren't big lag spikes.