map load lag: proposal for some new settings #3299

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opened 2022-12-22 17:42:30 +00:00 by flux · 5 comments
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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.

emergequeue_limit_total = 10752  # = 42 * 256; default 1024
num_emerge_threads      = 0      # default 1

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. increasing emergequeue_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.

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. ``` emergequeue_limit_total = 10752 # = 42 * 256; default 1024 num_emerge_threads = 0 # default 1 ``` 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. increasing `emergequeue_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.
flux added the
1. kind/balancing
1. kind/other
labels 2022-12-22 17:42:30 +00:00
AliasAlreadyTaken was assigned by flux 2022-12-22 17:42:30 +00:00
flux self-assigned this 2022-12-22 17:42:30 +00:00

Changing those values is not too dangerous. Worst that can happen is we see more artifacts and cutoff treetops.

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.

Those values are online for more than a week now, with little impact on the maploading or database lag.
Author
Member

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.

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.
AliasAlreadyTaken added the
5. result/fixed
label 2023-01-15 00:40:36 +00:00

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.

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.
Author
Member

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.

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.
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Reference: your-land/bugtracker#3299
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