AliasAlreadyTaken reports: Builders flight globalstep1 le ... #5747
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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
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Reference: your-land/bugtracker#5747
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AliasAlreadyTaken reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
After /profiler reset:
Due to #5746 I tried to profile like so:
This returned me:
Apparently it#s the particles that use up so much? WHY?
For now, this stopped the lag:
Boris, my testaccount, had the particles enabled all the time and they didn't cause any lag. Also, the issue is not reproducible on the testserver with the Ecklair account
one issue is that currently, if there's lots of overlapping areas, it'll show you particles for each one of them separately. i'm not sure why i didn't consider that.
another possibility that just querying which areas are nearby is expensive for some reason...
this should help with the overlapping areas:
0541b1887f
i need more info on what's actually taking a lot of time, though. i can verify that
/instrument_mod yl_statuseffects
doesn't emit much that's useful, i'll try to debug that.i've added an option to totally disable the flight particles:
241fd5e4a1
yl_statuseffects:builders_flight:show_area_particles = false
i've fixed the instrumentation, which was a problem with yl_statuseffects and not debuggery:
9d5393bcfe
Sounds like ready for QA?
yeah, i'm not sure my fixes are good enough, but it's worth trying. it might also be due to there just being a bajillion more areas on your-land than on my test server.
At least with Violetta I couldn't reproduce the issue. Boris however seems broken, but that is a different problem. We'll see on main.
this seems fixed, but i'm not really certain where Ecklair was flying so i can't test it exactly.