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[.15.5][Headless] Significant performance decrease headless

Posted: Tue May 02, 2017 12:02 am
by Fixitt
With the release of the last patch .15.5 (Linux Headless) our dedicated multiplayer is now showing extreme hard disk usage and connecting clients are never able to "catch up" and are disconnected.

Doesn't appear to be hardware related as system is significantly underutilized
Operating System: CentOS
Hardware: Standard DS1_v2 (1 Core, 3.5 GB memory)
Disk: Premium SSD - 30 Gigabyte
IOPS Limit: 500
Throughput Limit: (MB/S) 100
CPU Average: 4.93%
CPU Max: 33.49

Details:
Prior to patch system was running at an average of 4.93% CPU, 125.68 KB/s read, 181 KB/s write with periodic spikes during save activity of DISK WRITE 3.82MB/s. After Patch hard disk activity is extremely inconsistent and i am receiving hard-disk write spikes in excessive of 36.07 MB/s read and 7.85 MB/s write.
CPU Usage
CPU Usage
CPU_Usage.PNG (21.38 KiB) Viewed 1539 times
Disk usage
Disk usage
Disk_Usage.PNG (24.46 KiB) Viewed 1539 times
Only a single mod installed on server, RSO 3.01. Save File has was tested on a local instance and appears to run correctly locally on the Steam Client version.

Re: [.15.5][Headless] Significant performance decrease headless

Posted: Tue May 02, 2017 12:06 am
by Fixitt
Save File - Available for 24 hours
https://dropfile.to/3PBy1gh

SHA 256 - 04EC7C7ACC2E061FCF276A5564A00C830DE16E7BAF8D98359FE27F2B5984D7E6

Re: [.15.5][Headless] Significant performance decrease headless

Posted: Tue May 02, 2017 12:19 am
by Fixitt
Client Factorio-Current.log Attached below
factorio-current.log
Client Log
(10.5 KiB) Downloaded 70 times
Client Hardware information (DXDIAG)
DxDiag.txt
Client Hardware Info (DXDIAG)
(91.33 KiB) Downloaded 68 times

Re: [.15.5][Headless] Significant performance decrease headless

Posted: Tue May 02, 2017 12:35 am
by Fixitt
So i realize I am basically talking to myself in this bug report haha, but i have found the issue.

I had a few thousands construction robots performing a long-standing deconstruction request. The moment i ran out of Logistics Storage Chests for the robots to place the items into, OR if i canceled the deconstruction request entirely the performance issues completely disappeared. I will leave this post up for future reference when a developer has a chance to get to it.