Heho!
Multiplayer, 2 Clients on a Linux Headless.
Ping between clients aprox 35ms, Ping between clients and server 25ms and 45ms.
During normal play FPS/UPS 60/60.
Taking a big blueprint (3.5 belts + 1k other items) into hand so that placement preview appears -> 60/60
Actually placing the blueprint so that now the ghosts are on the ground AND i still have the blueprint in my hand -> FPS/UPS 15/0.2 (for both clients obviously)
Other client leaves the sever -> 60/60
I put the blueprint back into my inventory. the ghosts are still on the ground. client reconnects -> 60/60
htop says resources are fine on server during the whole process.
Whats happening there? :D
[0.13.1] Multiplayer slows down a lot when using blueprints
Re: [0.13.1] Multiplayer slows down a lot when using blueprints
Enable the debug option time statistics and please take a screenshot of it when it's running slow.
If you want to get ahold of me I'm almost always on Discord.
Re: [0.13.1] Multiplayer slows down a lot when using blueprints
You guys are awesome. Really...
Here is the requested data. The four chunks from left to right describe following situations:
1. I just placed the blueprint (my FPS/UPS 0.8/0.8)
2. My friend left the game (my FPS/UPS 35/60)
3. I put the blueprint pack into the inventory, my cursor is empty now (my FPS/UPS 60/60)
4. My friend rejoined, the blueprint ghosts are still present (my FPS/UPS 60/60)
Probably important fact: During situation 1, my friend's game is completely frozen. And I mean frozen. No update at all, it still shows 60/60 for him and he can only interact with the game by killing it via task manager.
If I can help you with any more information, please let me know =)
Here is the requested data. The four chunks from left to right describe following situations:
1. I just placed the blueprint (my FPS/UPS 0.8/0.8)
2. My friend left the game (my FPS/UPS 35/60)
3. I put the blueprint pack into the inventory, my cursor is empty now (my FPS/UPS 60/60)
4. My friend rejoined, the blueprint ghosts are still present (my FPS/UPS 60/60)
Probably important fact: During situation 1, my friend's game is completely frozen. And I mean frozen. No update at all, it still shows 60/60 for him and he can only interact with the game by killing it via task manager.
If I can help you with any more information, please let me know =)
- Attachments
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- problem.jpg (288.19 KiB) Viewed 2073 times
Re: [0.13.1] Multiplayer slows down a lot when using blueprints
Can you please upload the save game so I can test it?
It's saying the time is spent in the latency update which might be expected as it's simulating the building of that blueprint.
It's saying the time is spent in the latency update which might be expected as it's simulating the building of that blueprint.
If you want to get ahold of me I'm almost always on Discord.
Re: [0.13.1] Multiplayer slows down a lot when using blueprints
Here you go, have fun 

- Attachments
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- Megabase.zip
- (10.93 MiB) Downloaded 68 times
Re: [0.13.1] Multiplayer slows down a lot when using blueprints
I "fixed" it for 0.13.4 by turning off the latency state blueprint building if building with a blueprint that contains > 300 entities + tiles until we can do some performance improvements to the latency state logic.
If you want to get ahold of me I'm almost always on Discord.