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[Rseding91] [0.15.17] Extreme performance loss in the blueprint menu
Posted: Thu Jun 01, 2017 4:43 pm
by MewMew
From ~170 UPS
To ~2 UPS
I seem to be stuck in the menu forever when playing multiplayer, because the fps+ups drop so hard one canĀ“t even close it anymore.
It feels like it is trying to load something that never finishes. And it happens mostly when there are tons of prints in it.
Re: [0.15.17] Extreme performance loss in the blueprint menu
Posted: Thu Jun 01, 2017 4:46 pm
by kovarex
Wow, how many people are in the save? Can you provide the save so we can test it?
Re: [0.15.17] Extreme performance loss in the blueprint menu
Posted: Thu Jun 01, 2017 4:56 pm
by MewMew
Re: [0.15.17] Extreme performance loss in the blueprint menu
Posted: Thu Jun 01, 2017 5:00 pm
by redlabel
/P C = 113 o_0
Re: [0.15.17] Extreme performance loss in the blueprint menu
Posted: Fri Jun 02, 2017 5:14 am
by GenBOOM
Interesting screenshot I managed to capture, first time seeing this
although this may be the result of me trying to troubleshoot this problem. I deleted the "blueprint-storage.dat" in the "%appdata%/Factorio" folder but replaced it again before getting this screenshot
the idea I had was to somehow clear the cache of my blueprints so that I do not have the window pop up due to it remember the last time I was on the server I had it open. having hte window open means I am pre-rendered into the game at 6fps and inputs do not go through properly so it becomes impossible to get out of the blueprint window. additionally when pressing B to close the blueprint window, if you are lagging the game seems to duplicate this command and send press B down the nB up then B down again, so the window continually flashes open and closed. if the time it is closed is great enough your fps will increase and the commands will be receive properly again, only sending B down B up once and getting you out of this never ending loop of frustration.
Re: [Oxyd] [0.15.17] Extreme performance loss in the blueprint menu
Posted: Thu Jul 06, 2017 8:18 pm
by distortions864
I routinely have servers with > 200 players in /p c.
I've actually taken to clearing them when they get really large.
(via /c remove_offline_players() )
If there is/could be a way to access a unix epoch, i would probably script it to auto-remove players with less than X amount of time played after X amount of inactivity.
It would probably have to get time from server, to prevent desync?
Maybe at script boot, make a global with a grab of server epoch... then we can just add ticks to it, to get "close enough".
I could probably hack it in... echo "epoch `date +%s`" | factorio