Closed judos closed 2 months ago
Thanks for reporting!
I will try to get a server profiling report with spark in the following days. Need to ask admin first
That would be great! :-) Putting this issue on hold until then.
Ok managed to check it: wZGSnDsXqD.zip
The cause is definitely from IntegratedTunnels:
Inside the IntegratedTunnels part there is a lambda which causes some issues here:
We have setup a testing server where the savegame with issues is on. If you have any more questions about Blocks or Items we have at certain positions I can go check that out.
Thanks for looking at it.
@judos Do you have a URL to the spark log?
@rubensworks no, the url from spark didn't work, but we exported the data (see above zip file) this one you can drag & drop onto the field at https://spark.lucko.me/ That gave me the data as in the screenshot. Is that enough? Or is there something missing in that?
If necessary we could restart the testing server and keep the profiling running, while it is live the spark url worked I think.
spark is a performance profiler for Minecraft clients, servers, and proxies.
Aha, TIL that spark works like that :-)
@judos It looks like you have some kind of expensive export operation that is not able to exploit the indexes of the network. Could you let me know which exporters you have programmed on that network? (you could also check the ID network diagnostics to see which exporters are the most expensive TPS-wise)
Note to self:
Hmm I have many exporters on that network. How exactly do I check the ID network diagnostics to see which one is expensive? The exporters are mainly just exporting certain items or a short list of items, as I'm relatively new to the mod.
\integrateddynamics networkdiagnostics
That's a cool diagnostics you got there :) The component doesn't look special to me. Item Exporter exporting Wax + Charcoal into an already full Iron Chest.
Changed the chest to a normal vanilla Wooden Chest. Still changes between 7ms and 15ms just to export items into a full chest.
Does that help you to reproduce the issue?
Further settings: Channel 0 round-robin: False blacklist: False Transfer rate 64 Item Slot -1 Passive interaction: True Check Stack Size: False Check NBT: False
Changing to only fill into Slot 0 reduces time usage significantly. But this shouldn't be a requirement.
Changing to a Variable Card with only Item Charcoal or Item Wax uses 0.04ms. So something in the code when using a Type List with multiple Items is causing issues.
Note to self:
Problem is that IngredientPredicateItemStackList
can not make use of matchflags-based indexes.
Let's extend IngredientPredicate
so that it accepts a disjunctive list of ingredients on which matchflags can be applied.
Then we'll have to do some looping in the ingredient movement logic.
Change in 1.18 and above.
Issue type:
Short description:
I placed 8 additional chests with item interfaces to extend my storage network, then I noticed massive tick lag. When I remove the item interfaces the lag is gone again.
Steps to reproduce the problem:
This is what we have on a server basically. Testing on SP didn't seem so easy to reproduce. Is there performence issue when certain items are in the system?
I will try to get a server profiling report with spark in the following days. Need to ask admin first
Versions:
Profiler output:
Client side reports:
2024-02-27_23_23_29-Picard-1_20_1 without chest interfaces.zip
2024-02-27_23_26_26-Picard-1_20_1 without chest interfaces.zip
![2024-02-27_23 18 27](https://github.com/CyclopsMC/IntegratedTunnels/assets/5525810/938dc48d-71db-4856-8002-58ba3fdc898f)