Hey Folks,
Im not sure if im the only guy with this Problem...
Im running my Server with a save Intervall of 1 Min.
I can see how Long it takes till my Server Safes the file. Normally it takes about 0,7 seconds...
But after some time the time gets higher what means the Server starts to lagg. I m already on 4 seconds right now, and if it reaches 12 seconds ist kinda impossible to Play. I restart the Server then and it is fine again. But yeah it seems that the last build fucked something or a plugin is cuzing it but i chgecked all logs and cant find anything that does the lagg.
Im alone with this?
Server lag when saving
Discussion in 'Rust Discussion' started by CHR, Apr 11, 2015.
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31 plugins installed on my server and I start to get lag after 50k entities.
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Plugin database usually save on server save also, so bigger the databases are longer it Will take.
Saving every minute isn't à good thing ^^
As for the increase in time, no idea why -
Found out what cuzing it. It AI.handler. If I'm correct it's the pathfinding of animals. Or their movement I know I can deactivate it. But don't know how.
It's fine to save every min. This does not take any performance but ur right it's kinda paranoid to do it every min.
So oxide Ai.Handlercycle. give me some help -
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Hi everyone! I have the same problem (lag all during all the they and yesterday as well) but I can't see any message in the console. It's not the memory of my host and it's not a problem with the conection so I guess that maybe it's for some plugins. I running my server with 18 plugins:
- StackSizes - Save
- RotAG-Groups - notifier
- m-Time - m-RustBanSaver
- m-Godmode - m-GatherRate
- m-CraftingRate - Kits
- InventoryViewer - helptext
- deathnotes - chathandler
- authlevel
Also I used RemoverTool but I uninstalled it today due to the lag and I wasn't sure about that plugin. I have 87000 entities so this shouldn't be the error neither.
Thanks ^^ -
Wulf Community Admin
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In the console appears this error now:
Code:[Oxide] 6:32 PM [Error] Failed to call hook 'OnEntityDeath' on plugin 'Death Notes' (MissingMemberException: 'Barricade' object has no attribute 'displayName') [Oxide] 6:32 PM [Debug] at IronPython.Runtime.Binding.PythonGetMemberBinder/FastErrorGet`1<object>.GetError (System.Runtime.CompilerServices.CallSite,object,IronPython.Runtime.CodeContext) <0x00137> at System.Dynamic.UpdateDelegates.UpdateAndExecute2<object, IronPython.Runtime.CodeContext, object> (System.Runtime.CompilerServices.CallSite,object,IronPython.Runtime.CodeContext) <0x0019c> at (wrapper dynamic-method) object.CallSite.Target (System.Runtime.CompilerServices.Closure,System.Runtime.CompilerServices.CallSite,object,IronPython.Runtime.CodeContext) <0x0010d> at (wrapper dynamic-method) object.player_death$29 (System.Runtime.CompilerServices.Closure,IronPython.Runtime.PythonFunction,object,object,object) <0x02852>
Sorry for my english, I try my best.
PD: what happens if I disabled the AI?? I found now a problem like that: TimeWarning: AIHandler.Cycle took 1.00 seconds (999ms)Last edited by a moderator: Apr 12, 2015 -
Wulf Community Admin
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I checked my logwarning and I saw the ai problem that the other user was explaining, I read the commands that mughisi with him but I don't know what will happen if I disabled the AI. There are users in my server that are telling me that the animals movements are more rare than normal, that some of then look like traps in the terrain..
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TimeWarning: AIHandler.Cycle took 1.04 seconds (1040ms)
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Well I think the build is just broken. I really don't know what to do.
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well i guess they fucked the ai thinking again ^^
ai.move false
ai.think false
until they optimize the AI movements again -
Okay this won't change the spawn of animals just the movement. If I'm right? I will do it!