[MP] Extreme Network Spikes when disconnecting grids

Kuroshi shared this bug 5 years ago
Outdated

Playing on a dedicated server, I seperated a grid of mine in two pieces. This caused the entire grid to release steam and everything went off for a moment before it turned back on. This was clearly visible as the refinery modules turned red for a moment.

Here's a picture of my local client-side download spike:

/67f055db2f8f9a79aa3716c9bdd5823c

The spike is visible in SE a few seconds after it actually happens (it basically freezes my game during it). This is a screenshot of the ingame statistics I managed to take

/7c5ad586a538c0ec30139bc93826e1cb

Interestingly, Only I get this spike when disconnecting the grids ( It is, however, also server side). Someone standing next to me ingame did not experience any spike at all. After seperation, Both parts of the grid are static and connected to voxel

Here is the Grid (complete) that I was seperating.

https://steamcommunity.com/sharedfiles/filedetails/?id=1491725828

Could also be related to this bug: When the grids are connected and I try to access its inventory, my local Simspeed drops harshly

/3da8481437b4821fba6ddbea282b255d

The download spike that shows ingame is, however, in this case not visible in the task manager

Replies (3)

photo
1

IN GENERAL I've noticed that data packets are not properly throttled between server and client, momentarily pausing the server when the bandwidth is exceeded during said spikes. Data should be throttled more reasonably between server and client or perhaps some sort of send/receive check should happen in parallel. Either way, something could be done better here. It would be preferable for the client to suffer in this regard (similar to the "lag" experienced in games like Call of Duty) rather than the server, which affects everyone online.

photo
1

Hello,

I can't see the pictures. Could you reupload them? Also I don't really understand how is the blueprint supposed to work and how am I supposed to place it, could you explain it a bit? Does it also happen without mods?

Thank you.


Kind Regards

Keen Software House: QA Department

photo
2

Image 1: https://cdn.discordapp.com/attachments/477265396211384331/482699987516653568/unknown.pngImage 2: https://cdn.discordapp.com/attachments/477265396211384331/482710869441118229/unknown.png

Image 3: https://cdn.discordapp.com/attachments/477265396211384331/482698103862853632/unknown.png

Image 3 shows where I am separating my grid. place the grid anywhere, and separate it at about this spot


Here's an image of me seperating the grid in a new vanilla world (I currently don't have a vanilla DS available for this, so it's local) https://cdn.discordapp.com/attachments/477860164284710912/487720222959337472/unknown.png

The SIM slightly drops, although the grid complexity is vastly reduced since it has basically fallen apart since azimuth cargo containers were a large part of the conveyor network and are now gone. I recommend using the azimuth mod pack that i put in required items for reproducing because of this.

I'm afraid this bug is a bit hard to reproduce, as it appears to show up and go away even when nothing on the grid is changed after restarts, but it does happen often enough to larger grids that it is an issue, especially for the server


EDIT: Same grid as above, vanilla empty world, way harder hit on SIM on separation https://cdn.discordapp.com/attachments/477860164284710912/487726006849765394/unknown.png

photo
photo
1

Hello, Engineer!


Thank you for your feedback! Your topic has been added between considered issues.Please keep voting for the issue as it will help us to identify the most serious bugs.


We really appreciate your patience.


Kind Regards

Keen Software House: QA Department

Leave a Comment
 
Attach a file