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Dropped Item entities gradually increase if showoff item is enabled #37
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Um, the lifetime of these entities are set to the maximum amount of time so they should never be cleaned up by Paper.
what dropped item counter??
Not true. Dropped items are the least expensive entity, and even more so with inactive ticking. Please paste a link of |
Sorry for my late reply. I am trying to reproduce it but it didn't occure since now.
Yes that is what i have seen.
i meant the tab of the timings where u can view what entities are in each world. Especially one world and around one location it was like 100k+ dropped items where i didn't found any dropped items. Apparently i managed to get some results. I was testing another tool than the inbuild timings to get more accurate results. These below may help. |
Your links were messed up; I just fixed them. Just paste them in next time. |
I guess you have a lot of chests being opened and closed? Not really sure, will need to take a closer look but it just seems it's often being asked to update the items above the shop, which only happens when players interact with a chest. |
Hmm, actually it could be the thing that checks for shops on chunk load. I guess there are a lot of places around your world that consist of "shop blocks" (blocks that can be used as shops in the config) so it's checking to see if any of those blocks in that chunk is a shop. Are there any particular places or areas that contain a lot of chests (or shop-related blocks)? |
Indeed there are a lot of shop blocks around the area i mentioned. There is a an user area where they can build their shops. i would guess couple houndreds of shop blocks are in there.
There was not more than one player refilling his chests. Does autorefilling with minecarts and hoppers count as well? |
Idk if those trigger InventoryOpenEvent, which iirc that's what I'm watching. But if those minecarts/hoppers are constantly causing chunk loads that's an issue too. |
The easy solution (and preferred if this is what's happening anyways) is to keep those chunks loaded if they're often being loaded and unloaded. I'll try to de-anonymize those classes so it's easier to tell which task is being expensive in timings |
If the minecarts and hoppers would cause chunk loads it would have been noticeable in the timings. But the loaded chunks are staying constant throughout that lagg spike. |
I don't see any lag spikes in your timings... and the only time I'd see lag spikes would be shortly after a chunk load. |
The task is scheduled to run after a chunk load, so it isn't going to show up in timings because the logic is not running during the chunk load. I believe if you drill down in the timings under that task you can see that the handler for chunk load is the first item that appears, iirc. |
i will try to keep those chunks loaded and make a similiar timing. nevertheless before i do that i just noticed the current one. Just to confirm it comes from chunk loading and the showoffitems of the shops i captured this timing below. My spark capture was apparently to late because i just joined and noticed it. |
So i did follow your suggestion to keep these chunks loaded but it doesn't seem to help resolving that issue. I kept the server running for almost 5 days now and the spikes are even getting bigger. Strangely spark isn't able to collect data somehow but the timings are logging something. Do you think it is another problem? |
Disabling the item showoff option in the config is a valid workaround to reduce the issue. |
I'd still like to address this. I haven't been able to do any testing myself because my server's currently broken (and I can't find the plugin that's causing logins to be denied atm). I'm going to add debugging to this, just haven't had time to look at it quite yet. |
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idk if debugging is in here for this, but go ahead and enable it. When it happens paste the log here via gist. |
Hi,
i noticed throughout the time that the paper autoremoval function wants to remove the hovering chest items but it doesn't let it so the dropped item counter increases and if it reaches a massive amount it is noticeable for players and the timings itself.
I don't really have a logfile since i can't track it down with the logs but i could say the reproduction steps for this issue can be:
any thoughts on this one?
Kind regards,
Sylensky
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