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BenjaminAmos avatar BenjaminAmos commented on August 23, 2024 1

Reducing the number of chunk threads appears to help with AbstractStorageManager::loadCompressedChunk.

LocalChunkProvider::processReadyChunk (per-chunk) behaves somewhat unpredictably in terms of performance. At times, a single call can take up to 150ms. At other times, the runtime is negligible.

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BenjaminAmos avatar BenjaminAmos commented on August 23, 2024

These methods appear to be consuming significant quantities of time (these are the highest execution times recorded). Results may be skewed by threading or other interruptions (such as GC collections).

Method Max Duration (ms)
AbstractStorageManager::loadCompressedChunk 595
LocalChunkProvider::processReadyChunk (for all chunks) 379
rendering/CoreRendering:worldReflectionNode 291
rendering/CoreRendering:opaqueObjectsNode (MeshRenderer) 165
LocalChunkProvider::loadChunkStore 106
GameThread::processWaitingProcesses 42

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BenjaminAmos avatar BenjaminAmos commented on August 23, 2024

VoxelWorldSystem::onNewChunk is also quite expensive to run, it would appear.

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jdrueckert avatar jdrueckert commented on August 23, 2024

@BenjaminAmos Added the 10 longest per-call duration finds (with move than 1000 calls) of the trace to the issue description.

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jdrueckert avatar jdrueckert commented on August 23, 2024

During today's playtest, we identified a few areas to look into in more detail:

  • ServerCharacterPredictionSystem - claiming to have "Received too much input"
  • CharacterSystem - claiming that "Player xyz seems to have cheated: It stated that it performed an action from ... but the predicted position is ..."
  • LocalChunkProvider and friends - stalling until flushing something, claiming "Chunk processing took too long this tick"
  • ChunkEventErrorLogger - claiming "Multiple laods of chunk ..." in client logs

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