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Recruiting the public's help for ArenaPvP Lag
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@MasterGberry
The problem may be caused by when someone dies, they do not press Respawn. I don't think that they are Teleported back to spawn while they are dead. I'm not 100% sure but there have been cases where I have seen dead players glitched in the arena where I am fighting and im guessing they are the previous people who were fighting on that map.
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The solution is Badlion Asia eZ
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MrStealYoFill wrote

Alright so first off I'm saying that this is just a random guess and I don't expect it to be this, but there is this "visual glitch" that occurs when you stay afk in the respawn screen after a builduhc match, where if you come back after being afk for a while you see about a million fishing lines from fishing rods around you. This might mean that these fishing lines are registered in some way maybe? Here's a screenshot from badlion tryhard of the visual glitch: https://twitter.com/BadlionTryHard/status/686211411089973248?s=09

How to recreate the glitch: go afk for about half an hour in the respawn menu screen after you die in a buildUHC match.
happened to me too
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THIS IS MY THEORY, I JUST CAME UP WITH AFTER LOOKING AT THE CHAT(OR WHATEVER IT IS):
I think that we should make more servers with less max amount(eg. 250). It's like lobbies on servers. It's why they have it. The more people there is on a lobby, the more lag there is. That's why when it's 3:00am EST lagspikes rarely happen. I would say the some kits are very complicated and there's always some hackers(no offense Badlion)hacking with whatever hacks he/she uses, or someone trying to destroy/place blocks when your not supposed to. Kits like no debuff aren't so bad since it's just a bunch of pots and effects with people hitting each other. Build? I think they just do. Or just people that spam chat every 3 seconds(Please don't change it, I'm just saying). If you're thinking about 2v2s, just make some 2v2 ArenaPvP server, and let people party in lobbies. Yeah, is this detailed enough?
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Huh this might be because of the amount of players badlion have + the spam in chat?
on eu there is like x10 more lag than on na
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We Should Seperate the Servers for less Lag for example Make a Seperate server for Soup like how the server did 8 months ago and make a seperate Arena Pvp and a seperate PotPvP or merge the potpvp and the souppvp
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There are too many blocks registered in the system. Too many being broken, placed, and thrown. The server lags because of the entities. Between block placement blocks are considered entities. When blocks are broken they are entities. When there are blocks sitting as entities it could lag the server due to the number of entities. Bigger groups of spleen and build uhc create more entities and it lags even more. The solution is every few seconds clear all entities and make room for more to come without having a huge quantity of entities. This is the solution. This is the answer. ~RobotzMan
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How far do chat logs go back @SmellyPenguin
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RobotzMan wrote

The solution is every few seconds clear all entities

But then my gapples disappear when I'm trying to give em to my teammate !!1!!
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xSpqcey wrote

@MasterGberry Okay, so if the 'actual lag cause' is too many chunk updates at once, and block kits in general, maybe you could slow down the Arena regen a little. Regenerating the Arenas places a lot of blocks, in a very short space of time, and on a lot of arenas at once. You can kind of think of it as WorldEdit, when doing a command like //set, or even //regen, it creates major lag on the server, even with decent RAM. So maybe you could try slowing down the Arenas by using a technique called 'ASync' (By the way, I don't know if you already use it?). There are various ways that ASync uses Memory more efficently, but you can see with this WorldEditAsync example (YouTube Link), that it builds/regenerates the blocks one part at a time. Although this would take longer, it could be a solution. You could also speed up the ASync/regen to the speeds that you want to regenrate at. The original plugin is available here: Spigot Link, and some of the source code is available here: GitHub Link .

Again, I don't know if you already use efficient ways of regenerating arenas, but either way, I guess it is worth taking a look at.

-Spacey.


The problem is it should not be doing 100k chunk updates :P It should be doing 20-50. Which is normal/fine. We already have code optimized to handle this. The issue is when someone glitches out and causes a 100k chunk update.
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go back to 750 people for each ArenaPVP server
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fybians wrote

go back to 750 people for each ArenaPVP server

no
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Whats up guys, I'm not even close to sloving this bug but I have noticed every time 4 players show up in an arena in Build UHC 1v1's, its on the same map every time. I'm not sure what this map is called, but Its the one with a giant tree in the middle with 2 hills on opposite corners and players starting in opposite corners with grass every where.

Also in attempt to slove this bug, I would like to know what the map rotation is for Build Uhc 1v1?


UPDATE:

This is the map.

https://imgur.com/PQodrB3
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My theory.

1. spam blocks/lava in multiple arenas at once. Creating your lag source. (Remember, 100's of people are doing this at the same time across servers).
2. Make one person kill the other in each arena at the same time. Causing multiple arenas to be reset at the same time.
3. Server attempts to reset all the water/lava/blocks placed as quick as possible. 100's of Arena's going through this every minute.
4.Server will freeze as it gets to much to handle sending new chunks and resetting the worlds at the same time.

How?

The theory that i have is when there are to many entities and matches ending at the same time, the server goes mentally haywire, causing a short/long lagspike. The reason for the 100k chunks loading is due to the fact that the server feels the need to get unnecessary chunks to load in because the server is requesting as many as possible to make the new maps to reset and load as fast as possible.

When a match of build UHC ends there is almost always blocks and lava/water to be reset. When over 500+ duels are happening at once(At peak time), there is bound to be multiple arenas finishing and reseting at the same time. Which sometimes gets to much for the server to handle.

NOTE

THIS CANNOT BE TESTED BY MYSELF DUE TO NOT BEING ABLE TO GET ENOUGH FRIENDS ONLINE AND NOT WANTING TO DISRUPT THE SERVER. BUT REMEMBER, IF THERE IS 5 DUELS FINISHING AT THE SAME TIME, TIMES THE CHUNKS BEING SENT BY 2-4.
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ItsPeel wrote

My theory.

1. spam blocks/lava in multiple arenas at once. Creating your lag source. (Remember, 100's of people are doing this at the same time across servers).
2. Make one person kill the other in each arena at the same time. Causing multiple arenas to be reset at the same time.
3. Server attempts to reset all the water/lava/blocks placed as quick as possible. 100's of Arena's going through this every minute.
4.Server will freeze as it gets to much to handle sending new chunks and resetting the worlds at the same time.

How?

The theory that i have is when there are to many entities and matches ending at the same time, the server goes mentally haywire, causing a short/long lagspike.

When a match of build UHC ends there is almost always blocks and lava/water to be reset. When over 500+ duels are happening at once(At peak time), there is bound to be multiple arenas finishing and reseting at the same time. Which sometimes gets to much for the server to handle.

NOTE

THIS CANNOT BE TESTED BY MYSELF DUE TO NOT BEING ABLE TO GET ENOUGH FRIENDS ONLINE AND NOT WANTING TO DISRUPT THE SERVER. BUT REMEMBER, IF THERE IS 5 DUELS FINISHING AT THE SAME TIME, TIMES THE CHUNKS BEING SENT BY 2-4.

Issue:
Arenas: 20-30 Chunks, Badlion can handle

Issue: There's a bug that loads 100,000 chunks. The issue isn't everyday fights
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Whats up guys, I'm not even close to sloving this bug but I have noticed every time 4 players show up in an arena in Build UHC 1v1's, its on the same map every time. I'm not sure what this map is called, but Its the one with a giant tree in the middle with 2 hills on opposite corners and players starting in opposite corners with grass every where.

Also in attempt to slove this bug, I would like to know what the map rotation is for Build Uhc 1v1?


UPDATE:

This is the map.

https://imgur.com/PQodrB3

Bump

@Archybot
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