#How to reduce lags on modded MP server?

63 messages · Page 1 of 1 (latest)

sullen kelp
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We are running a hosted, modded MP-Server for some months now with 10-20 active Players online the same time without any Problems.
Nearly an ingame-year has passed so far.
But recently, a week ago, it started to be really laggy, especially while driving cars but also when you are staying in the same chunk doing literally nothing.
Are there any world-effects like blooming, growing trees or similar known to cause this?
Or maybe heavy farming crops?
There were no additional Mods added or changed, the only real thing that changed was the season ingame when it became spring.

The logs show nothing, the server is restarted every 3 hours and is using only 2% CPU and 24 GB RAM at max before (has a lot of capacity left) and even less after every restart.
I thought about removing all Zombies earlier just to see if there is any effect #1225599533858426983 message
Is deleting the zpop_*.bin files the proper way or can this cause any other problems?

And are there any other tips/ideas what can cause the server to lag out of a sudden?

last veldt
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Can you describe "laggy"?

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You mean you have low FPS or your ping spikes?

sullen kelp
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Ping is constantly 13ms, but it seems that FPS are massivly dropping

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@last veldt

last veldt
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FPS has absolutely nothing to do with the server or its hardware

sullen kelp
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Hm, I have checked now and FPS are around 90, so it is not FPS dropping...for me it looks like a syncing-problem.

last veldt
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Can you elaborate on what you mean by that?

sullen kelp
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As I said, maybe the blooming (growing trees & crops on the fields) or a larger amount of Zombies?

last veldt
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I was asking what kind of issue you have and if you can elaborate on it

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Since you said you have 90fps, which means you do not have any issue with the client. You mentioned it being a syncing problem, but I do not understand what kind of syncing issue you have with the trees, since you did not explain it

sullen kelp
# last veldt Since you said you have 90fps, which means you do not have any issue with the cl...

Ah, I think we misunderstood each other.
I was asking IF it could be a sync-issue, because the only thing on the server that has changed is the Ingame-Season.
Directly thereafter ALL players started to get massive lags (like all other players & zombies disappearing for up to 5 sec every few minutes, world not loading during driving etc.)
My thinking was that it MAYBE has to do something with growing trees & crops, because of the spring OR if it can also be related to the Z-Population and if "resetting" the Zombies would be worth a try.

last veldt
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I do not think so

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Do your players have any issue right now?

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Since you said "directly thereafter" the supposed season change

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Meaning it is no longer happening

sullen kelp
last veldt
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So from your description, it would mainly be a connection issue, what is the ping of the players this happens to?

sullen kelp
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Same as for me, all have a quite low ping < 30ms

last veldt
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When you sit in a vehicle alone and drive forward, you instantly get the world not loading?

sullen kelp
last veldt
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Interesting, can you screenshot your Admin > Show Statistics screen?

sullen kelp
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My second thought was the Zombies, since there are these "unauthorized"...

last veldt
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All seems fine with the server

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Unauthorized does not mean problematic

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You said no mods "changed", did you check your mod list for updates?

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What mods do you have?

sullen kelp
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Yes, that is the reason, why I am confused and seeking help ^^

sullen kelp
# last veldt What mods do you have?

We are running more than 200 Mods, but nearly all right from the start.
The only mod that has been added within the last 30 days was additional Music-Files for the Lifestyle-Mod

sullen kelp
last veldt
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Sicne you said mods are up to date

sullen kelp
# last veldt Sicne you said mods are up to date

Hm, now that you say it...it seems that "Simon MDs Tiles" is no longer on Steam Workshop o.O
Others that have been updated within the last 30 days are:

  • fhqwhgads' Vehicle Pack - The Motorious Zone
  • TryHonesty's Tiles
  • Search Players For Weapons
  • that DAMN Library & one referring Car-Mod
  • Expanded Helicopter Events
  • Standing Items 1.15 : Now fully translated (and more)!
  • True Lockable Interior
  • Wallpapers and More Paint Options
last veldt
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Those are quite heavy mods, usually the issues you are describing can be caused by frequent map loading checks

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Mainly the helicopter event mod, I am not expert but it is quite an extensive mod

sullen kelp
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Hm, but the frequency should not have increased...
Can you tell me what kind of action/mod/whatever usually performs these kind of checks?
We have some Mods like "Wandering Zombies", "Custom Zombies" etc, are those triggering the check as well?

sullen kelp
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Because we have a lot of Zombies that are roaming the forests and I have a feeling that it might be them.

last veldt
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Anything that has to check an area for its function to work

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Helicopter events obviously need to do that

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A mod that adds new crafting recipes does not

vagrant knot
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Some mods accumulate data over the long period (in fact, I think many mods abuse mod data) and these accumulated data can lead to longer processing time for these mods. It would be helpful if you provide a spreadsheet of your mods, so maybe I can compare your's to mine and my past experience, to see if you using mods that will degrade server performance in long run. While at it, do provide your server spec so to exclude possibility of cpu single thread bottleneck.

sullen kelp
vagrant knot
sullen kelp
# vagrant knot That isn't useful.

Well, it is a professionally hosted Server, in a modern Datacenter...and the CPU never ever goes above 4%...so I'm pretty sure that CPU is definitely not the bottleneck.

vagrant knot
sullen kelp
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Intel Xeon Platinum 8268 processor (24 cores) 🤷‍♂️

last veldt
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The point is that it is not a problem with the server or with the hardware. But the underlying mods slowing down the loading.

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As you described yourself, the cpu is barely used.

vagrant knot
last veldt
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It should honestly not be a CPU issue, though you can check your task manager or other CPU monitor to see the single core usage to see if any single core is maxed out

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But PZ should not hit a single core that hard

vagrant knot
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But the mods are lua and lua is single thread. If there are mods that do processing and a lot of processing, be it because it is unoptimized where it using excessive loops or due to bloated mod data thus having to go through a lot more of it as the game accumulate, regardless everything will choke there if the CPU cannot process it fast enough.

sullen kelp
vagrant knot
sullen kelp
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Hm, which mods store/accumulate data even after a restart every 3 hours without having a database or without a massively growing backup?

vagrant knot
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These mod data are saved, they don't disappear when you restart. They are akin to your items that acculumate over time as your players hoard them. They also won't disappear when you remove your mods but removing the mods will at least remove the script that is processing these data. Like I have said, it will be useful if you show your list of mods. Otherwise, you could do your own troubleshooting by half half your mods to single it out.

https://ljackso.medium.com/half-splitting-applying-a-troubleshooting-technique-to-debugging-code-6a0578d1833c#:~:text=This is the basic idea,occurs after but not before.

sullen kelp
vagrant knot
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Unless you go through the codes, you won't exactly know what it does though some mods do recommend certain sandbox settings for MP but these mods are few in between. Guessing is really a hit and miss.

sullen kelp
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Well, resetting all Zombies turned out to be not the Solution for this…Unfortunately.

sullen kelp
sullen kelp
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Is there a way to clear Moddata?
And does it matter if there are many small LUA scripts instead of one „big“ one?