Whenever I open MnS GUIs for more than a moment my ping starts to spike, then very slowly go back down. Depending on the GUI it spikes more (like talents spikes me a ton). This seems to occasionally happen for other mod GUIs too. This is a fresh instance on a fresh private server, and seems to only be happening to me. Any other info available on request as well.
#Ping Spike with Mine and Slash GUI
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that's because everytime you open talent tree, fancy menu will dump tons of error message to your latest.log. As for now I still can't find a way to fix it.
but if you really mean "ping spike", this is not the answer. Log spam will not affect your ping
It is an actual ping spike, player list shows me go from 60ms to over 4k if left long enough, which then slowly drops down over time
prob just your network problem
A network problem that ONLY happens when I open a specific set of menus, and absolutely nothing else?
WHich the network would have 0 way of knowing what menus I was opening?
same stuff started happens to me and my friends. We are sitting in discord watching yt, doing basic stuff but in game we have 3k sometimes 9k ping. It started happening after switching to newest version.
only when opening MnS gui
If I had to guess, might be related to getting MnS info from the server since it is pretty specific to that set of guis
rn it's gotten worse and we can't play the pack anymore. Like whenever we try to alloce point our ping skyrocket and needs few min to go down
Yeah it is especially rough on the talent tree, skill trees a bit less for me usually though
@quiet ivy have you done any changes from 0.9.5 to 1.0.5? I've tested the talent tree in dev but it doesn't spam log.
this only happen on cte2
The ping spike indeed is here and it's very strange. Maybe for me it's something different but sometimes it's just impossible to play due to skyrocketed ping
But nice catch with the log, gonna take a look why it's doing this
Likely culprit is modern UI or fancymenu. Lots of changes tbh between those version, I don't remember off the top of my head
Either of those able to be disabled safely without dunking a ton of stuff or are they HEAVILY integrated?
Our log is full of errors because FancyMenu is unable to work with widgets with negative coordinates.
I asked them if this is intended or just a bug, let's wait for an answer
https://github.com/Keksuccino/FancyMenu/pull/1225
ok now i know why cuz if Y is negative then the result string is not a number...
but if we have the situation like this, it still will clash the id
and this
uh the talent tree is too conplicated that edge case could be normal...
You can remove them, and if youre able to determine which of them causes the ping spike it would be really helpful for me!
FancyMenu code is well made, so you will never have id clash, don't worry about that. This makes sure they all are unique https://github.com/Keksuccino/FancyMenu/blob/v3-1.20.1-3.6.0/common%2Fsrc%2Fmain%2Fjava%2Fde%2Fkeksuccino%2Ffancymenu%2Fcustomization%2Fwidget%2FScreenWidgetDiscoverer.java#L116
This is the same version but with support of negative widget IDs. Can you try and let me know if it any better for you?
At least log spam is gone
To install move out of mods folder existing FancyMenu mod and put this one instead
Will give it a try in a bit when I can hop on
So it made the talent tree load faster which is nice, but ping still spiked
Are you 100% positive it happens only with GUI?
Before, just doing stuff, opening refined storage, backpacks etc
After doing some gui stuff spiked a little but currently isnt spiking as much as it did when I had a new point to spend, interesting
Very interesting actually, used respec pots to get some points back to respend and so far has been fine, however when I had a completely new point to spend for both it spiked like mad. Lemme kill a couple mobs real quick to level and see if it happens again
Hmm there was a noticable lag for a moment before it would assign the new point in the talent tree, but didnt spike this time. That is strange af
Ooh there is a new one, started spiking this time when I tried to open the skill hotbar
isnt as large of a spike but still a very noticable one, also the hotbar was delayed a few seconds before actually opening
It kept increasing even while typing that last message
So as the ping decreases, there is still a noticable lag time to open the skill hotbar, but ping hasnt increased again (yet at least). Maybe it has to do with the initial load for a tab each session? Gonna re-open the game and test each one again real quick
So restarted game then opened talents, made a change with 1 of my respec points (took awhile), and it spiked. So yeah I think it may have to do with the initial loading for a tab now, seems once it has loaded once it doesnt spike again but initial load (potentially with changes during that load) spikes it
Also happened if I clicked a skill in the spells panel without points to spend, the error log message for no points took a few seconds to show up then ping spiked
Subsequent attempts to do the same thing the error came up near immediately rather than delayed
So after those various tests, yeah pretty positive it is only with the GUI, but it seems like it is related to each tabs initial loading, and potentially logging for them as well
Ah nope spiked again after trying to click a skill with no skill points after it eventually lowered again
It being ping related I am expecting it is likely an issue with syncing the gui and the player state from the server since the gui wouldnt be handled serverside, but the trigger for the issue is a client side action that should be changing server side state
Theoretically you can also install spark, start profiler, make ping skyrocket, stop profiler and send it here. Possibly it would contain something useful
https://www.curseforge.com/minecraft/mc-mods/spark
Sure, can try that in a bit once I am back at home
Does spark work clientside only or need to get it up on the server too? Also I remember seeing prism has a few profiler options so may check those out too
It works client side, yeah
Ok cool
clicked a skill twice to get the delayed error, and unspecced + respecced a single talent tree point and ping spiked. Skill error was still delayed
Hmm spark says spiked at 4.8 gb of memory, have a full 8gb allocated for the jvm at the moment
Compare yours with mine https://spark.lucko.me/ufQIeyRiuz
From the first glance your hardware and installed libraries just take more time to render all gui
Example 1: drawing curious slots dlovin.inventoryhud.gui.renderers.CuriosRenderer.render()takes my game 69ms while yours is taking 600ms
Example 2: opengl library com.mojang.blaze3d.vertex.VertexBuffer.drawWithShader() takes my game 36 ms while yours is taking 1180ms
I have no recommendations here, just interesting observations
Yeah did notice the curios menu taking a bit longer to render, which while odd wasnt causing a 2-5k ping spike xD
mesa might have a funky opengl implementation going on for the second one, but not 100% sure there. Im on linux so when it comes to stuff like drivers it can be a much weirder thing, but yeah rendering issues havent been causing ping spikes
I just noticed our thread have different duration, that's probably why render timing are different too. Question is should be there x10 render difference to x5 difference in thread duration
linux vs windows scheduling can be wonky
Actually, let's pray and summon someone who really knows, if you even go in the right direction
@low totem , hi, do you know if it even possible for GUI to cause ping spikes?
IF it was somehow related to the rendering, my guess would be that somewhere in the render call it is updating the stats for some reason, instead of updating the stats THEN rendering with a cached value of it
to not suddenly make rendering tied to server-client interaction
You can go through all these nodes in that tree manually, maybe something will catch you eye
Havent fully used spark before, where is the call tree? At the moment mostly just seeing stats based on time rather than order
Hmm even without finding that though, this looks like it was ONLY tracking the renderer when it is purely clientside, guessing would need serverside to also get other info?
Press "All" at the most top row of buttons.
But yeah, first time using spark too, either client-server is not there or it's very light and hidden in depths
Ok found that some, I am not seeing the numbers you are for my render times
like this you said was showing as 1180ms for me?
Ah wait diff call to it, lemme look for that
Pretty sure we are looking at different parts of the tree, but I really didn't noticed self: 4 ms there, so it probably fine
Did find the curios one, but looks like it is lazy loading something, interesting
Yeah the self sections are showing render time, the total times I am pretty sure is just how long the window was rendered
Like I had the skill screen up for a few seconds total during the minute or so this profiled, which makes sense for the numbers shown
But yeah since spark is showing only renderer stuff it looks like, and this all looks more or less as Id expect, I am pretty condfident it wouldnt be related to the rendering side of the gui but the data updating/access side
Yeah, interesting to see if there is already something to profile such inner logic
prism has profilers as well so may try one of those and see if it gets more than the renderer
Yea, to export all threads you can try /sparkc profiler start --thread * --not-combined https://spark.lucko.me/ALj73OThtM
Cool, will give that a shot before the prism ones as well then
took a few tries for it to trigger this time, thats odd but did still happen
Highest time per tick label is prob more useful than % it looks like
@frozen warren @jolly flower are both of you on linux by chance?
Is your game still on? Can you add --only-ticks-over 100 to spark command?
Maybe okay-ish ticks ease the delay of those ticks where you ping goes up
sure can reboot it and do another with that
hmm I did 100 with --not-combined but seems like it is still combining some of them for some reason
Was it lagging this time? Just to be sure
Yeah, around the 1 minute to the end moment
I stop the profiler once the lag shows up
something like that should be around when the ping visually increased significantly, had a couple spikes during the whole thing just not the big one yet
this one stands out a little
Which if it is that, could be a race condition T_T
Servery Are on Linux based conteiner system on our host
I can set up it as well so we have more data maybe from more servers.
Btw what I experience is a bit different with more variables bcs it happen only to ppl that already have a higher ping (but constant if afk) recorded a session of 3,5h when afk with no ping spikes
But to players with ok ping the issue doesn't exist but to players that have 50-100 ping there are spikes to the 10 thousands
And .. I have servers in Amsterdam in the main data center that has best continental connection. Probably same datacenter for other known games so the state should be stable
Huh, that is strange. Doesnt sound like it is quite the same issue though o_O unless it is happening to people that are opening the gui specifically
I can maybe pop up firewall on stick to the VPS so it goes thru something like opensense so I can log packets so we get direct traffic information
Situation is also flipped for my setup at least, server is on a friends extra windows pc, im running linux though. I am the only one with this issue so far though
Could def be a possibility!
I tested it with him and we saw connection with the menus opening mainly when mine and slash was happening and player is directly loading the (show me what you doing menu)
Maybe try to run VM of windows with mc and see if the issue is persistent?
And if possible install Wireshark and log the MC APP
I think the direct packets would be helpful
Maybe I am a bad reader, but did you find a solution to these spikes? Have same issue and connection is stable only in the night, lol
Currently dont have a windows vm set up or I would. Part of why I was asking you and Deka if you were on linux or not. That said, it should functionally be about the same since that is the entire point of Java, running on the JVM to enable cross-compatibility
No I'm looking into the issues bcs it bothers me. Sry for bad readability English isn't my first language ๐ .
Yeah, haha, this issue is really pain in the ass
I may just dive into the repo directly to see if my theory is right xD do you know which mod (or mods at this point) handle the MnS gui? I know Advanced Teams at least expands it, dunno if there is something else managing it nowadays
Ok that is true but! Big But! I thing java VMs use difrent drivers to connect to the main hardware on Linux and windows not sure but from different virtualization it is usually the case
And Linux used to be rly bad with some relatek drivers like real bad
It's MnS who create the menu and FancyMenu that provides api for that
Fair, definitely could be possible. I gotta track down a windows iso if I am gonna do that though xD hopefully Deka is on windows so I know it isnt a linux issue. It sounded like only some on your server are having issues though so it b eing a linux based server isnt causing it for all
I have friend that I met on canceled server and I hate it when stuff doesn't work I work in IT at local data center but I'm not like expert but I do related stuff and this is making my head hurt ...
Ah ok, so sounds like I gotta dig into both then, heck
Still Mahj's fork or is it using a diff fork now?
Does Mahj has fork?
Had one as of a few years ago, looks like a diff one then since that fork is VERY inactive lol
Pretty sure they use official one
Looks like it based on relations for the pack
Tbh the 1.0 mod updates broke kidna a lot huh ๐
Are you sure it is FancyMenu for that? This is looking like it is primarily for the main menu on game launch and isnt listed as a dependent for MnS
Btw did you play before update 1.0? So we know if it happened before 1.0 might be able to track it down closely to updated mods etc..
Just curious, is it a lot of work to understand if you have a packet loss?
Yeah I have played a bunch in general, it is definitely something that is post 1.0
What you mean, the thing is packet loss is kinda hard to identify you have to have release and catch programs that check if this packet is send and received
Im not sure now if it can be caught only on client I usually don't dig into stuff that is heavily effected by packet loss, doesn't matter in cashed style apps
Ok so we might wanna check what mods where updated to newer versions then
So we can thin down the mods we have to check then check dependencies and we might get closer
It seemingly only happens for the Mine and Slash GUI for me which is why I am pretty positive it is that
I run some sessions of mtr command from Hypixel, lol, and it says I have 40% packet loss during daytime
Actually, you can debug your game with IDEA and see if there are any delays
Could attempt that, gotta grab Idea first though xD I am a neovim guy, I tend to manually debug stuff still ๐ lol
And now, during night, there is 0% packet loss, lol
So skimming stuff at the moment and the skill gem panel being one of the ones that tends to lag a bit had me looking here https://github.com/RobertSkalko/Mine-And-Slash-Rework/blob/1.20-Forge/src/main/java/com/robertx22/mine_and_slash/gui/screens/OpenSkillGems.java
idea is very convinient in terms of doing things on the fly
and it does look like this is one of the few places it sends a packet to the server
For sure, I just like having a single editor set up for everything especially one that functions via terminal ๐ so I tend to not grab many full blown ides anymore
https://github.com/RobertSkalko/Library-of-Exile-Rework/blob/75da71850dd34924a9d12b64fa5894eff68b9e63/src/main/java/com/robertx22/library_of_exile/main/Packets.java#L42 I believe this right here may be our problem child function xD
All 3 things that I have done that seemed to cause that ping spike (trying to add a skill, opening the skill gems menu, or modifying talents) all call Packets.sendToServer with specific new packets for each of those actions
https://github.com/RobertSkalko/Mine-And-Slash-Rework/blob/cff80c4960061aebcf40e81a7b86b8db84b2344f/src/main/java/com/robertx22/mine_and_slash/gui/screens/spell/LearnClassPointButton.java#L54 for spell learn, https://github.com/RobertSkalko/Mine-And-Slash-Rework/blob/cff80c4960061aebcf40e81a7b86b8db84b2344f/src/main/java/com/robertx22/mine_and_slash/gui/screens/OpenSkillGems.java#L18 for gem menu, and https://github.com/RobertSkalko/Mine-And-Slash-Rework/blob/cff80c4960061aebcf40e81a7b86b8db84b2344f/src/main/java/com/robertx22/mine_and_slash/gui/screens/skill_tree/buttons/PerkButton.java#L131 for the talent tree selection
Yeah, imagine how cool it would be to be able to build whole flamegraph for the game 
Should in theory be doable in SP I think since it starts a local server, so if monitoring the entire process and its children would be possible there
Curious if you would have same issue on a local server
Can boot up an sp world and see in a few
Would be kind of surprised if so though since if it IS a packet issue getting packet loss on a local server would be... worrying
But it would be approximately 999 times better if you will have issue on a local server than not
Works fine in SP, gonna join a rando public real quick and just see if it lags out there too
well, not really rando but one of the official pubs xD
Yup, happens on the official servers too
So we do know that the client 100% IS sending packets for these specific requests, and I think spark tracked that
Yeah, looked like it was 0% lost, but I am wondering if they were delayed by something happening serverside maybe
and here is the correct interface xD so there is definitely more incoming (spark does specify it is system level logging though not just MC)
So this is the function that handles allocating or removing points from talents, which is one of the things that seems to be able to cause the spike (not always though, I think it might be due to how fast you can edit it which is related to my thought), which does end with it trying to sync the new player state as I originally expected.
HOWEVER this one is what happens when opening the skill gem menu which MUCH more consistently causes the issue, so I am kind of thinking it might have to do with the player loading manybe since that seems to be the main thing in common between these
Which is also shared by the trying to learn a skill packet, where trying to use points you dont have could potentially cause it to happen if you tried a few times, which again is wanting to load the player
So if I am right and it is ctx.getPlayer() causing issues since it is that specific call cropping up repeatedly, that function is causing issues particularly if it is called frequently, and it is called repeatedly in each of these functions. Potential easy fix would be to just call it once at the start of the received function and reference the player that way, which could at least alleviate some of the calls but not sure if that alone is enough to fix it
Are all the functions synchronous and do they use like asynchronous task burgers etc I'm not that into coding but might be related to some queues and waittimes before sending data
Not entirely sure, thinking we probably need to get Robert in on this tbh since the problem seems to be in his library mod that sets up the rest of his stuff
Out of my scope of work, take me with a shaker of salt just throwing stuff out
Nah you are on the right track I think, you also were with the packet idea
I just dunno much about how minecraft handles packets in general, networking is out of my wheel house a bit which is part of why I was saying we may need Robert lol but best as I can tell it is all coming down to the ExilePacketContext he has here
Which then does stuff related to forge and mc networking that I dont quite know
Bcs usually I remember that some issues where caused by synchronous tasks if they where deleted and the main queue should be asynchronous so it can be independent but some stuff might not work bcs the order of stuff send and received has to align by order
Ah shit. If I am getting this right, it might be a damn forge issue >_>
Some stuff that matters for sure yeah, just not so sure about in this exact case
Yep
Uh and we got forge update in 1.0
Can we check if there are reports on forge with others experiencing this ?
So looks like this is the most recent forge version, cant really test against a server if I change forge versions to test though
Also slightly curious as to why actual forge instead of neoforge at this point but that is a diff thing all together lol
Ye neoforge would be nice ...
Not seeing anything in forge's issues that would seem related. Yeah think we need Robert at this point, and/or consideration for neoforge potentially (havent been following closely on how much they have diverged at this point though)
Well a lot I think XD it would take a lot to try to make it work with neoforge now
Ah there arent any 1.20.1 neoforge versions, rip
So no options then. Not sure if it is a forge issue or a diff issue within Robert's library mod I am not finding so far
I think it might be more of parsing issues maybe that sometimes there is an error or something (would be classic) do they have try catch or order error prevention method on there ?
Bc I think if it was pure packet loss etc you would disconnect or experience ruberbanding or other related issues, but this seems to be just delayed expected packets that are stuck somewhere in the void ๐ค
Yeah, like i was saying I think it is just delayed not actually lost, and yeah there are try catches for most of these at least at some level
It has just gotten to the point where it is now using forge and mc networking stuff which I am not familiar with at all xD
Well time to do the scathi shit tody toda
https://jabelarminecraft.blogspot.com/p/minecraft-forge.html?m=1
Some old but golden info ๐
Consider Using The EntityDataManager (Previouslyย DataWatcher) Where Appropriate Before going through the effort of making custom packet...
@quiet ivy about Fancy Menu, I was talking about this where it dumps tons of error messages when you open Skill Tree.
We created an issue, so hopefully we will get a fix one day https://github.com/Keksuccino/FancyMenu/issues/1226
ah thanks
yeah i saw this
you just replied to my red string thing so i was a bit confused
but yeah ideally same update
Is Robert in this disc or think Ill need to make an issue?
Yea, he is here as well
Wanna ping him? ๐ I dunno which is the right one, and would like to get his input ideally
@silk lagoon hi, we've been searching for a reason to ping spike when, much likely, opening MnS GUI and would appreciate any your feedback on this
Tyty
Yeah if you end up reviewing this post, basically everything I could find pointed to something happening with MnS packets so it is either at that point of something within forge from there
But what happening with packets? Did you find something out?
Wasn't seeing what was specifically happening to them, wasnt seeing any packet loss, but like I was saying it seemed like they were getting significantly delayed
no clue, my only idea was that im doing something bad with packets, like not using the correct queue method
hm
i might not be clicking release
try this jar on both server and client
Will do
Still spiked, but not as high at the moment at least
Seems to be behaving a little bit better after that initial spike though so far, will keep futzing with stuff to see if it spikes further
Yeah still spikes in general it seems. Gonna let ping move back down and see if it spikes hard again same session though, since it is seeming like that is less common now
Scratch that, yeah still happens same session once ping has gone back down, while it is still displaying higher it seems like it works kinda right for a bit, sometimes x_x This is strange as hell
is this only happening to you specifically
On the server I am playing on yes, but @jolly flower seems to be having a similar issue if not the exact same, DeKa I am not sure on since they havent mentioned much else yet
It happens when connecting to the official servers as well, and has only become an issue since 1.0 launched, previous versions have all worked fine
well, does the entire server lag when you open guis, or just your client?
Just my client, no one else is affected
Mostly just makes assigning skills and talents particularly annoying, and the skill gems. I am not quite sure why that specific menu needs a packet to open it though when the others didn't seem to need to, but that's a different matter. I did also see you have your own custom logging, where does that usually output to since it wasn't showing up as errors in the console for the server at least
ah, then its less of an issue, and more likely related to what that guy above said about your MS being 1000x higher on some stuff
checked your log for spam?
Yup, and that was a misunderstanding on his part when reading the profiler output
Everything I have found that has managed to trigger the spikes has been specifically once the client sends a packet to the server, #1397097265310470304 message outlined in this message
gonna leave this to mahj
Furthest I got down the stack was to where you were starting to use forge and mc networking stuff, hopefully it isnt a forge issue x_x
idk why would it be a forge issue if it happens to only a select few people. it'd be more likely to be a mac or linux thing lol
That was why I was asking Eclipse and DeKa if they were on Linux, I know I am and connecting to a server hosted on Windows, @jolly flower I think was doing the inverse and got it
but like I said, in theory that should be mostly irrelevant since the whole point of the jvm is to try to keep things consistent between platforms
I wasnt paying attention bcs me and friends didnt play modpack bcs of lags. We were running windows and for us it was only one friend at the start then after .5 update it was everyone i moved serwer to NA and back to EU just worse spot and it fixed itself. Atleast for everyone beside that one friend who had problems at the start
Only when opening mns gui
Im playing on widnows on oficial server ping spikes to like 1.5k but i wanna play on my firends server and pings goes to 25k and beyond xd
@quiet ivy do you think this is mns fault or some mod you updated?
i read whole post here but i dont see any way to repair it now?
or can I just downgrade mod version or sth?
no ideas yet
Only thing I can think of at the moment is basically limit how often you need to go to the MnS menus (which is rough early game especially), but otherwise no solutions yet
@glossy crescent did you install a debugger after all? Can you inject into sending packets line and see how much does it take to receive the response?
Didn't yet, hadn't tried the prism profilers yet either to see if they have that or not
was it an issue before? when i come back to mod pack i started to use the newest version is here, maybe going back 1 or 2 small updates can repair that?
I remind again about the IDEA, you just download it and it can profile minecraft without any other software
I didnt try on 1.0.0 - 1.0.4, I do know it wasnt a problem for the 0.9.x releases though
Btw, do you have the same issue in SP? If I read correctly, it's still a server
got issues only on friend server (on his router - HUGE issues), official serverf
on singleplayer its fine
Any chance you can try running server locally and check if it find there too?
my firend one is like few houses away but still its on rounter
ill try with friend versions 1.0.0 -1.0.4 rn
on private server its unplayable rn xd
We were wondering maybe its the mod that shows what you do in your inverntory on muliplayer? Do you guys know how its called?
inventory hud
Idk, maybe fancymenu
whats watut
this thing
oooooh
well this is destoryed as well (quest book)
but who care that it looks shit if you can play mod xd
makes sense. that shit syncs your client side ui to other players..
however the fk it does that
Hmm that does sound like it could be a likely source of it, interesting
Lmao yup that was it
/coro config client set watut-client.toml dontSendDetailedGUIInfo true stopped the lag it looks like
didn't even need to fully remove the mod, just disabled the client side sending (also sweet jesus they chose a verbose format for their config commands)
@keen stump very good catch with Watut!
Acually it was my friend but hes too shy to type
Then good catch friend! ๐
ohh shit
if its watut
thats interesintg
ill take note and maybe remove if confirmed
nvm see this
thank you
no problem! Yeah it seems REALLY weird that it is that, but not gonna complain since that was an easy fix lol
thats blessed