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Raid Bases causing stutter on server

Closed 2.1.9 2.2.0



We have noticed a "stutter" on our servers when Raid Bases is on. This only started with the 2.1.8 when I pushed it. 

I tested on 2 servers (different server boxes) over the last 2 days and it goes away when we remove the plugin. 

It seems every minute the player rubberbands anywhere on the map a few times. I've confirmed it's not the server and it works when RB is pulled. 

Everything has been working for 7-8 months so we know how to use it. This is new with the Rust patch/plugin updates.

Thanks

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I can confirm this 100%. As Doublee's player and admin, we tested this just a couple minutes ago. The stutter or "sticky" feet started slow but as more bases pasted in, it became worse to the point of stepping 1 foot ahead, 10 back. As soon as the plugin got turned off and bases despawned, everything went back to smooth movements again. This also infects moving AIs

 

The stutter has no effect on admins in noclip mode

Edited by TheMoonBunny

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I had to unload the 2.1.9 version, terrible rubber banding especially near monuments and bases. Does anyone have 2.1.7? I have 2.1.6 which is OK, but 2.1.7 was also good for me?

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On 10/19/2021 at 2:48 PM, nivex said:

can you set this to 0.25 and tell me if it solves the issue for you?

I can try this later if I have time after work, although I don't know how it would change anything. In my testing to find what was causing the rubber banding I had restarted the server, meaning no raid bases initially and then new spawned in, so none were despawning and the server would lag and rubber band from the moment the server came online. Once I narrowed it down to RaidableBases plugin I would see the same on reloading the plugin, all bases destroyed, plugin loaded and the rubber banding would start pretty much immediately on plugin load. So doesn't seem to relate to despawning issues.

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@ZEODE

can you replace this in the code (RaidableBases.cs):

public Coroutine StartCoroutineEx(IEnumerator enumerator, string methodName)
{
    Action<Exception> action = new Action<Exception>(ex =>
    {
        if (ex == null)
        {
            return;
        }

        Interface.Oxide.LogInfo("[{0}] {1} : {2}", "Raidable Bases", methodName, ex);
    });

    return ServerMgr.Instance.StartCoroutine(Choke(enumerator, action));
}

with this:

public Coroutine StartCoroutineEx(IEnumerator enumerator, string methodName)
{
    return ServerMgr.Instance.StartCoroutine(enumerator);
}

and tell me if it fixes the issue?

you literally just search for StartCoroutineEx, select all of the relevant code shown in the first snippet, and replace it with the code shown in the second snippet

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2 hours ago, nivex said:

@ZEODE

can you replace this in the code (RaidableBases.cs):

public Coroutine StartCoroutineEx(IEnumerator enumerator, string methodName)
{
    Action<Exception> action = new Action<Exception>(ex =>
    {
        if (ex == null)
        {
            return;
        }

        Interface.Oxide.LogInfo("[{0}] {1} : {2}", "Raidable Bases", methodName, ex);
    });

    return ServerMgr.Instance.StartCoroutine(Choke(enumerator, action));
}

with this:

public Coroutine StartCoroutineEx(IEnumerator enumerator, string methodName)
{
    return ServerMgr.Instance.StartCoroutine(enumerator);
}

and tell me if it fixes the issue?

you literally just search for StartCoroutineEx, select all of the relevant code shown in the first snippet, and replace it with the code shown in the second snippet

Sure no worries, I have just loaded it on one of my servers and so far so good. Before it would rubber pretty much immediately. So far its not at all, I will leave it running for a while and try it out again a little later after more bases have spawned in too and let you know.

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So, I tried again later, in and around monuments I'm getting very bad rubber banding again. I would like to say that I don't think it is quite as bad, but still unplayable. I've reverted back to 2.1.6 again for the time being.

Edited by ZEODE
  • Like 1

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14 hours ago, ZEODE said:

So, I tried again later, in and around monuments I'm getting very bad rubber banding again. I would like to say that I don't think it is quite as bad, but still unplayable. I've reverted back to 2.1.6 again for the time being.

did you try this after a server restart btw?

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4 hours ago, nivex said:

did you try this after a server restart btw?

No, I loaded 2.1.9 with your edit request on an already running server which had been running 2.1.6 before. Initially it seemed better, but when I left it running and came back a couple hours later to try again it was rubber banding.

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@ZEODEif you don't mind...

change

Quote

public const float CELL_SIZE = RADIUS / 4f;

to:

Quote

public const float CELL_SIZE = 12.5f;

the lag might have to do with how many locations are on the grid, which would cause the search method to take longer to execute and potentially rubberbanding

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50 minutes ago, nivex said:

@ZEODEif you don't mind...

change

to:

the lag might have to do with how many locations are on the grid, which would cause the search method to take longer to execute and potentially rubberbanding

I will try it, although, I changed the map size this wipe from 4k to 3500 and the map seed isn't great, lots of hills and monuments close together. So valid spawn locations are so few it doesn't even maintain my max events. I have made the changes in addition to the previous and will let you know how it goes later.

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I just had another thought, I had changed the protection radius from the default 50 as I found the pvp zone created around the bases was too small and people could abuse it as they don't become vulnerable until very close. I read in the plugin info that setting too high or low could affect the plugin. I had set it to 100, could that influence anything at all with this issue?

With that in mind though, is there anything else I could change other than protection radius to increase the PvP zone around the bases?

p.s. Made the changes you specified and loaded the plugin, again, so far everything is smooth and as I write 15 bases have so far spawned. I will update you again a little latter once it's been running a few hours.

Edited by ZEODE

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5 hours ago, nivex said:

@ZEODEif you don't mind...

change

to:

the lag might have to do with how many locations are on the grid, which would cause the search method to take longer to execute and potentially rubberbanding

Well, its been about 3 hours or more and so far everything is smooth and no rubber banding anywhere. 

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8 hours ago, ZEODE said:

Well, its been about 3 hours or more and so far everything is smooth and no rubber banding anywhere. 

unfortunately protection radius is the only modifier for this and it would prevent the plugin from spawning bases if its too large. it should be large when spawn points are manually added on islands for example, or when dedicating regions of a map specifically for raid bases with no build zones in zone manager and that would require you add said zones to the config too

glad to hear the performance issue is fixed! if it is still fixed please let me know and i will submit the update

  • Like 1

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4 hours ago, nivex said:

unfortunately protection radius is the only modifier for this and it would prevent the plugin from spawning bases if its too large. it should be large when spawn points are manually added on islands for example, or when dedicating regions of a map specifically for raid bases with no build zones in zone manager and that would require you add said zones to the config too

glad to hear the performance issue is fixed! if it is still fixed please let me know and i will submit the update

Tested again now, it’s been running all night and all is good. Smooth, no rubber banding. 

  • Love 1

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