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Server lag on dungeon spawn/despawn

Pending 3.10.1

VENIQQ
VENIQQ

Posted

Hello,

We experience strong server lag/hitch during automated (Easy) dungeon event spawn/despawn sequence.

This is especially noticeable after wipe.

For now I've disabled this on our server, but here is the usual chart at the Spawn/Despawn time:

05/09 08:45:18 | [DungeonEvents] Removed inactive dungeon of tier Easy at grid X10.

05/09 08:45:28 | [DungeonEvents] Enqueued Dungeon Auto Spawn of tier Easy.

05/09 08:45:28 | [DungeonEvents] Generating portal spawn point.

05/09 08:45:28 | [DungeonEvents] Generating dungeon spawn point.

05/09 08:45:29 | [DungeonEvents] Easy Dungeon spawned successfully at grid: X21.

 

Often the largest spike/lag happens 1-2mins after "success" is logged in RCON.

CleanShot2026-09-05at08_59.05@2x.png.68367274344f4d4e284cd489710c6c34.png

 

Here is also a summary from plugin overview by LLM:

* Same timer tick does both jobs
 HandleDungeonTimers removes X16 and starts N23 together. No config for “wait until destroy finishes.”

* Floors/ceilings/corridors spawn with almost no yield
 CreateCustomProceduralDynamicDungeon Spawn()s the building in one go. Delay settings only apply later (walls every 100, NPCs every 10).

* Teardown dump at the end is unbatched
 RemoveEntitiesForDungeon Kill()s leftovers in one frame.

* After “spawned successfully,” NPCs and turrets keep ticking
 15 NPCs + boss + 5 turrets (ScanTargets every 1s from T+3s). That matches FPS noise for a minute or two. It is not a second build, and there is no “AI budget” setting.

So 04:12:47 is the overlapped spawn/despawn. The later 5.3s frame + GC spike is leftover teardown and/or Mono catching up from that burst — not a missed config value.

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