Author Topic: Bricks + Jump = Lag  (Read 2428 times)

Remove every add-on and slowly add a few and test the server (repeat)
i'll do this later

run a trace and jump, then post the resulting console log. im guessing you got a ton of addons that package ontrigger or something
ye

since of the file size is too large
http://puu.sh/ul1Ix/8050e2e277.log

what are you talking about? that is just it executing the addon whilst its loading..
I'm stupid
:custom: :gun:
rip glass

looks like a ton of things are being checked on jump for different mods
Code: [Select]
Entering [filmbots_client]Jump(1)
   Entering [supportheightcontrol]Jump(1)
      Entering Jump(1)
      Leaving Jump() - return 1
   Leaving [supportheightcontrol]Jump() - return 1
Leaving [filmbots_client]Jump() - return 1
Entering servercmdhoverAscend(17968)
   Entering hoverLoop(17968, 1)
   Leaving hoverLoop() - return 0
Leaving servercmdhoverAscend() - return 0
Entering FPSTick()
Leaving FPSTick() - return
Entering [VCE_Main]Armor::onTrigger(38, 29118, 2, 1)
   Entering [triggerEvents]Armor::onTrigger(38, 29118, 2, 1)
      Entering [MSMegaphone]Armor::onTrigger(38, 29118, 2, 1)
         Entering [sportBallsPackage]Armor::onTrigger(38, 29118, 2, 1)
            Entering [NewBrickTool]Armor::onTrigger(38, 29118, 2, 1)
               Entering [AbramsshootOnClick_Pack]Armor::onTrigger(38, 29118, 2, 1)
                  Entering [AmbulanceOnTrigger]Armor::onTrigger(38, 29118, 2, 1)
                     Entering [MLRSshootOnClick_Pack]Armor::onTrigger(38, 29118, 2, 1)
                        Entering [PirateCannonPackage]Armor::onTrigger(38, 29118, 2, 1)
                           Entering [EnterOnlyOnClick]Armor::onTrigger(38, 29118, 2, 1)
                              Entering [Z008ADS]Armor::onTrigger(38, 29118, 2, 1)
                                 Entering [RPG7ADS]Armor::onTrigger(38, 29118, 2, 1)
                                    Entering [PKMADS]Armor::onTrigger(38, 29118, 2, 1)
                                       Entering [MP7ADS]Armor::onTrigger(38, 29118, 2, 1)
                                          Entering [Mossberg500ADS]Armor::onTrigger(38, 29118, 2, 1)
                                             Entering [M1911ADS]Armor::onTrigger(38, 29118, 2, 1)
                                                Entering [AK47ADS]Armor::onTrigger(38, 29118, 2, 1)
                                                   Entering [INFRifleGLFire]Armor::onTrigger(38, 29118, 2, 1)
                                                      Entering [TankPackage]Armor::onTrigger(38, 29118, 2, 1)
                                                         Entering [Stimpack]Armor::onTrigger(38, 29118, 2, 1)
                                                            Entering Armor::onTrigger(38, 29118, 2, 1)
                                                            Leaving Armor::onTrigger() - return
                                                         Leaving [Stimpack]Armor::onTrigger() - return
                                                      Leaving [TankPackage]Armor::onTrigger() - return
                                                   Leaving [INFRifleGLFire]Armor::onTrigger() - return
                                                Leaving [AK47ADS]Armor::onTrigger() - return
                                             Leaving [M1911ADS]Armor::onTrigger() - return
                                          Leaving [Mossberg500ADS]Armor::onTrigger() - return
                                       Leaving [MP7ADS]Armor::onTrigger() - return
                                    Leaving [PKMADS]Armor::onTrigger() - return
                                 Leaving [RPG7ADS]Armor::onTrigger() - return
                              Leaving [Z008ADS]Armor::onTrigger() - return
                           Leaving [EnterOnlyOnClick]Armor::onTrigger() - return
                        Leaving [PirateCannonPackage]Armor::onTrigger() - return
                     Leaving [MLRSshootOnClick_Pack]Armor::onTrigger() - return
                  Leaving [AmbulanceOnTrigger]Armor::onTrigger() - return
               Leaving [AbramsshootOnClick_Pack]Armor::onTrigger() - return
            Leaving [NewBrickTool]Armor::onTrigger() - return
         Leaving [sportBallsPackage]Armor::onTrigger() - return 0
      Leaving [MSMegaphone]Armor::onTrigger() - return 0

and then looks like slayer is checking if a lot of object IDs are part of a minigame and some VCE checking if they're jumping
and this happens about 25 times or so total
Code: [Select]
      Entering [Slayer_MiniGameSO]getMiniGameFromObject(29118)
         Entering getMiniGameFromObject(29118)
            Entering getBL_IDFromObject(29118)
               Entering [Slayer_MiniGameSO]getBrickGroupFromObject(29118)
                  Entering getBrickGroupFromObject(29118)
                  Leaving getBrickGroupFromObject() - return 17939
               Leaving [Slayer_MiniGameSO]getBrickGroupFromObject() - return 17939
            Leaving getBL_IDFromObject() - return 46329
         Leaving getMiniGameFromObject() - return -1
      Leaving [Slayer_MiniGameSO]getMiniGameFromObject() - return -1
      Entering [Slayer_MiniGameSO]getMiniGameFromObject(29453)
         Entering getMiniGameFromObject(29453)
            Entering SimGroup::getClient(17939)
            Leaving SimGroup::getClient() - return 17968
            Entering SimGroup::getClient(17939)
            Leaving SimGroup::getClient() - return 17968
            Entering getBL_IDFromObject(29453)
               Entering [Slayer_MiniGameSO]getBrickGroupFromObject(29453)
                  Entering getBrickGroupFromObject(29453)
                  Leaving getBrickGroupFromObject() - return 17939
               Leaving [Slayer_MiniGameSO]getBrickGroupFromObject() - return 17939
            Leaving getBL_IDFromObject() - return 46329
         Leaving getMiniGameFromObject() - return -1
         Entering Slayer_Support::getBLIDFromObject(29453)
         Leaving Slayer_Support::getBLIDFromObject() - return 46329
         Entering Slayer_MiniGameHandlerSG::getHighestPriorityMinigame(17500, 46329)
            Entering Slayer_MiniGameHandlerSG::getMinigameFromBLID(17500, 46329)
               Entering Slayer_Support::isFloat(46329)
               Leaving Slayer_Support::isFloat() - return 1
            Leaving Slayer_MiniGameHandlerSG::getMinigameFromBLID() - return 0
            Entering Slayer_Support::getBlocklandID()
            Leaving Slayer_Support::getBlocklandID() - return 46329
         Leaving Slayer_MiniGameHandlerSG::getHighestPriorityMinigame() - return -1
      Leaving [Slayer_MiniGameSO]getMiniGameFromObject() - return -1
      Entering [Slayer_MiniGameSO]getMiniGameFromObject(29453)
         Entering getMiniGameFromObject(29453)
            Entering SimGroup::getClient(17939)
            Leaving SimGroup::getClient() - return 17968
            Entering SimGroup::getClient(17939)
            Leaving SimGroup::getClient() - return 17968
            Entering getBL_IDFromObject(29453)
               Entering [Slayer_MiniGameSO]getBrickGroupFromObject(29453)
                  Entering getBrickGroupFromObject(29453)
                  Leaving getBrickGroupFromObject() - return 17939
               Leaving [Slayer_MiniGameSO]getBrickGroupFromObject() - return 17939
            Leaving getBL_IDFromObject() - return 46329
         Leaving getMiniGameFromObject() - return -1
         Entering Slayer_Support::getBLIDFromObject(29453)
         Leaving Slayer_Support::getBLIDFromObject() - return 46329
         Entering Slayer_MiniGameHandlerSG::getHighestPriorityMinigame(17500, 46329)
            Entering Slayer_MiniGameHandlerSG::getMinigameFromBLID(17500, 46329)
               Entering Slayer_Support::isFloat(46329)
               Leaving Slayer_Support::isFloat() - return 1
            Leaving Slayer_MiniGameHandlerSG::getMinigameFromBLID() - return 0
            Entering Slayer_Support::getBlocklandID()
            Leaving Slayer_Support::getBlocklandID() - return 46329
         Leaving Slayer_MiniGameHandlerSG::getHighestPriorityMinigame() - return -1
      Leaving [Slayer_MiniGameSO]getMiniGameFromObject() - return -1
      Entering [VCE_Main]fxDTSBrick::processInputEvent(29453, onPlayerJump, 17968)
         Entering [Support_EventTargets]SimObject::processInputEvent(29453, onPlayerJump, 17968)
            Entering inputEvent_GetInputEventIdx(onPlayerJump)
            Leaving inputEvent_GetInputEventIdx() - return 53
            Entering [inputEventParameters]SimObject::processInputEvent(29453, onPlayerJump, 17968)
            Leaving [inputEventParameters]SimObject::processInputEvent() - return 29453
         Leaving [Support_EventTargets]SimObject::processInputEvent() - return 29453
      Leaving [VCE_Main]fxDTSBrick::processInputEvent() - return 29453

if you have a onPlayerJump input events on bricks, it might be calling that on every brick, or every brick that has the event

guessed right. disable the entire package of addons that includes those modern weapons you can attach scopes to and stuff.

weapons were not the case, I figured out that it was the Server_DWandPlus Addon, on the other hand, thanks for the help anyways

actually nvm, i'm not sure what it was, i did default addons and re-enabled the ones i had previously, now the lag is gone