Server Problems, Post Here!

Discussion in 'Empire Help & Support' started by chickeneer, Nov 3, 2014.

  1. Smp3 is down, won't let me connect to any of the other smp's either, says I'm still logged in
  2. Back up
  3. It don't matter, I have farms too, lets go back to digging the dirt with fists and planting potatoes.
    Sprhyngtime likes this.
  4. viva la revolution
    Roslyn likes this.
  5. This issue is still very much ongoing. Teleports take about 5 seconds all the time, and after that moving between some chunks gives tiny/small/medium/large stutters as well. I asked someone to come to see if they also had the sane issues, and they did, so it doesn't seem to be client based.
    607 likes this.
  6. We have seen your report.
    Within the last 24 hours, we updated the server trying to mitigate this issue.
    Did you see it get any better since you originally reported it?

    It is worth noting that teleports are not intended to be immediate, and server lag will of course slow them down for obvious reasons. I do not know the conditions when a build takes more time to load/send.
    To me, it makes sense that something more complex - meaning made of more exposed blocks - takes more time for the server to process what to send to the client.
  7. The problems (lag and light) are obviously there no matter if the chunks are loaded or not. The server has to determine if the destination is valid and if teleporting is allowed, but other than that it just has to send the chunks.
    The delay and light problems occur after the teleporting - entities are already there, block and light data apparently isn't.
    More complex chunks might take a bit longer to pack and send, but I think that shouldn't play a role here.
    I suggest to analyze (data, order and timing) the communication between the server and the client when teleporting compared to vanilla.
    607 likes this.
  8. Thanks - I got a bit impatient because it is bothering me so much, sorry for that. :p

    I tested again about half an hour before I sent that post, and did not find much improved, unfortunately. Perhaps the chunks issue was a tiny bit better, but sadly still very prevalent.
    The teleporting issue doesn't seem to have been improved - if anything it has gotten worse. It generally takes around 5 seconds to teleport to 859@Egg when coming from somewhere else on 859. Even if I stand a few blocks away from the destination, it still takes as long. During this waiting time, my Minecraft sometimes briefly goes into "not responding" mode. Before the Wednesday update, teleporting was pretty much instant. Sometimes the world took a second or so to properly load, but at least you could still move while waiting - now you're completely frozen (can't move, or change where you're looking at, or open chat). That has never before been the case.
    607 likes this.
  9. That does sound like a client issue, to be honest. Or a case of bad programming on Mojang's side, as waiting on data from the server should not cause clients to freeze.
  10. I agree that it's a weird issue and seemingly client related. I've so far experienced it on 4 .minecrafts on 4 accounts, but I will also try it on a different computer in a bit just to be sure.

    Still, this suddenly being an issue after the Wednesday update tells me that it is more likely to be a server side issue.
    607 likes this.
  11. may i ask what specs the computer is ?

    i doupt that would be a problem tho
  12. Tom has two systems. He probably currently plays on his laptop, a HP Zbook G5 x360 (as far as I can remember)
    CPU: Intel Core i7-8750H
    GPU: Nvidia Quadro P2000
    RAM: 16GB (1x16GB) DDR4
    SSD: 512GB PCIe NVMe SSD

    His PC is an antirely different self-build system. I believe it has simmilair, but slightly higher, specs.

    CPU: Intel Core i7-8700k
    GPU: Nvidia GTX 680
    RAM: 16GB (1x16GB) DDR4
    SSD: 1TB PCIe NVMe SSD
    HDD: too many... Roughly 6TB I believe...
  13. I believe that update earlier this morning solved the tps problem, so thank you devs and staff! <3
  14. I believe it's server side, as it's been happening to more than one person, it's happened since the same specific update, and a lot of us are getting similar symptoms. Although, like Tom said, the symptoms do seem weirdly client side.
    jewael_king and TomvanWijnen like this.
  15. Seems to be fixed
  16. Of course! I'll fix them in Jelle's quote, he's nearly right. :)

    :)
    Egeau likes this.
  17. I just tried it on my laptop (all previous sessions since Wednesday were on my desktop) and observed the same issues. This was in an unmodded version of minecraft 1.15.2 (my goodness, stock minecraft is nearly unplayable with is terrible performance, but that's beside the point :p).
  18. I tested a bit with vanilla 1.15.2 server on Linux and my MC client on Win7 (fabrics, optifabric, optifine) and I could not reproduce any issues when teleporting, both to near and to far destinations. That testing wasn't yet extensive enough to make a conclusion.
  19. Villagers are acting completely crazy at the moment
    - Can't find path to bed in a village that has worked since more than a week.
    - Can't go through doors (they come to a door, open and close it right away and the walk away)
    - They sometimes walk away instead of towards the player when the trading interface is opened
    - They walk towards a zombie, jump into a water stream and then stop trying to run away from the zombie
    - They can't find path to their workstations, so they don't work
    - They walk in zig-zag patterns
    - They (still) happily walk over beds and workstations (job site blocks) when there is a preferred path around
    It seems like some parts of the logic are inverted.
    Roslyn likes this.
  20. Cave spiders are broken as well. They don't attack the player even if the player hits them. They appear to have no AI as they will spawn from a spawner and never move. They will always attempt to face south. If you manage to turn one, it will try to turn itself to be facing south and then never move again. This happens with both a newly generated spawner, and an old one which I know works.

    EDIT: Before I bother the devs with a bug report, is anyone else having this issue?