CS:GO Windows, SP Build #265(Clear SP - no plugins), SM 1.7 - build 5298
When i stay on 30+ weapons, server got heavy lags.
http://images.akamai.steamusercontent.com/ugc/548682046894335610/5CA88DA551548D1361F2E6E12A5AC8512940C799/
It's all ok with 90+ weapons without sp:
http://images.akamai.steamusercontent.com/ugc/548682046894335035/0791DBA01AD486F8DF65CD2A87644463EFC67149/
SP Lags?
My first guess would be that a bump_weapon hook causes the lags. But you are saying no plugins are loaded and SP doesn't hook bump_weapon (currently).
Currently, SP only hooks 4 functions, but all of them don't get triggered by standing on a weapon.
Currently, SP only hooks 4 functions, but all of them don't get triggered by standing on a weapon.
your problem has nothing to do with sp, its engine bound.
calculating the player location causes lags, when its bounding box is touching too many collision faces.
if you drop weapon entities under your player entity the calculation for vphysics will get slower with every addition.
if you use a local server, the lag only happens a little later, because faster data transmission compensates the lag, as client and server are basically the same then.
calculating the player location causes lags, when its bounding box is touching too many collision faces.
if you drop weapon entities under your player entity the calculation for vphysics will get slower with every addition.
if you use a local server, the lag only happens a little later, because faster data transmission compensates the lag, as client and server are basically the same then.
D3CEPTION wrote:your problem has nothing to do with sp, its engine bound.
calculating the player location causes lags, when its bounding box is touching too many collision faces.
if you drop weapon entities under your player entity the calculation for vphysics will get slower with every addition.
if you use a local server, the lag only happens a little later, because faster data transmission compensates the lag, as client and server are basically the same then.
While it's true that more calculations require more resources, it's not true that SP isn't at fault here. DJiSer said everything is working fine without SP being loaded. So, it likely has something to do with SP.
I will do some tests on my own to figure out what's wrong here and get back to you.
Okay, I have narrowed down the issue. It is caused by one of our hooks. When standing on a weapon the entity output "OnCacheInteraction" is getting fired. So, if you are not using the OnEntityOutput listener, you can disable the hook for now by simply commenting out/removing this line:
https://github.com/Source-Python-Dev-Team/Source.Python/blob/a228817cc60dad36674562a08c278ad6f304c994/addons/source-python/packages/source-python/listeners/_entity_output.py#L40
This will temporarily fix the performance issues until we have implemented a better solution.
https://github.com/Source-Python-Dev-Team/Source.Python/blob/a228817cc60dad36674562a08c278ad6f304c994/addons/source-python/packages/source-python/listeners/_entity_output.py#L40
This will temporarily fix the performance issues until we have implemented a better solution.
there are two issues here and the collisionlags are definately not due to sp, even though ayuto said they are xD
to avoid performanceleaks with "OnCacheInteraction" a dev could modify the hook to disable for slots that the caller already carries through "itempickup" and "itemdrop" event.
Ayuto wrote:While it's true that more calculations require more resources, it's not true that SP isn't at fault here.
Ayuto wrote:When standing on a weapon the entity output "OnCacheInteraction" is getting fired
to avoid performanceleaks with "OnCacheInteraction" a dev could modify the hook to disable for slots that the caller already carries through "itempickup" and "itemdrop" event.
satoon101 wrote:Those fixes certainly seem to be working for my testing. Awesome work, Ayuto!! Please verify and let us know if they work for you, DJiSer and MrMalina.
New build works fine.
Ayuto wrote:I have implemented a few tweaks. With the new version (268 -- it's currently compiling) it should run much smoother.
Thank you very much for fixing this issue

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