Defect/Bug #237
closed
Infinity CPU Leak
100%
Description
As the infinity server is getting slower and slower with every minute unrelated to the amount of players, loaded chunks and entities -> I did some research, here is what I found and how I did it.
So I used visual vm to profile the server before the 1 hour uptime mark for around 5 minutes (~300.000 ms).
- post uptime of 41 min.
- average of 18 tps
- 27 players
- 10k chunks
- 1400 entities
- 45k tile ents
After a little brake little break I did the same again, but this time the tps of the server where half way down, so to compensate the fewer ticks that would pass in the same time I doubled the profiling duration to around 10 minutes (~600.000 ms).
- post uptime of 1h 31m
- average of 5.4 tps
- 27 players
- 12k chunks
- 2670 entities
- 34k tile ents
Now it is important to note out that the tps difference isn't 2 to 1. It is more like 3.5 to 1, so please keep that in mind when looking at the comparison. Every difference is worth a lot more. Also keep in mind that we have a few more chunks and twice as many entities on the second run.
Going from the top to the bottom:
^ increased amount of entities
^ increased entities + special situation like wireless charger
That's it already. Now there isn't much, most of it can be explained with the increased amount of entities. But the odd thing here is, that even killing of them. Hostile, friendly, projectiles, items.. it does only marginally increase the tps. In this case from 6 tps to 7.5.
How can this be?
Files
Updated by Slind almost 10 years ago
Updated by Slind over 9 years ago
Updated by Slind over 9 years ago
- Resolution set to Out of date
- % Done changed from 0 to 100
- Status changed from Filed to Closed