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Starmade | Very slow logic rebuild
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Description

Attaching our homebase as reference,
this takes usually 5-10 minutes to become operational.

Noted facts:

  • Inputs made are usually causing no visible change on the gates in the first 3-5 minutes,
  • after this you can flip the gates, but their change does not propagate (especially activators/delays have this problem)
  • after round about 7-8 minutes it starts to partially wake up and some connections start propagating statuses (and then sometimes get stuck in the middle of a delay-chain, or operate in weird client/server updating issues, like a 1s pulse traveling through a delay chain, sometimes makes attached doors show multiple traveling pulses)
  • after 10-15 minutes it starts working properly

However:
ALL inputs made in the partially broken state are processed and make you easily lock some logic, as you literally flip a lot of gates at the same time when it finally wakes up.
All visible glitches, like

  • clocks that do not visibly pulse but turn a light permanent on (instead of blinking)
  • dual signal waves running through a single signal delay chain

vanish in the moment the logic starts working again.
It does also not require any additional wake-up call to operate again.

Loading the sector, and doing nothing for 15 minutes will make it work like a charm on first input.
If someone else enters the sector the logic stays functional on the client, and the new client can instantly see it working, so assuming this is a *server side issue*, assuming while the server stitches the logic modules together.

Complexity of logic systems seems to heavily influence this.
some stations with 10.000 logic modules and all are only used for small door/light controls and usually do not exceed round about 5-10 gates wired together, load in 20 minutes,
2000 gates wired together also load in that time scale.

Example:

Is the gate list for our base, all systems are wired in one large structure.

I know Bench also has a huge station with a long loading time and a lot of gates.
So we should have enough sources to benchmark this, and find solutions.
(Possibly split up in subsystems along "activators" as they are synced by server and client and thus could make reliable interfaces if the "any-to-any" lookup on building the logic tables is the issue.)

(tested by Andy, reconfirmed by Lancake)

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.19268 (Dev)
Category
Logic Gates
First occurrence (version)
0.19174
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

lancake updated the task description. (Show Details)Jun 17 2015, 10:46 AM
lancake changed Category from none/unspecified to Logic Gates.
lancake changed Affected Gamemode(s) from none/unspecified to Single and Multi.
lancake set First occurrence (version) to 0.19174.
lancake changed Reproducible from uncertain to Yes.
lancake set Last tested (version) to 0.19268 (Dev).
lancake edited a custom field.
lancake edited Serverconfig (server.cfg). (Show Details)
lancake edited Clientconfig (settings.cfg). (Show Details)
lancake added a subscriber: lancake.
lancake created this task.
lancake raised the priority of this task from to Normal.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptJun 17 2015, 10:46 AM
AndyP added a subscriber: AndyP.
AndyP changed the task status from Open to In Queue (Game).

Confirmed

If we need to test more stuff, please give us instructions what we can test for if this may be of any help.

Restricted Application edited projects, added Game Development, Starmade; removed Issue Navigation. · View Herald TranscriptJun 23 2015, 8:30 AM
AndyP shifted this object from the S1 Public space to the S3 Starmade space.Aug 11 2015, 11:01 PM
AndyP changed the edit policy from "Starmade (Project)" to "All Users".
AndyP set Task Type to Bug.
AndyP set OS-Specific to No.
AndyP set Hardware-Specific to No.
AndyP set Video Card Vendor to uncertain.
AndyP raised the priority of this task from Normal to High.
lancake claimed this task.Sep 21 2015, 10:48 AM
AndyP added a comment.Sep 30 2015, 5:48 PM

Some investigation showed:

Even cutting the large station circuit in isolated subsections (only linked by indirect wireless adapters), does not help in any way.

So the load/reload time is not related to complexity, which was a good trail, as some stations with very simple circuits (like button->flipflop->light/door) with same logic-gate count became functional a lot faster. But the time is after a few reloads almost the same, and for our station on 4 4 4 on the testserver at round about 12 minutes until the whole station works together.
Until then, only parts of it, start to work,

First phase: any input is ignored (but processed afterwards!)

The second phase:
partial functionality,
then some delay chains and circuits work, but stop half-way through them, or some gates do not flip
(this seems to be related to chunk borders, circuits inside a single chunk seem to become alive a lot faster)

the third phase is then when all becomes working
This is sometimes even quirked here and there, when input attempts get processed afterwards and mess up logic states.
(Any input in phase one and two are recorded and applied at a later time)

schema added a subscriber: schema.Nov 4 2015, 4:51 PM

Need example sector export

schema changed the task status from In Queue (Game) to Resolved.Jun 19 2016, 7:50 PM
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptJun 19 2016, 7:50 PM
AndyP closed this task as Closed.Jun 28 2016, 9:28 AM

-QA Testing-

Fixed.

For reference:

Base took 15-30 minutes to become fully alive.
Now loads in round about 10 seconds.
Longest time to wait I discovered were 30 seconds.

Restricted Application removed a project: Quality Assurance. · View Herald TranscriptJun 28 2016, 9:28 AM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript
AndyP awarded a token.Jun 28 2016, 9:28 AM
Restricted Application added a project: Logic. · View Herald TranscriptMar 10 2017, 6:33 PM