[GH-ISSUE #287] Global lag when 40+ bots all follow each other #147

Open
opened 2026-05-15 02:56:25 +00:00 by Dark98 · 3 comments
Owner

Originally created by @dginovker on GitHub (Dec 13, 2019).
Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/287

Lag spontaneously comes onto the server if you get a ton of bots to follow each other around. The lag stops after the bots log off.

Originally created by @dginovker on GitHub (Dec 13, 2019). Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/287 Lag spontaneously comes onto the server if you get a ton of bots to follow each other around. The lag stops after the bots log off.
Dark98 added the Difficulty: Hard label 2026-05-15 02:56:25 +00:00
Author
Owner

@mrextremez commented on GitHub (Dec 13, 2019):

Will look into this. I don't know why 40 people would all be following each other though lmao

<!-- gh-comment-id:565339138 --> @mrextremez commented on GitHub (Dec 13, 2019): Will look into this. I don't know why 40 people would all be following each other though lmao
Author
Owner

@Gptaqbc commented on GitHub (Dec 13, 2019):

For fun indeed! ;)

<!-- gh-comment-id:565339364 --> @Gptaqbc commented on GitHub (Dec 13, 2019): For fun indeed! ;)
Author
Owner

@Gptaqbc commented on GitHub (Dec 13, 2019):

Maybe this: https://www.rune-server.ee/runescape-development/rs2-server/tutorials/554788-pi-improving-performance-your-server-caching-update-blocks.html

The problem here is that when updating for players around you, you are unnecessarily rebuilding the update blocks for all of those players. Remember what I said in the beginning about how building the update blocks eats up a majority of the cycle time (the longer a cycle takes = the more stress the server is on). When we cache update blocks we are essentially 'reusing' previously constructed blocks instead of taking out the time to construct new ones (building less update blocks = less cycle time = less lag).

This could also help: https://www.rune-server.ee/runescape-development/rs2-server/snippets/425592-pi-walking-lag-process-lag-fix.html

I have no idea if any of this is already done though!

<!-- gh-comment-id:565454267 --> @Gptaqbc commented on GitHub (Dec 13, 2019): Maybe this: https://www.rune-server.ee/runescape-development/rs2-server/tutorials/554788-pi-improving-performance-your-server-caching-update-blocks.html >The problem here is that when updating for players around you, you are unnecessarily rebuilding the update blocks for all of those players. Remember what I said in the beginning about how building the update blocks eats up a majority of the cycle time (the longer a cycle takes = the more stress the server is on). When we cache update blocks we are essentially 'reusing' previously constructed blocks instead of taking out the time to construct new ones (building less update blocks = less cycle time = less lag). This could also help: https://www.rune-server.ee/runescape-development/rs2-server/snippets/425592-pi-walking-lag-process-lag-fix.html I have no idea if any of this is already done though!
Sign in to join this conversation.
1 Participants
Notifications
Due Date
No due date set.
Dependencies

No dependencies set.

Reference: 2006-Scape/2006Scape#147