[GH-ISSUE #79] Fix Gates and Doors so that when they're added/removed many times in a row, clients near them don't get packed bombed #5604

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opened 2026-05-28 12:19:41 +00:00 by Dark98 · 5 comments
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Originally created by @dginovker on GitHub (Oct 22, 2019).
Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/79

Situation: It's pretty much confirmed now that the way gates and doors work lag out clients, since clicking on a gate/door will "delete" the original and replace it with a door in the new location. The problem is the door isn't properly deleted, so doing this enough times will cause a player to lag out when entering the area.

Originally created by @dginovker on GitHub (Oct 22, 2019). Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/79 **Situation**: It's pretty much confirmed now that the way gates and doors work lag out clients, since clicking on a gate/door will "delete" the original and replace it with a door in the new location. The problem is the door isn't properly deleted, so doing this enough times will cause a player to lag out when entering the area.
Dark98 added the Difficulty: Hard label 2026-05-28 12:19:41 +00:00
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@mrextremez commented on GitHub (Oct 22, 2019):

Is there a specific action that sets off the lag?

<!-- gh-comment-id:544794981 --> @mrextremez commented on GitHub (Oct 22, 2019): Is there a specific action that sets off the lag?
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@dginovker commented on GitHub (Oct 22, 2019):

Not sure. I'm personally testing a bunch of bots opening and closing doors under the HAM camp: https://i.imgur.com/d1I9Rok.png

Update: Using Wireshark, I was able to come to this setup with my main, relog before the trapdoor, come down, and experience a massive hike in incoming packets (enough to freeze my character's movement for 5-10 seconds). For reference, I was getting about 6-10k Kb (at most) per second (usually ~5Kb) from the server across my 5 online accounts, and 50-60Kb over the course of the next 5 seconds when entering the trap door. I was able to reproduce this consistently, and once, my main account even got disconnected after this attempt.

I've logged out the bots, I'll update again when the area stops lagging so hard and I'll test going down again.

Update2: The area stopped lagging after the bots were removed for 5-10 minutes. No packet increases seen then.

<!-- gh-comment-id:544795226 --> @dginovker commented on GitHub (Oct 22, 2019): Not sure. I'm personally testing a bunch of bots opening and closing doors under the HAM camp: https://i.imgur.com/d1I9Rok.png **Update**: Using Wireshark, I was able to come to this setup with my main, relog before the trapdoor, come down, and experience a massive hike in incoming packets (enough to freeze my character's movement for 5-10 seconds). For reference, I was getting about 6-10k Kb (at most) per second (usually ~5Kb) from the server across my 5 online accounts, and 50-60Kb over the course of the next 5 seconds when entering the trap door. I was able to reproduce this consistently, and once, my main account even got disconnected after this attempt. I've logged out the bots, I'll update again when the area stops lagging so hard and I'll test going down again. **Update2**: The area stopped lagging after the bots were removed for 5-10 minutes. No packet increases seen then.
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@Gptaqbc commented on GitHub (Oct 24, 2019):

Wow, nice test @dginovker. That's some valuable informations right here!

<!-- gh-comment-id:545920444 --> @Gptaqbc commented on GitHub (Oct 24, 2019): Wow, nice test @dginovker. That's some valuable informations right here!
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@michae107 commented on GitHub (Oct 28, 2019):

Caused by object packet 85 and 101, bad code is causing objects to be added but not be removed which overloads the client with unnecessary packets. Temporary solution would be to remove all game objects at the specific location with the same type when adding a new game object.

<!-- gh-comment-id:547144666 --> @michae107 commented on GitHub (Oct 28, 2019): Caused by object packet 85 and 101, bad code is causing objects to be added but not be removed which overloads the client with unnecessary packets. Temporary solution would be to remove all game objects at the specific location with the same type when adding a new game object.
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@dginovker commented on GitHub (Dec 9, 2019):

Closed in #170 , thanks to @mikeysasse for the fix <3

<!-- gh-comment-id:563338385 --> @dginovker commented on GitHub (Dec 9, 2019): Closed in #170 , thanks to @mikeysasse for the fix <3
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Reference: 2006-Scape/2006Scape#5604