vgstation13 issueshttps://git.nexisonline.net/vgstation/vgstation13/-/issues2018-06-22T11:33:38Zhttps://git.nexisonline.net/vgstation/vgstation13/-/issues/13287Leaving a long AAC script running causes an ungodly amount of lag2018-06-22T11:33:38ZRob NelsonLeaving a long AAC script running causes an ungodly amount of lag*Created by: JustSumBody*
Recently, an AAC script that disabled all (or most) of the pressure checks on station began seeing some use.
While you can set it to run and disable it immediately after to disable all the pressure checks in...*Created by: JustSumBody*
Recently, an AAC script that disabled all (or most) of the pressure checks on station began seeing some use.
While you can set it to run and disable it immediately after to disable all the pressure checks in one swoop, leaving it running will I guess constantly attempt to disable all pressure checks. This causes an immense amount of stuttering for almost everyone involved that makes it an absolute pain in the ass to play with.
https://git.nexisonline.net/vgstation/vgstation13/-/issues/13695Cyber horrors on the medical research vault don't shut up2018-06-22T11:33:22ZRob NelsonCyber horrors on the medical research vault don't shut up*Created by: D3athrow-Issues*
(WEB REPORT BY: agentofzog REMOTE: 172.93.109.202:7777)
Revision: 5b94be417e0a00aff0575b7e048f43dea50c50f6
it's the goonsat horrors all over again, just let me oberve in peace
>What you expected to...*Created by: D3athrow-Issues*
(WEB REPORT BY: agentofzog REMOTE: 172.93.109.202:7777)
Revision: 5b94be417e0a00aff0575b7e048f43dea50c50f6
it's the goonsat horrors all over again, just let me oberve in peace
>What you expected to happen
peace and quiet and shittalking the vampire
>What actually happened
(follow) cyber horror groans, "H@!#$$P M@!$#"
(Follow) cyber horror groans, "GHAA!@@#"
(Follow) tajaran cyber horror emits, "K!@@##L!@@ %!@#E"
(Follow) cyber horror emits, "GHAA!@@#"
(Follow) tajaran cyber horror emits, "K!@@##L!@@ %!@#E"
>Steps to reproduce if possible
observehttps://git.nexisonline.net/vgstation/vgstation13/-/issues/10621rightclick is slow2017-01-07T15:48:07ZRob Nelsonrightclick is slow*Created by: 9600bauds*
can we fix it??
see: http://www.byond.com/forum/?post=1326139&page=2
*Created by: 9600bauds*
can we fix it??
see: http://www.byond.com/forum/?post=1326139&page=2
https://git.nexisonline.net/vgstation/vgstation13/-/issues/8148Test server lags after a while2017-01-07T15:47:41ZRob NelsonTest server lags after a while*Created by: ghost*
After about half an hour into a round the test server starts lagging to the point of unplayability.
*Created by: ghost*
After about half an hour into a round the test server starts lagging to the point of unplayability.
https://git.nexisonline.net/vgstation/vgstation13/-/issues/7969Power Sink causes constant light flickering = massassassive lag2017-01-07T15:47:35ZRob NelsonPower Sink causes constant light flickering = massassassive lag*Created by: 9600bauds*
Not sure if this is intended behavior but the previous times I've experienced a power sink, it just kept the station dark rather than flicker the lights constantly.
Unfortunately can't comment on what the state o...*Created by: 9600bauds*
Not sure if this is intended behavior but the previous times I've experienced a power sink, it just kept the station dark rather than flicker the lights constantly.
Unfortunately can't comment on what the state of power was at the time, maybe we had 20MW wired to grid and that was the cause.
https://git.nexisonline.net/vgstation/vgstation13/-/issues/5204Process Scheduler Freezes2017-01-07T15:47:14ZRob NelsonProcess Scheduler Freezes*Created by: clusterfack*
The process scheduler has frozen on two occasions now, the first incident took place yesterday iirc. I really have no idea what causes it, it merely stops its processing. Debugging it I've seen the datums it is...*Created by: clusterfack*
The process scheduler has frozen on two occasions now, the first incident took place yesterday iirc. I really have no idea what causes it, it merely stops its processing. Debugging it I've seen the datums it is processing at the current time don't change.
Since this is the second incident that I've personally seen I'm going to make this report to keep track of timing of this. It will be trouble if it keeps occurring.
https://git.nexisonline.net/vgstation/vgstation13/-/issues/9273Server hangs for a couple+ seconds every time someone logs in (or at least th...2016-12-05T18:01:19ZRob NelsonServer hangs for a couple+ seconds every time someone logs in (or at least that's the popular theory behind the crippling lag as of lately)*Created by: 9600bauds*
I think pretty much everyone is aware of this by now, but this needs an issue at least
#### Issue bingo
Please check whatever applies. More checkboxes checked increase your chances of not being yelled at by ever...*Created by: 9600bauds*
I think pretty much everyone is aware of this by now, but this needs an issue at least
#### Issue bingo
Please check whatever applies. More checkboxes checked increase your chances of not being yelled at by every contributor.
<!-- Check these by writing an x inside the [ ] (like this: [x])-->
- [x] Issue could be reproduced at least once
- [xxxxxxxxx] Issue could be reproduced by different players
- [x] Issue could be reproduced in multiple rounds
- [x] Issue happened in a recent (less than 7 days ago) round
- [ ] [Couldn't find an existing issue about this](https://github.com/d3athrow/vgstation13/issues)
https://git.nexisonline.net/vgstation/vgstation13/-/issues/11506PACMAN rebuilds EVERY POWERNET when you (un)wrench it.2016-08-22T21:13:18ZRob NelsonPACMAN rebuilds EVERY POWERNET when you (un)wrench it.*Created by: PJB3005*
``` DM
else if(!active)
if(istype(O, /obj/item/weapon/wrench))
anchored = !anchored
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(anchored)
...*Created by: PJB3005*
``` DM
else if(!active)
if(istype(O, /obj/item/weapon/wrench))
anchored = !anchored
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(anchored)
to_chat(user, "<span class='notice'>You secure the generator to the floor.</span>")
else
to_chat(user, "<span class='notice'>You unsecure the generator from the floor.</span>")
makepowernets()
```
https://git.nexisonline.net/vgstation/vgstation13/-/issues/7834Level 4 Singularity + Lighting Overlays = Massive lag and dead schedulers2016-07-03T18:30:49ZRob NelsonLevel 4 Singularity + Lighting Overlays = Massive lag and dead schedulers*Created by: dylanstrategie*
It appears the Singularity Engine creates a huge amount of lighting overlay updates every processor tick, lagging everything to hell and even bricking the controller if it moves in a straight line through th...*Created by: dylanstrategie*
It appears the Singularity Engine creates a huge amount of lighting overlay updates every processor tick, lagging everything to hell and even bricking the controller if it moves in a straight line through the station
https://git.nexisonline.net/vgstation/vgstation13/-/issues/9716We might want to implement queued SQL calls2016-04-28T16:02:19ZRob NelsonWe might want to implement queued SQL calls*Created by: gbasood*
Because shit's fucked and it's possible that simultaneous SQL calls (that is a call starting before the previous one has stopped) is fucking everything up
*Created by: gbasood*
Because shit's fucked and it's possible that simultaneous SQL calls (that is a call starting before the previous one has stopped) is fucking everything up
https://git.nexisonline.net/vgstation/vgstation13/-/issues/9246Hard freeze during event then event proceeded in an odd way.2016-04-06T18:41:42ZRob NelsonHard freeze during event then event proceeded in an odd way.*Created by: Probe1*
Everything is fine, CPU is hovering at 20~ with 25 players on. Suddenly there's a 4 second hang when nothing updates and no one can move. Then this random event fires and two people immediately ahelp that their lu...*Created by: Probe1*
Everything is fine, CPU is hovering at 20~ with 25 players on. Suddenly there's a 4 second hang when nothing updates and no one can move. Then this random event fires and two people immediately ahelp that their lungs popped.
It looks like someones random event code is SHIT
![dreamseeker_2016-04-04_07-26-54](https://cloud.githubusercontent.com/assets/8550416/14246711/e1fae372-fa36-11e5-9c31-677239b5f3a1.png)
https://git.nexisonline.net/vgstation/vgstation13/-/issues/9263On a pain scale I'm at a 1 with nine digits following it2016-04-06T18:41:37ZRob NelsonOn a pain scale I'm at a 1 with nine digits following it*Created by: Probe1*
![dreamseeker_2016-04-04_20-11-46](https://cloud.githubusercontent.com/assets/8550416/14267813/d4185c60-faa1-11e5-869e-3952832176ef.png)
*Created by: Probe1*
![dreamseeker_2016-04-04_20-11-46](https://cloud.githubusercontent.com/assets/8550416/14267813/d4185c60-faa1-11e5-869e-3952832176ef.png)
https://git.nexisonline.net/vgstation/vgstation13/-/issues/8125Please make a config to disable minimap generation2016-03-03T17:43:45ZRob NelsonPlease make a config to disable minimap generation*Created by: 9600bauds*
it takes 17 seconds every fucking time I start a test serbian to test something
*Created by: 9600bauds*
it takes 17 seconds every fucking time I start a test serbian to test something
https://git.nexisonline.net/vgstation/vgstation13/-/issues/8368Disable lighting on roid turf2016-02-19T14:19:36ZRob NelsonDisable lighting on roid turf*Created by: AlphaBuffalo*
Since lighting can be laggy, why not disable it on the roid where most miners take mesons to see ore anyways, the only real use light has on the roid is too see whats on the floor ahead of you. Imo I see it as...*Created by: AlphaBuffalo*
Since lighting can be laggy, why not disable it on the roid where most miners take mesons to see ore anyways, the only real use light has on the roid is too see whats on the floor ahead of you. Imo I see it as disable lighting and mesons become useless on the roid, or keep it enabled and have extra cpu load
https://git.nexisonline.net/vgstation/vgstation13/-/issues/4287Gas Datums are slow2016-01-26T00:11:09ZRob NelsonGas Datums are slow*Created by: clusterfack*
Oh god please save us I never asked for this
![](http://puu.sh/hBLKa/750f408939.png)
*Created by: clusterfack*
Oh god please save us I never asked for this
![](http://puu.sh/hBLKa/750f408939.png)
https://git.nexisonline.net/vgstation/vgstation13/-/issues/7389We have shit server startup times.2016-01-24T21:33:25ZRob NelsonWe have shit server startup times.*Created by: PJB3005*
Let's face it, we're very optimized, but server startup times are atrocious, a paradise server easily starts in a quarter of the time we do, if that.
*Created by: PJB3005*
Let's face it, we're very optimized, but server startup times are atrocious, a paradise server easily starts in a quarter of the time we do, if that.
https://git.nexisonline.net/vgstation/vgstation13/-/issues/5044Material Datums are slow2016-01-06T11:47:11ZRob NelsonMaterial Datums are slow*Created by: clusterfack*
Oh god please save us I never asked for this
![](http://puu.sh/itECA/626c7459db.png)
*Created by: clusterfack*
Oh god please save us I never asked for this
![](http://puu.sh/itECA/626c7459db.png)
https://git.nexisonline.net/vgstation/vgstation13/-/issues/2408Remove chance of Internal Bleeding and Broken Bones from Cult runes2016-01-02T15:10:38ZRob NelsonRemove chance of Internal Bleeding and Broken Bones from Cult runes*Created by: Rockyrancher*
As the title suggests, using cult runes can murder the shit out of you if you're already pretty damaged and it's really pretty shitty.
EX: summon cultist rune drops you down to orange and breaks bones and/or ...*Created by: Rockyrancher*
As the title suggests, using cult runes can murder the shit out of you if you're already pretty damaged and it's really pretty shitty.
EX: summon cultist rune drops you down to orange and breaks bones and/or causes internal bleeding.
This pretty much gives a lot of cultists to not consider using other runes for such a heavy cost. I'm not saying to remove the damage, just make it so you aren't guaranteed to die, because we all know cultists aren't going to go in for surgery (and even then, what're the chances of even getting surgery).
https://git.nexisonline.net/vgstation/vgstation13/-/issues/6776Ton of spur sound runtimes2015-11-29T00:41:12ZRob NelsonTon of spur sound runtimes*Created by: Probe1*
```
runtime error: code/game/sound.dm:26:Assertion Failed: !isnull(turf_source)
proc name: playsound (/proc/playsound)
source file: sound.dm,26
usr: Xenon Deadhead (/mob/living/carbon/human)
src: null
call s...*Created by: Probe1*
```
runtime error: code/game/sound.dm:26:Assertion Failed: !isnull(turf_source)
proc name: playsound (/proc/playsound)
source file: sound.dm,26
usr: Xenon Deadhead (/mob/living/carbon/human)
src: null
call stack:
playsound(, 'sound/weapons/spur_hitwall.ogg', 30, 1, null, null, 1)
the spur bullet (/obj/item/projectile/spur): Bump(the reinforced window (/obj/structure/window/reinforced), 1)
the floor (144,125,1) (/turf/simulated/floor): Enter(the spur bullet (/obj/item/projectile/spur), the floor (143,125,1) (/turf/simulated/floor/wood))
the floor (144,125,1) (/turf/simulated/floor): Enter(the spur bullet (/obj/item/projectile/spur), the floor (143,125,1) (/turf/simulated/floor/wood))
the spur bullet (/obj/item/projectile/spur): Move(the floor (144,125,1) (/turf/simulated/floor), 0, 0, 0)
the spur bullet (/obj/item/projectile/spur): bresenham step(4, 0, 4, 2)
the spur bullet (/obj/item/projectile/spur): process step()
the spur bullet (/obj/item/projectile/spur): process step()
the spur bullet (/obj/item/projectile/spur): process()
```
```
runtime error: code/game/sound.dm:26:Assertion Failed: !isnull(turf_source)
proc name: playsound (/proc/playsound)
source file: sound.dm,26
usr: Xenon Deadhead (/mob/living/carbon/human)
src: null
call stack:
playsound(, 'sound/weapons/spur_hitmob.ogg', 30, 1, null, null, 1)
the spur bullet (/obj/item/projectile/spur): Bump(the bees (/mob/living/simple_animal/bee))
the spur bullet (/obj/item/projectile/spur): bump original check()
the spur bullet (/obj/item/projectile/spur): bresenham step(4, 0, 4, 2)
the spur bullet (/obj/item/projectile/spur): process step()
the spur bullet (/obj/item/projectile/spur): process step()
the spur bullet (/obj/item/projectile/spur): process()
12:28:35 Runtime detected
code/game/sound.dm:26:Assertion Failed: !isnull(turf_source) at sound.dm:26
proc name: playsound (/proc/playsound)
source file: sound.dm,26
usr: Xenon Deadhead (/mob/living/carbon/human)
src: null
call stack:
playsound(, 'sound/weapons/spur_hitmob.ogg', 30, 1, null, null, 1)
the spur bullet (/obj/item/projectile/spur): Bump(the alien drone (/mob/living/simple_animal/hostile/alien/drone))
the spur bullet (/obj/item/projectile/spur): bump original check()
the spur bullet (/obj/item/projectile/spur): bresenham step(4, 0, 4, 2)
the spur bullet (/obj/item/projectile/spur): process step()
the spur bullet (/obj/item/projectile/spur): process step()
the spur bullet (/obj/item/projectile/spur): process()
```
Check the runtime log for today to find more, but mostly duplicates
http://ss13.undo.it/logs/Dev/runtime/2015-11-28-runtime.log
https://git.nexisonline.net/vgstation/vgstation13/-/issues/5083Forcemove is making the code lag2015-10-11T07:23:18ZRob NelsonForcemove is making the code lag*Created by: clusterfack*
![](http://puu.sh/ixKDR/00ed0df4cb.png)
Note the turf/entered() call in the 4th highest proc call space.
This is due to the fact forcemove() is now used throughout the code which forcibly calls turf entered whe...*Created by: clusterfack*
![](http://puu.sh/ixKDR/00ed0df4cb.png)
Note the turf/entered() call in the 4th highest proc call space.
This is due to the fact forcemove() is now used throughout the code which forcibly calls turf entered whenever a loc changes.
![](http://puu.sh/ixKJg/a6e81d4631.png)
Specifically, this comes from the up to 100 loop of hasproximity for every time forcemove() is called and proceeds to call turf/entered. This is particularly prominent when, say miners for example, fill their conveyor belt with minerals which call forcemove being moved to the next turf, they have proximity with 100 objects every time.
Either
Someone needs to rewrite the hasproximity system to use another method like invoke events perhaps
Or forcemove needs to stop being used so often when it isn't important for hasproximity (this seems unlikely to me)
Or some other solution some creative person needs to think up