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*BIG ISSUE* No Loot Cleanup when server FPS is below 2.


cen

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When server FPS drops below 2, no loot gets cleaned up on the server.

 

This is a MAJOR issue.

 

20:23:29 "DEBUG FPS : 1.60417 OBJECTS: 14457 : PLAYERS: 50"
 

No loot cleaned up in a 2 hour period.

 

But when server FPS is above 2, it's fine:

 

19:56:21 "DEBUG FPS : 2.43346 OBJECTS: 16734 : PLAYERS: 33"

19:56:51 "CLEANUP: Deleted 355 Loot Piles out of 1984"
 
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Could edit this in server_cleanup.fsm?

 

Line 288-295

class cleanup_loot
    {
      name = "cleanup_loot";
      init = /*%FSM<STATEINIT""">*/"if (DZE_DiagFpsFast) then {" \n
       "	call dze_diag_fps;" \n
       "};" \n
       "" \n
       "[] spawn server_spawnCleanLoot;" \n

To maybe this?

class cleanup_loot
    {
      name = "cleanup_loot";     
       "[] spawn server_spawnCleanLoot;" \n
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What do them 3 options do?

I know it's related to FPS in the logs but I'm guessing only 1 of them is needed for the FPS

DZE_DiagFpsFast = true; // reports every 1 Min
DZE_DiagFpsFast = true; // reports every 5 Min
DZE_DiagVerbose = true; // include objects & players, false = only FPS
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If you can cut down your object count it will help your FPS. I found on a empty server that 12k objects halved the servers fps. Also keep in mind that the verbose fps option is just for debugging and has a pretty large overhead. You should really use "Slow" in a populated server:
 

DZE_DiagFpsFast = false; // reports every 1 Min
DZE_DiagFpsSlow = true; // reports every 5 Min
DZE_DiagVerbose = false; // include objects & players, false = only FPS
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I'm all about lowering object count, easier said than done

 

This thread is about the code you have implemented causing loot to NOT cleanup when server fps is below 2.

 

If loot doesn't clean up the server FPS will only drop, so the code in question needs looked at for future epoch updates!

 

Like justchil said, we have "fixed" it for now by using mostly dayz 1.8 loot cleanup.

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