Comments (9)
Just to add, it is returning IMyShipConnector.Status = MyShipConnectorStatus.Connected.
from performance-improvements.
What was the exact problem? Crash inside the PerformanceImprovements plugin?
If crash, the could you please attach a stack trace (or even better a full log)?
Server or client?
from performance-improvements.
No crash on the server or the plugin or client. This is returning null to the PB API call for IMyShipConnector.OtherConnector or IMyShipConnector.OtherConnector.CubeGrid.
from performance-improvements.
Try to disable the Fix grid merge feature in the plugin config.
What it does may be related to your issue: "Disable conveyor updates during grid merge (MyCubeGrid.MergeGridInternal)"
Does it solve your problem? If not, then please try to disable half of the remaining tests each time and narrow down which one is causing the issue.
The workaround is to keep that fix (or fixes) disabled.
from performance-improvements.
We did disable that performance patch (the conveyor updates) and it did seem to resolve the issue, even after the patch was re-enabled. We've been unable to replicate it, but that it was immediately corrected upon toggling that option implies a causal link. Why it doesn't return, we don't know. We did other, unrelated to your plugin things, to dramatically improve simspeed, so it could be that the worker threads are completing in the same tick reliably enough that the problem is not occurring. Connecting two grids during low simspeed may replicate it.
from performance-improvements.
We did other, unrelated to your plugin things, to dramatically improve simspeed
What else have you configured exactly to improve performance? Maybe it gives some clue.
from performance-improvements.
Cleaned up grid clusters, hangared a lot of grids. Nothing that would be related other than to simspeed.
The problem has returned so we're trying to sync up with a player experiencing it to try and confirm which plugin setting is causing it. Personally I do not think that the conveyor during merge would be the cause because the affected Keen code only occurs when a full grid merge occurs, such as with a merge block or a copy-paste of a grid onto another grid.
from performance-improvements.
Thank you for narrowing this issue down to a specific config option.
from performance-improvements.
Does this issue still happen with game version 1.203.022?
from performance-improvements.
Related Issues (12)
- Causes game crash when Vanilla Turrets are placed/exist in the world. HOT 7
- Seemingly Incompatible with Linux HOT 4
- Can no longer access or edit LCDs directly HOT 1
- Avast - False Positive Issue HOT 3
- Error on startup HOT 2
- Plugin crashes game at start HOT 10
- Failed to apply harmony patches, SE version 1.204.017 b0 HOT 2
- Detected conflicting code since last update HOT 2
- MyShipConnectorPatchForConveyor causing server hang sometimes HOT 7
- MyGridConveyorSystemPath.ReachablePrefix crash HOT 3
- Mouse flicker if some options are enabled HOT 1
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from performance-improvements.