Electricity delay/queue problem
Ok, very weird problem happening on our server right now. See the video beneath for details.
When I connect electrical stuff, it takes (a lot of) time before the items actually do anything. It looks like there is a delay for every item the power comes through.
The delay is not always the same time. Sometimes it's 5-10 seconds, but I've also seen 20 minutes.
Looks like it's not updating the output slots, or not receiving an network update or something, but gets updated later (by something?)

I checked the DLL files and saw IOEntities do have a kind of queue. Is it possible this queue is overpopulated? If so, any way to clear it?
We did restart the server already without success. Also looked around for weird circuits or spam and remove that.
I unloaded all mods that were added / changed this wipe. 

In the video you see me connecting the lights and checking power levels. Turning a light on or of with the switch has delay. Removing the input wire, instantly turns the light off. Lights connected to that light, do NOT turn off instant.

Who has seen this before? Or knows a way to fix this?

You could try something like "ioentity.framebudgetms 10" or even higher and wait until it works, but consider not setting it too high, up to 100 I would say. Not sure if that would work but worth a try.
Thank you for your response. I tried playing with it, but this didn't fix it. I changed ioentity.framebudgetms to 12 for now (didn't set it back, maybe this also has a delay). 

I saw and tried the other two settings too (higher and lower), but I have no idea what these do:
ioentity.backtracking	8	
ioentity.framebudgetms	1	
ioentity.responsetime	0.1​

Backtracking and responsetime are back to default at the moment.

You got any plugins using hook OnInputUpdate?
No, did a quick search through the code and it did not find OnInputUpdate. 

Update while typing this:
It seems to be solved now. We removed some wire connections to elevators (the new building blocks). I'm not sure if it has anything to do with it, but since a recent problem with them, they have my attention. I think there could've been a problem with a circuit like Solar Panel > Push Button > Elevator call socket. 
All this time the ioentity.framebudgetms was set to 12 (still is). Knowing that the problem was happening for multiple hours, it is very possible did this the trick! Would it be a problem to leave this on 12? The default value is 1ms...
I will let you guys know if the problem comes back.

Thanks for your time.
I don't think it'll be a really large problem if you leave the 12 value. Usually any plugins interacting with electricity can cause this as well.
Small update:
The problem is still occuring every day. 
It seems to solve (after a while) when I set the server framerate higher (fps.limit 100, we use 60 by default).
I think this problem is indeed a list of queued IO actions, where more actions get added than there is time to process them. Which results in a very large delay after half a day.

The reason why this happens is still unclear to me. Hopefully it's the map (procedural this wipe tho..) or a player who made a spammy circuit. I'm also still keeping an eye on the lifts.
It's the sorry ass way the electrics are programmed and the thread time allocation.
did them a load of "bug" reports and suggestions..... soon as electrics came out i tried to build a CPU....

you can see an example if you lay out a very long foundation, then put electrics on it , with things like blockers, then watch from a distance.
any trigger travels down the string of electrics, if you then load the server up, it slows down or even stops & pauses.(node tasks get preempted)

They could have fixed all this before they introduced electrics , by using a logic compiler & node monitor.
treat the elctrics as a boolean equation,recalc on any changes (see internet for free code), then just have each node monitored... but noooo... they wanted to dick about with voltage levels.. and continally recalculate the string every certain number of ticks....

i have the same problem right now :( was there any fix?

Try setting your server framerate higher

its already 256

Merged post

the delay seems to grow, i copied the whole server to another server, all building plugins etc. and dont seem to have the issue there, but its a linux box, current is windows. maybe an oxide difference?

phatblinkie

the delay seems to grow, i copied the whole server to another server, all building plugins etc. and dont seem to have the issue there, but its a linux box, current is windows. maybe an oxide difference?

The only varying factor with Oxide between Windows and Linux would be Rust itself.

so we found the problem, kinda. we had a user with a lot of rf receivers, around 20. and for whatever reason, once they were disconnected, the issue went away, and didnt return.

having the same issue.  small low-pop server.  can someone give me some advice on how to track down the problem?

Hello Sarjunkie,

We have the same problem as well.  we dont know how to fix that. we restarted the server several times. Sometimes the bug went away and sometimes the Problem appears!

Can someone help us to track the Problem?

we deactivated all Plugins, now change happend. The Problem appears in a random time after a Serverstart. 1 Hour - 12 hours.

Greetings Centix

The Monument Puzzles are also delayed!



Merged post

Hello, After my test here the Results:

If i do a Serverrestart the IO Entitys are faster! each Minute the server is running the delay will be bigger.

I player around with the Command:

ioentity.responsetime	0.1

The Result was very interessting, i can reduce the delay if i change the value to 0.00001

Greetings centix