Electricity delay/queue problem

Hey Together, we've found the Problem and its a Rust Bug. Im be able to reproduce it and im in Talk with Alistair to solve it. Just in the case you got this Problem use that commands in your Console:

ATTENTION THIS WILL DELETE ALL PREFABS WITH NAME

- BLOCKER
del assets/prefabs/deployable/playerioents/gates/dflipflop/electrical.memorycell.deployed.prefab

- MEMORY CELL
del assets/prefabs/deployable/playerioents/gates/blocker/electrical.blocker.deployed.prefab

It's just a very bad workaround, but it will help you... After that you need to wait 1-15 minutes. Depends how bad the Impact was. If you be able to restart the server, do it!

I will track this issue and give you a feedback if its solved.

Greetings Centix

I hate to necro this thread, but we're now experiencing this exact problem on our server. Did anyone have a resolution or hear from Alistair on steps to resolve? 

Laurzapann

I hate to necro this thread, but we're now experiencing this exact problem on our server. Did anyone have a resolution or hear from Alistair on steps to resolve? 

I know of an existing bug/exploit that can cause IO queue delays/blockage. I won't disclose the details of the bug publicly since it can be abused. I can send you a plugin which you can use to help diagnose the issue and find the entities causing it.

Thank you, that would be so helpful!

Hey WhiteThunder can you pleas send me this Plugin aswell?

Contacted FP the day after they release the electric implementation,  pointed out several bugs and why it would nto work the way they implemented  it with queues..
showed them it was possible to get race conditions & queue blocks...
proposed a possibly far better way, with open source code .. but nope.....they want to do it thier way....

 It is why there is 1 specific gate missing from thier electric setup.... becasue you can build every other gate from that 1 gate....

Hello Razorfishsl, i got your point. Weve also released a detailed documentation to FP with a video and several possible Serverkillercircuits, but they did nothing about that. its even possible to ddos an official clean Server with those circuits. We got no response...

Greetings Centix 

NKXTQs24ExGTuL8.jpg WhiteThunder
I know of an existing bug/exploit that can cause IO queue delays/blockage. I won't disclose the details of the bug publicly since it can be abused. I can send you a plugin which you can use to help diagnose the issue and find the entities causing it.
Hi WhiteThunder could you send that plugin this way too please...
centix

Hello Razorfishsl, i got your point. Weve also released a detailed documentation to FP with a video and several possible Serverkillercircuits, but they did nothing about that. its even possible to ddos an official clean Server with those circuits. We got no response...

Greetings Centix 

I was really happy about the "electric" & logic circuits........
Even minecraft got it right....... you can build complete CPU's in there....
then  i tried to build a working  adder circuit
and found out it had massive race conditions...

KZqfwTCbFDOaSJO.jpg Troz
Hi WhiteThunder could you send that plugin this way too please...

Given the popular demand, I've now uploaded it to GitHub so folks can download it. I've added some functionality to automatically detect some bad circuits in order to automatically remedy them before they get out of hand, though that may not work for every case.

https://github.com/WheteThunger/IODebug

Unfortunately I am also having this problem on my server.

I have been using WhiteThunders IODebug and it is pointing to NPCautoturrets at safe zones and I have to delete them to bring the queue size down and everything works again but after several hours it happens again why is this?

at this point I will have to delete all NPCautoturrets and see if that solves it 

did anyone ever figure out how to fix it properly?

Illusive

Unfortunately I am also having this problem on my server.

I have been using WhiteThunders IODebug and it is pointing to NPCautoturrets at safe zones and I have to delete them to bring the queue size down and everything works again but after several hours it happens again why is this?

at this point I will have to delete all NPCautoturrets and see if that solves it 

did anyone ever figure out how to fix it properly?

It's crazy how I was just searching for the same thing and ran across your reply. I've never had this issue up until this wipe and it seems to happen at least once a day. I use the iodebug plugin and it's always the Outpost sentry turrets. I thought maybe it was something to do with the new turrent interference mechanic they added this month, like if it's somehow affecting the sentry guns. Have you by chance modified either of the 2 interference convars (sentry.maxinterference and sentry.interferenceradius)? I run a PVE server and the interference thing was affecting the raidable bases, so raised the maxinterference to like 30 and the radius to 10. When the issue started, I reset back to the default values but I still get the issue a couple of times a day. I don't know if me playing around with those convar irreprabably broke something in the electricity system.

Hey no way its not just me then, they must have done something but yes I have a x10 server and lots of turrets is normal so I had to change sentry.max to 500 and sentry radius to -1 so people could bypass the turret limit but I have even tried resetting it back and sadly the IO bug is still occuring, players aren't happy and keep leaving:(

+1 
I have this issue after last Forced wipe and it makes me crazy... server restart fix it for few hours and then is it back... 🤦‍♂️

Ryrzy

+1 
I have this issue after last Forced wipe and it makes me crazy... server restart fix it for few hours and then is it back... 🤦‍♂️

I had the same problem, Download WhiteThunders (IODEBUG) you can find a link on here if you go back, then run that and it will show you what is causing the delay, then you can TP to the position it shows and delete it and you will see the queue number go down each time you run IODebug in the RCON but if the number does not go down then TP to the next one and so on, basically this happened many times until I had no NPCturrets left at safe zones and then everything has been ok since its just strange how its safe zone turrets that are causing it and I contacted facepunch to report the issue in detail so they should hopefully put a fix out, it must be whatever they did to the turret limit thing thats broke something on the electricity side of things. Good luck