[Bug]: This plugin and the CrackShot plugin have an impact on server performance
Closed this issue · 4 comments
Is there an existing issue for this?
- I have searched the existing issues
Current Behavior
This plugin will listen to the CrackShot plugin when loading, and interact with this plugin when the bullet from the firearm made by CrackShot causes damage to the entity, resulting in serious performance vulnerability issues, I hope you can review the problem and release a fixed version as soon as possible.
Expected Behavior
This plugin does not create performance vulnerabilities with CrackShot.
Steps To Reproduce
Use CrackShot weapons to attack entities.
Environment
- Server Software: Paper1.16.5
- ProRPGItems Version: 1.0.4-R0.2-SNAPSHOT
- ProMCCore Version: 1.0.4-R0.2-SNAPSHOT
- Plugins: ProRPGItems ProRPGItems CrackShot CrackShotPlus
latest.log
There are no conditions where the problem causes the server to crash.
Anything else?
The Timings report generated by the server is here.
https://timings.aikar.co/dev/?id=f6c6f09d2e384783af008998591c01ab
It's not really even that it listens to CrackShot. The current implementation for damage overhauling inside ProRPGItems is honestly too robust and intrusive and creates these performance issues. I've done a decent amount to attempt to optimize this, but I feel that little more can be done without doing a full rewrite of the damage system. And that is not going to be a quick fix.
So are you going to refactor the plugin's damage system?
I hope you can fix this problem soon, this bug is affecting my server too much.
It's not going to happen soon, but it's on my list of things to do eventually
CrackShot is no longer supported. Anyone using crackshot needs to switch to the WeaponsMechanic plugin. WeaponMechanics is a complete recode of the CrackShot.
I'm closing this issue. Make a new post if there's issues with the WeaponsMechanic plugin.