Opis: Difference between revisions

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{|{{STDT|c_01}}
! Measurement Summary !! Description
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|Ping time || As used by Opis, includes not only packet travel time between the client and server but also the processing time of that packet at the server. For example, a high ping time might correlate with a delay between breaking a block client-side, and having that block actually be removed from the game world and drop as an item. Ping is also one of the graph options at the bottom of the Summary tab in real time.
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| Tick time || Also known as MSPT, or milliseconds per tick. How long the server is taking to compute each tick, of which there should be twenty per second when all is well. If tick time >50ms, the server isn't able to process all the data fast enough and tps (ticks per second) goes down. This is a common source of [[lag]]. Tick time is the other real time graphing option on the bottom of the summary screen.
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| World tick || Total time spent updating the world. This includes block lighting updates, random ticks for growth (crops, trees, etc.) and server-side spawn calculation. Hover over the World tick update time to see a breakdown by [[dimension]].
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| TileEntities || Total time spent updating tileEntities, and how many there are being simulated. TileEntities are blocks with additional data storage. This may be used to keep an inventory (chests, furnaces, hoppers, etc.) or a state (monster spawners) or used as part of the rendering (enchanting table's floating book, end portal frame particle effect).
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| Entities || Total time spent updating entities, including mobs - monsters, animals, villagers, etc.- and other mobile objects, such as dropped items, XP orbs, projectiles, boats and minecarts. Also shows total loaded entity count.
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| Handlers || Handlers are subroutines that run once a tick to control other blocks or systems that aren't part of World tick.
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==== Players ====
In this tab, you'll see all the players online, the [[dimension]] they are in, as well as their coordinates in the dimension. You can also teleport yourself to them or pull them to you even across dimensions. This tab is dynamic and updates in real time without needing to run profiling. Center Map will show a heatmap of activity, loaded entities and coordinates.
[[File:Players tab.png|center|frameless|939x939px]]
 
==== Entities ====
In this tab, you'll be able to see the loaded entities, and you'll also be able to killKill themAll allentities of a specific type on the server. Be careful with this option, this can cause unintended side effects for the players, like losing their nametagged mobs. Use the Refresh button to recount entities without having to do a full profiling session. The Filter Entities checkbox compresses all stacks (Dropped Item) and players into single lines for easier viewing.
[[File:Entities tab.png|center|frameless|933x933px]]
 
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==== Dimensions ====
In this tab, you'll be able to see the load caused by entities and tile entities in each dim. '''It should be noted that it's only entities and tile entities load, not the total load by [[dimension]] (for instance, AE2 can do some additional load that Opis cannot see).''' The purge buttons will ask you to [[trash]] any mob in the dimension, any item on the ground, as well as purging chunks to only let force loaded chunks. '''Keep in mind that it's not a proper way of unloading a chunk, so you may cause unintended behaviors sometimes by doing this.''' In the screenshot below, you can see that an empty dim is taking some load even if the dim is not loaded, this is why it is recommanded for public or semi-public servers to limit the amount of personal dims, as the cumulated load is not neglectible.
[[File:Dimension tab.png|center|frameless|945x945px]]
 
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