Opis: Difference between revisions

1,532 bytes added ,  10 months ago
→‎Summary Tab: more information on what the summary screen shows.
(→‎Debug Tab: what the debug tab tracks.)
(→‎Summary Tab: more information on what the summary screen shows.)
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Generating a profile is very taxing on the server and [[lag]] should be expected during the process. Once profiling is finished, the game window will freeze, taking some time for the game to process all the data. Once it's done data will populate to the other tabs. Use the Tracking tab or Server timing tab to learn more about lag on the server.
 
{|{{STDT|c_01}}
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 graphed at the bottom of the Summary tab in real time.
! Measurement Summary !! Description
 
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Forced Chunks are [[Chunkloading|chunkloaded]] chunks, usually by an item such as a Railcraft [[Anchor]] or mod like [[FTB Utilities]]. Loaded Chunks are all chunks currently active in memory.
|Ping time as|| 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 graphedone 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]].
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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 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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| Forced Chunkschunks are|| [[Chunkloading|chunkloadedChunkloaded]] chunks, usually by an item such as a Railcraft [[Anchor]] or mod like [[FTB Utilities]]. Loaded Chunks are all chunks currently active in memory.
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| Loaded chunks || All chunks currently active in memory.
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| Upload/Download || Data transfer rate, from the server's perspective. Upload is data sent to client(s), download is data received from client(s).
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== Tracking Tab ==
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