Counter::send and Write Marshalled cause 10k-40k ping

After I added funnels to my game on 21.11.2024, players started reporting that some servers completely freeze and stop sending or receiving any network data (but they don’t crash and don’t kick anyone out)

I was lucky to be able to join one of those servers, and found that my own scripts have normal load% and normal rates, meaning I did not spot any abnormalities with my own scripting (but I can’t 100% confirm if the issue is caused by my scripts or not). I decided to open server microprofiler, and I saw very unusual entries that I never saw before:
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Counter::send and Write Marshalled were taking a pretty notable amount of frame time, which seems to result in my own game scripts becoming very slow, which causes those 2 microprofiler jobs/entires to get even slower, resulting in the server death spiral, that causes 10k-40k ping (in case if it manages to actually recover, which it doesn’t most of the time)

Game where this happens: OneSkyVed's Trolleybuses Place (indev) - Roblox

Impact level: medium. This issue seems to occur only sometimes, and happens completely randomly, unrelated to how many players are on the server. Main problem is that this issue has ruined several hosted events by completely freezing the server

In the private message I have provided detailed description of the differences of server microprofiler entries before and after this issue has appeared, in addition to providing a bunch of microprofiler dumps that show everything

Expected behavior

While my game is pretty performance intensive, I expect those microprofiler entries/jobs to respect server load (or to be more optimized?) and to not cause the server to spiral out of control and become unplayable

A private message is associated with this bug report

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