How to debug issues that don't print anything

I have a gigantic game thats suffering an issue that, at a random point, will raise the ping to 500 before subsequently crashing the server. Nothing is printed, from what I know there is no easy way to diagnose this issue.

Not asking directly how to fix this issue, im not giving any scripts or details on the game itself.
Im asking for the best way to find the cause of the issue.

What would be the best place to look in the f9 menu, what would i be looking for within those menus. Anything.

Any help you can give broadly as a knowledged and experienced developer.

Maybe pcall, or even coroutine.resume.

Add breakpoint and keep changing so you find the line right before the ping increase

Issue is it takes roughly 20 minutes to run into the issue, i’ve been doing this for months and its just a complete waste of time to sift through parts i think might be causing the issue line by line. The issue also never happens in studio, its exclusively in game that this happens after little under half an hour.

Disable some singular scripts (that don’t require other modules, etc) one by one and see the issue, then go on modules (disable the script that requires the module)

It sounds like you’re suffering from some major replication spike and/or memory leak. Check your network receive and memory usage over time. Most memory leaks are caused by embedded event connections that duplicate code/processes. I would begin by investigating your projectiles. Are you object pooling?

most creation of things like projectiles and such is all just cloning, i could use some sort of pooling method. a rewrite of that couldnt hurt ig

Issue was that the AI in the game was using the controllermanager/groundcontroller things roblox released a year or so ago. they suck dont use them, game can barely handle 50 of them.

Interesting. I wouldn’t have thought that to be a problem. You should stress-test these new API members and write a report on #bug-reports:engine-bugs