Hello,
My game (Dynamic Ship Simulator III) has been experiencing a strange, server-side lag issue recently, which slows down all server loops dramatically. It doesn’t have ANY impact on the ping or heartbeat though (they are mostly stable), and all singular actions, like firing a remote function for example, act normally without delays. The server memory seems to rise over time, rising to as much as 3450 (MB I think???) after 24 hours.
I’ve been trying to find the reason of this mess, but I couldn’t find any power consuming script on the server’s side. This has been happening since the last update I introduced, so this must be fixable on my end.
The issue doesn’t happen always, but tends to appear more on older and more populated servers. I have no idea what exactly could cause this, but something must “build up” over time. I don’t even know how to find the problematic script, since according to the dev console, everything is fine “on paper”.
Players don’t report any crashes or disconnections because of this. In fact, the average play time is even longer than before.
I’m not sure if this is going to help, but the main thing I introduced in the most recent update was a localscript which manually streams the terrain on the client (it turns little WedgeParts with meshes inside into actual, big WedgeParts). This was done to reduce the load on the server, and on the client as well, and seems to function pretty well. Thanks to it, I’m able to expand the map much easier and shorten the joining times.
After 24 hours, this is the server memory:
There are no scripts on the list which could have such a terrible impact on the server:
The ping, as well as the heartbeat, is acceptable: