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Enclosed units attacking unreachable causes large perf loss #21187

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dnqbob opened this issue Nov 5, 2023 · 5 comments · May be fixed by #20954 or #21391
Open

Enclosed units attacking unreachable causes large perf loss #21187

dnqbob opened this issue Nov 5, 2023 · 5 comments · May be fixed by #20954 or #21391

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@dnqbob
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dnqbob commented Nov 5, 2023

stucky and laggy.zip

This is a test map on this issue.

@RoosterDragon
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If I order one of the large blobs trapped in by the wall across the map, that does indeed generate a large lag spike. If I open up part of the wall trapping them and order them again to the same spot, the lag spike is the same. Is there a scenario you can reproduce that is laggy specifically because the units are trapped in, or is it just that ordering large blobs of units is laggy in general regardless?

@PunkPun
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PunkPun commented Nov 5, 2023

Part of the reason for lag is because due to how attack activity functions the move command is queued every frame. The attack activity always queues move commands if it can't fire at the target without the knowledge on wether it had just queued a move command and wether or why it failed

@RoosterDragon
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That sounds like what #20954 is attempting to address?

@PunkPun
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PunkPun commented Nov 5, 2023

Yes, but in an incorrect way

@RoosterDragon
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Ah - and yes to underline, a move order cause a lag spike on that tick but then perf returns to normal, but attack moves completly wreck performance for a long period afterwards.

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