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tab completion takes extreamly long #103

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WesleyVanNeck opened this issue Apr 22, 2019 · 6 comments
Open

tab completion takes extreamly long #103

WesleyVanNeck opened this issue Apr 22, 2019 · 6 comments
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bug Something isn't working PRIO: LOW visual_glitch This issue affects how the game looks but not how it behaves

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@WesleyVanNeck
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WesleyVanNeck commented Apr 22, 2019

Describe the bug
Describe the bug as clearly as you can. If you get any errors in the console or the client paste them on https://hastebin.com/ and link them here.

How can we reproduce the issue?
Steps to reproduce the behavior:

  1. Join with PE '1.10'
  2. Do 'type a command or do just /'
  3. See the issue

Expected behavior
instant command list our a smaller wait time XD

Screenshots
If applicable, please attach screenshots of both the Java and Bedrock edition of the game.

What version of ... are you using?
ps bungee (yesdog) latest and latest mcpenew client 1.10

Additional information
am using protocollib but thats for one plugin that doesnt have commands or does somting with it, ...)

@djacks6278
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change spigot.yml option

tab-complete: -1

this solution will be work nice

@magicus magicus added bug Something isn't working PRIO: LOW visual_glitch This issue affects how the game looks but not how it behaves labels May 5, 2019
@WesleyVanNeck
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@magicus I think this prio is high and it isn't a visual glitch

@Shevchik
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Shevchik commented May 6, 2019

Blame pe for doing it way too slow.

@WesleyVanNeck
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#blamemojang #blamePE

@magicus
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magicus commented May 7, 2019

I agree with Shev. It's hard to do anything about; apparently PE has some non-linearity in how it handles their data structures. Possible fixes includes:

  1. Disabling tab completion altogether
  2. Disabling tab completion completely if the number of commands pass a certain limit
  3. Arbitrarily dropping commands from tab completion after a limit
  4. Trying to merge the expanded PE "command node chains" into the more compact "nodes with alternatives" that PE seem to use internally, in the hope that this improves performance.

None of the solutions seems particularly attractive. The option 4 seems like the only chance to have a really desirable result, but we don't know if it will work, and going there will require quite a bit of complex algorithms -- which in worst case will have an unacceptable performance cost at the server. It wouldn't surprise me if such merging would end up at O(n^2) or above, and then we'd just shift the penalty to the server.

@magicus
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magicus commented May 7, 2019

There is a work-around suggested above, which is basically 1), but as an option you can select yourself. I can't seriously think of a much better way to handle this.

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bug Something isn't working PRIO: LOW visual_glitch This issue affects how the game looks but not how it behaves
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