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Fixed in 2020.1.X
Fixed in 2018.4.X, 2019.2.X, 2019.3.X
Votes
0
Found in
2018.2.0a6
2018.4
2019.2
2019.2.7f2
2019.3
2020.1
Issue ID
1193875
Regression
Yes
Profiling the Editor while running a Development Build causes a flood of UDP packets resulting in Editor lag
Reproduction steps:
1. Open WireShark
2. Filter "ip.dst==225.0.0.222"
3. Create a New Project
4. Build & Run a Standalone build (Development Build, Autoconnect Profiler)
5. See how many packets are being sent in WireShark (A few per second)
6. Profile the Editor
7. See how many packets are being sent in WireShark (Hundreds per second)
Expected Result: Profiling the Editor while running a Development Build should not cause a flood of UDP packets or Editor lag
Actual Result: Profiling the Editor while running a Development Build causes a flood of UDP packets resulting in Editor lag
Reproduced with: 2020.1.0a9, 2019.3.0b8, 2019.2.10f1, 2019.1.8f1, 2018.4.12f1, 2018.3.14f1, 2018.2.21f1, 2018.2.0b1, 2018.2.0a7, 2018.2.0a6
Did not reproduce on: 2018.2.0a5, 2018.2.0a1, 2018.1.9f1, 2017.4.33f1
Comments (1)
-
tkg_dhughes
Dec 12, 2019 17:05
Hi,
Is there a short-term workaround for this? And when is the next point-release due? I have just finished upgrading our project to 2019.2.15f1 and I can't merge back to mainline with this issue present!
Thanks,
Dan
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Resolution Note (fix version 2020.1):
Fixed with 2020.1.0a15, backported to 2019.3.0f4, 2018.4.18f1, 2019.2.17f1
Underlying issue that slow down editor are not UDP packages but issue with querying IP addresses in player connection. This was issue that was only related to windows and I suspect there was performance regression in Microsoft API that introduced editor slowdown (1 call took ~10 ms). Because of that we changed code so it only use this API when it is really required.
This fixed underlying issue of this case: Slowdown of editor when a lot players running in the network (marker EditorConnection.PollAllCustomMessages in some cases taking more than 50ms per frame).