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How are you dealing with Rust Dynamic NavMesh?


Dennis

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Only problem with that is that it easily takes 7-10 minutes for the server to start.

Our only option right now is to either;

a) say "fuck you" to the Rust customer and tell them they have to deal with it as it's just the way it is or

b) say "fuck you" to the rest of our customers because we don't want our Rust clients to be mad about the long startup time.

 

I don't get how Facepunch would've ever imagined this change as a good idea. They've basically ruined it for GSP's and therefor themselves.

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This is what they said in their blog post about it:

 

Because the navmesh is dynamic, it generates on server startup. This can take a few minutes and uses a ton of CPU while it's doing so. We've been told that this can choke the server up and cause problems with other processes running on that box (like if you're also running 10 other Rust servers on it).

 

We've tried to alleviate this as best we can but we appreciate that it's still going to be an issue that server providers might need to work through. Especially if they have some kind of "locked process" detector that shuts the process down automatically if it hasn't responded in a while.

 

Looks like we're just going to have to deal with it for now! We host near 100 Rust servers so this is going to be fun...

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