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Fix alcohol lag bug (hopefully) - #5950

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walksanatora merged 1 commit into
ss14Starlight:starlight-devfrom
Arkanic:ethanol-lag-fixmaybe
Sep 2, 2026
Merged

Fix alcohol lag bug (hopefully)#5950
walksanatora merged 1 commit into
ss14Starlight:starlight-devfrom
Arkanic:ethanol-lag-fixmaybe

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@Arkanic

@Arkanic Arkanic commented Sep 2, 2026

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Short description

Legendary long elusive alcohol lag bug, summoner of many a "remove alcohol shader" red herring, isolated
Big thanks to blimpuf downstream for noticing a rather repetitive block of code.

Background:

  • ethanol "lag" bug occured exclusively during the metabolisation of alcohol, not at other times
  • lag was incredibly chuggy fps, no network rubberbanding or anything
  • only reported by certain players, impossible to reproduce in dev env
  • some players noted getting spammed with hundreds of locale warnings (specifically those related to profile loading) while experiencing this lag

Thesis:

  • i posited that something was causing profile ui to spam reload, suspected it to be railroading or achievements system, but could never pin it down

What happens:

  • while metabolising alcohol, progress is added/checked to the ethanol acihevement task. This is done regardless of whether or not the ethanol task has been fully completed. Every achievement progress update sends a net message from server -> client with full achievement list and update.
  • This means that every metabolism event update, the client is getting an achievements update. Not most efficient, but not bad either, and certainly not root cause of all the lag.
  • When event is received by client, it is stored in a dict, and an action is fired. This action is subscribed to by the achievements UI, and the job manager UI.
  • every time the job manager UI's update is invoked, it fully rebuilds the job timer, humanoid profile editor, and antag list UI from scratch. SL edits call the job manager update every time an achievement progress is received.
  • as far as I can find, there is no use case where the job manager needs to know achievement progress (achievement UI is handled entirely seperately to this), it doesn't use any data from the event and my assumption is that it is there for potential future achievement-based unlocks, but was made to be achievement progress instead.

Anyway, net result is that drinking alcohol -> spams progress updates every tick -> every progress update causes incredibly expensive humanoid profile/antag select/job UIs to fully reload at a rate of server tickspersecond * number of metabolism events per tick

The fix:
fix is literally just make it only update those UIs when an achievement is unlocked, not every individual progress increment
It's not used anywhere in code and there is no reason for those UIs to be interested in individual progress steps, especially since those can't possibly happen outside of game when those UIs are actually being viewed

Limitations:

  • Achievements is still sending a ton of progress update events, which probably isn't great (but not terrible) for network. As I don't think anyone is willing to fully rewrite the achievements system, this is an evil that will stay with us for now.
  • Despite my confidence, I cannot truly test whether this fixes the lag in dev, as achievement progress is sent through nulllink, not game server.

Why we need to add this

erm

Checks

  • I do not require assistance to complete the PR.
  • Before posting/requesting review of a PR, I have verified that the changes work.
  • I have added screenshots/videos of the changes, or this PR does not change in-game mechanics.
  • I affirm that my changes are licensed under the MIT License and grant permission for use in this repository under its conditions.

Changelog

🆑 Arkanic

  • fix: Ethanol lag bugfix (hopefully) (likely) (for real this time).

@Arkanic
Arkanic requested a review from a team September 2, 2026 22:05
@github-actions github-actions Bot added S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. size/XS S: Needs Review Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved. Changes: C# and removed S: Needs Review Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved. labels Sep 2, 2026
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Review Change Stack

📝 Summary

Summary

This PR reduces client FPS lag during alcohol metabolization.

  • JobRequirementsManager now listens for AchievementUnlocked instead of AchievementsUpdated.
  • Job manager UI updates occur only when an achievement unlocks.
  • Achievement progress events continue to reach the client.
  • The change prevents repeated job timer, humanoid profile editor, and antagonist list rebuilds during incremental progress updates.

User impact

Alcohol consumption should no longer cause severe client FPS drops from repeated UI reloads. Achievement progress remains functional.

Risk areas

  • Job requirement state must still refresh correctly when an achievement unlocks.
  • Progress-only changes no longer trigger JobRequirementsManager.Updated.
  • The unused achievement parameter in OnAchievementsUnlocked(string achievement) may require future cleanup if the event payload changes.

Guideline gaps

  • The PR context does not document whether this client-side placement follows the Shared-first convention.
  • The PR context does not include Starlight ownership comments.
  • The PR context does not discuss localization impact.
  • The PR context does not state whether the event subscription change creates a breaking API or behavior change.
  • The PR context does not describe the design impact of suppressing progress-only job manager updates.

Walkthrough

JobRequirementsManager now listens for AchievementUnlocked. Its handler accepts the achievement identifier and continues to invoke Updated.

Changes

Achievement event integration

Layer / File(s) Summary
Handle achievement unlock notifications
Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs
Initialize subscribes to AchievementUnlocked. The renamed OnAchievementsUnlocked(string achievement) handler continues to invoke Updated.

Estimated code review effort: 1 (Trivial) | ~5 minutes

Merge Risk: 🔵 Low · up to c5a8e

The PR limits job-requirement UI refreshes to achievement unlocks, reducing repeated client work without introducing a concrete functional or security risk. It is mergeable with explicit owner follow-up to add the required Starlight ownership markers to the edited lines.

Suggested reviewers: starlighthost

🚥 Pre-merge checks | ✅ 4 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 0.00% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 3 functions across 1 files. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (4 passed)
Check name Status Explanation
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
Title check ✅ Passed The title clearly identifies the primary change: fixing alcohol-related lag. The qualifier "hopefully" adds uncertainty but does not make the title vague or unrelated.
Description check ✅ Passed The description directly explains the alcohol metabolization lag, the repeated job manager UI rebuilds, and the event-based fix.
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@starlightgithub starlightgithub Bot added the S: Approved Status: Reviewed and approved by at least one maintainer or dev; a PR may require another approval. label Sep 2, 2026

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Actionable comments posted: 1

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Inline comments:
In `@Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs`:
- Line 63: Add paired Starlight ownership markers around both changed edits in
JobRequirementsManager, including the AchievementUnlocked subscription and the
additional edit referenced nearby, while preserving the existing NullLink
markers.

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  • Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs

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Comment thread Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs
@walksanatora
walksanatora added this pull request to the merge queue Sep 2, 2026
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Content + Integration Test Results

Failed Tests

Failed Tests
❌ JobWeightTest
Multiple failures or warnings in test:
  1) Test was dirty-disposed.
     at Robust.UnitTesting.Pool.TestPair`2.OnDirtyDispose() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Recycle.cs:line 44
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[TStateMachine](TStateMachine& stateMachine)
   at Robust.UnitTesting.Pool.TestPair`2.OnDirtyDispose()
   at Robust.UnitTesting.Pool.TestPair`2.DisposeAsync() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Recycle.cs:line 146
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[TStateMachine](TStateMachine& stateMachine)
   at Robust.UnitTesting.Pool.TestPair`2.DisposeAsync()
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 262
   at System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1.AsyncStateMachineBox`1.ExecutionContextCallback(Object s)
  2) TearDown : System.InvalidOperationException : Collection was modified; enumeration operation may not execute.
  --TearDown
   at System.Collections.Generic.HashSet`1.Enumerator.MoveNext()
   at Robust.Client.GameStates.ClientGameStateManager.PartialStateReset(GameState state, Boolean resetAllEntities, Boolean deleteClientEntities, Boolean deleteClientChildren) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameStates/ClientGameStateManager.cs:line 1279
   at Robust.Client.GameStates.ClientGameStateManager.ApplyGameState() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameStates/ClientGameStateManager.cs:line 426
   at Robust.Client.GameController.Tick(FrameEventArgs frameEventArgs) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameController/GameController.cs:line 617
   at Robust.Client.GameController.<>c__DisplayClass74_0.<StartupContinue>b__7(Object sender, FrameEventArgs args) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameController/GameController.cs:line 290
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationGameLoop.SingleThreadRunUntilEmpty() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1260
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationGameLoop.Run() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1237
   at Robust.UnitTesting.RobustIntegrationTest.ClientIntegrationInstance.ThreadMain() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1047
--- End of stack trace from previous location ---
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationInstance.WaitIdleImplAsync(Boolean throwOnUnhandled, CancellationToken cancellationToken) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 566
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationInstance.WaitRunTicks(Int32 ticks) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 653
   at Robust.UnitTesting.Pool.TestPair`2.RunTicksSync(Int32 ticks) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Helpers.cs:line 185
   at Robust.UnitTesting.Pool.TestPair`2.RunUntilSynced() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Helpers.cs:line 226
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 243
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 262
   at NUnit.Framework.Internal.TaskAwaitAdapter.GenericAdapter`1.BlockUntilCompleted()
   at NUnit.Framework.Internal.MessagePumpStrategy.NoMessagePumpStrategy.WaitForCompletion(AwaitAdapter awaiter)
   at NUnit.Framework.Internal.AsyncToSyncAdapter.Await[TResult](TestExecutionContext context, Func`1 invoke)
   at NUnit.Framework.Internal.AsyncToSyncAdapter.Await(TestExecutionContext context, Func`1 invoke)
   at NUnit.Framework.Internal.Commands.SetUpTearDownItem.RunSetUpOrTearDownMethod(TestExecutionContext context, IMethodInfo method)
   at NUnit.Framework.Internal.Commands.SetUpTearDownItem.RunTearDown(TestExecutionContext context)

Trace:


1)    at Robust.UnitTesting.Pool.TestPair`2.OnDirtyDispose() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Recycle.cs:line 44
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[TStateMachine](TStateMachine& stateMachine)
   at Robust.UnitTesting.Pool.TestPair`2.OnDirtyDispose()
   at Robust.UnitTesting.Pool.TestPair`2.DisposeAsync() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Recycle.cs:line 146
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[TStateMachine](TStateMachine& stateMachine)
   at Robust.UnitTesting.Pool.TestPair`2.DisposeAsync()
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 262
   at System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1.AsyncStateMachineBox`1.ExecutionContextCallback(Object s)
2) --TearDown
   at System.Collections.Generic.HashSet`1.Enumerator.MoveNext()
   at Robust.Client.GameStates.ClientGameStateManager.PartialStateReset(GameState state, Boolean resetAllEntities, Boolean deleteClientEntities, Boolean deleteClientChildren) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameStates/ClientGameStateManager.cs:line 1279
   at Robust.Client.GameStates.ClientGameStateManager.ApplyGameState() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameStates/ClientGameStateManager.cs:line 426
   at Robust.Client.GameController.Tick(FrameEventArgs frameEventArgs) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameController/GameController.cs:line 617
   at Robust.Client.GameController.<>c__DisplayClass74_0.<StartupContinue>b__7(Object sender, FrameEventArgs args) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameController/GameController.cs:line 290
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationGameLoop.SingleThreadRunUntilEmpty() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1260
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationGameLoop.Run() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1237
   at Robust.UnitTesting.RobustIntegrationTest.ClientIntegrationInstance.ThreadMain() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1047
--- End of stack trace from previous location ---
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationInstance.WaitIdleImplAsync(Boolean throwOnUnhandled, CancellationToken cancellationToken) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 566
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationInstance.WaitRunTicks(Int32 ticks) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 653
   at Robust.UnitTesting.Pool.TestPair`2.RunTicksSync(Int32 ticks) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Helpers.cs:line 185
   at Robust.UnitTesting.Pool.TestPair`2.RunUntilSynced() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Helpers.cs:line 226
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 243
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 262
   at NUnit.Framework.Internal.TaskAwaitAdapter.GenericAdapter`1.BlockUntilCompleted()
   at NUnit.Framework.Internal.MessagePumpStrategy.NoMessagePumpStrategy.WaitForCompletion(AwaitAdapter awaiter)
   at NUnit.Framework.Internal.AsyncToSyncAdapter.Await[TResult](TestExecutionContext context, Func`1 invoke)
   at NUnit.Framework.Internal.AsyncToSyncAdapter.Await(TestExecutionContext context, Func`1 invoke)
   at NUnit.Framework.Internal.Commands.SetUpTearDownItem.RunSetUpOrTearDownMethod(TestExecutionContext context, IMethodInfo method)
   at NUnit.Framework.Internal.Commands.SetUpTearDownItem.RunTearDown(TestExecutionContext context)
❌ JobWeightTest
Multiple failures or warnings in test:
  1) Test was dirty-disposed.
     at Robust.UnitTesting.Pool.TestPair`2.OnDirtyDispose() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Recycle.cs:line 44
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[TStateMachine](TStateMachine& stateMachine)
   at Robust.UnitTesting.Pool.TestPair`2.OnDirtyDispose()
   at Robust.UnitTesting.Pool.TestPair`2.DisposeAsync() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Recycle.cs:line 146
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[TStateMachine](TStateMachine& stateMachine)
   at Robust.UnitTesting.Pool.TestPair`2.DisposeAsync()
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 262
  2) TearDown : System.InvalidOperationException : Collection was modified; enumeration operation may not execute.
  --TearDown
   at Robust.Client.GameStates.ClientGameStateManager.PartialStateReset(GameState state, Boolean resetAllEntities, Boolean deleteClientEntities, Boolean deleteClientChildren) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameStates/ClientGameStateManager.cs:line 1294
   at Robust.Client.GameStates.ClientGameStateManager.ApplyGameState() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameStates/ClientGameStateManager.cs:line 426
   at Robust.Client.GameController.Tick(FrameEventArgs frameEventArgs) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameController/GameController.cs:line 617
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationGameLoop.SingleThreadRunUntilEmpty() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1250
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationGameLoop.Run() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1237
   at Robust.UnitTesting.RobustIntegrationTest.ClientIntegrationInstance.ThreadMain() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1047
--- End of stack trace from previous location ---
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationInstance.WaitIdleImplAsync(Boolean throwOnUnhandled, CancellationToken cancellationToken) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 566
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationInstance.WaitRunTicks(Int32 ticks) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 653
   at Robust.UnitTesting.Pool.TestPair`2.RunTicksSync(Int32 ticks) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Helpers.cs:line 185
   at Robust.UnitTesting.Pool.TestPair`2.RunUntilSynced() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Helpers.cs:line 226
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 243
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 262
   at NUnit.Framework.Internal.Commands.SetUpTearDownItem.RunTearDown(TestExecutionContext context)

Trace:


1)    at Robust.UnitTesting.Pool.TestPair`2.OnDirtyDispose() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Recycle.cs:line 44
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[TStateMachine](TStateMachine& stateMachine)
   at Robust.UnitTesting.Pool.TestPair`2.OnDirtyDispose()
   at Robust.UnitTesting.Pool.TestPair`2.DisposeAsync() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Recycle.cs:line 146
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[TStateMachine](TStateMachine& stateMachine)
   at Robust.UnitTesting.Pool.TestPair`2.DisposeAsync()
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 262
2) --TearDown
   at Robust.Client.GameStates.ClientGameStateManager.PartialStateReset(GameState state, Boolean resetAllEntities, Boolean deleteClientEntities, Boolean deleteClientChildren) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameStates/ClientGameStateManager.cs:line 1294
   at Robust.Client.GameStates.ClientGameStateManager.ApplyGameState() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameStates/ClientGameStateManager.cs:line 426
   at Robust.Client.GameController.Tick(FrameEventArgs frameEventArgs) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.Client/GameController/GameController.cs:line 617
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationGameLoop.SingleThreadRunUntilEmpty() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1250
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationGameLoop.Run() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1237
   at Robust.UnitTesting.RobustIntegrationTest.ClientIntegrationInstance.ThreadMain() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 1047
--- End of stack trace from previous location ---
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationInstance.WaitIdleImplAsync(Boolean throwOnUnhandled, CancellationToken cancellationToken) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 566
   at Robust.UnitTesting.RobustIntegrationTest.IntegrationInstance.WaitRunTicks(Int32 ticks) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs:line 653
   at Robust.UnitTesting.Pool.TestPair`2.RunTicksSync(Int32 ticks) in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Helpers.cs:line 185
   at Robust.UnitTesting.Pool.TestPair`2.RunUntilSynced() in /home/runner/work/space-station-14/space-station-14/RobustToolbox/Robust.UnitTesting/Pool/TestPair.Helpers.cs:line 226
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 243
   at Content.IntegrationTests.Fixtures.GameTest.DoTeardown() in /home/runner/work/space-station-14/space-station-14/Content.IntegrationTests/Fixtures/GameTest.cs:line 262
   at NUnit.Framework.Internal.Commands.SetUpTearDownItem.RunTearDown(TestExecutionContext context)
Tests 📝 Passed ✅ Failed ❌ Duration ⏱️
1699 1677 2 15m 28s

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Merged via the queue into ss14Starlight:starlight-dev with commit de1c2ab Sep 2, 2026
24 of 26 checks passed
starlightgithub Bot added a commit that referenced this pull request Sep 2, 2026
@Arkanic
Arkanic deleted the ethanol-lag-fixmaybe branch September 3, 2026 04:11
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