[INACTIVE][MECH] PerformanceTweaks v0.08 - Disc Usage Minimizer, And More [818]

Discussion in 'Inactive/Unsupported Plugins' started by LexManos, May 3, 2011.

  1. Offline

    LexManos

    PerformanceTweaks - Disc Usage minimizer, And Other performance tweaks
    Version: v0.08

    AutoSave Stopper:
    Instead of writing every chunk to the disc every 2 seconds. This changes it to 30 mins.
    This saves the server from writing about 9KBps to the disc (7 writes, 2 reads per chunk, on a 3 person server).
    As well as saves about 2 calls to deflate every 2 seconds. (per chunk)

    Chunk Persistance:
    Change how long chunks will stay loaded into RAM, instead of unloading instantly when not used. This way naturally high traffic areas will stay loaded, yet areas that someone was just passing through will unload after some time. This means you need SOME extra RAM but that extra RAM will actually give you a boost in performance while reducing the amount of reading and writing needed for the disk. Win-Win. This part can be disabled via the config file.

    Monster Limiter:
    The Monster limiter will disabled 'natural' monster spawning when the number of monster gets above the max threshold. Then it will re-enabled it when the monsters get below the threshold - 100. Note: Monsters spawn in groups so this is a rough threshold. The limit can be set in the configuration. You can also completely disable this there as well. Let me know how this works out for you.

    Features:
    • Massively reduces needless disc usage
    • Chunks stay in RAM longer
    Download wget friendly
    Download Source Here
    Donation Link[​IMG]

    If you have any other ideas let me know I can look into if they are feasible or not.
    60 Seconds Without the plugin on a idle server:
    [​IMG]
    Average Disc Traffic: 1041Bps
    60 Seconds With the plugin on as idle server:
    [​IMG]
    Average Disc Traffic: ... none.

    Changelog:

    Verion 0.08:
    • Updated to MC 1.6.6 RB 813
    Version 0.07:
    • /save-all now forces saving player data as well. Thanks PhantomGamers
    • Fixed NPE on Disable/Reload when MonsterLimiter was disabled. Thanks the like.. 60 of you who repeatidly reported it u.u
    • Added Perliminary Miltiverse world specific Monster Limiter configuration. Please test
    • -Changed MonsterLimiter config to yml.
    • Potential fix for a NPE in Chunk Persistance.run
    • Temporary fix for a Concurancy exception in MonsterLimiter.run();
    Version 0.06:
    • Re-wrote how monster Limiter works
    • --Added config option for allowing animals/monsters separately.
    • --Added a monitor thread, to catch edge cases where EntityDeath doesn't fire.
    • Changed how Persistent Chunks refreshing works, lowering the CPU impact.
    Version 0.05:
    • Changed how Chunk persistence works.
    • -Should get rid of any and all concurrency errors. Chunks are now unloaded by Bukkit itself in doTick()
    • -It will not try to unload spawn chunks any more.
    • -Chunks are new 'refreshed' when players move.
    • Added the /ptml command for debug info.
    Version 0.04
    • Added Monster Limiter
    Verions 0.03
    • Added Chunk Persistance
    Version 0.02
    • Added Configuration
    Version 0.01
    • First Release
     
    lemachinbidule, omnija, nacs and 13 others like this.
  2. Offline

    Liger_XT5

    Thought I'd let you know that my server has a real missing chunk. I was going to install the chunk regen plugin, but the download link doesn't work.
     
  3. Offline

    fffizzz

    Mine too is suffering a missing chunk.. I repaired it the other day and that SAME chunk is missing again..
     
  4. Offline

    LexManos

    Interesting, try disabeling the chunk persistance plugin and see if you are still getting chunk issues.
    I may have to re-write it it does it, but it shouldn't cause issues. If it gets a exception while trying to unload the chunk it will try again later. I'll do more testing tonight.
    Would those of you who are having issues please PM your server logs.

    Also same chunk missing twice leads me to think it is something else at fault, if it was this it'd be different/random chunks.. Im still looking into it. I have no clue what is causing your issue.
    Give me a server log and a list of your plugins.
     
  5. Offline

    dirkson

    I was bait-and-switched with Clear. (No bandwidth caps until after the period in which I could return their little demonic device) I'm trying to suffer through for the time being, until the contract lapses and I can get out. On the plus side, I'm wasting a lot less time on youtube videos!
     
  6. Offline

    o0AzzA0o

    same missing chunk and my seed is missing so that chunk is gone perma ...... excellent plugin just to dangerous to use
     
  7. Offline

    LexManos

    Added a note to Chunk Persistance I am still trying to figure out whats causing this. As I am not getting any missing chunks.
    Guys send me your logs. Also, this doesn't do anything with your seed so I have no clue why that would be missing.
     
  8. Offline

    Dangazzm

    Chunk persistence saves chunks into RAM for longer than normal. If you are running RAMDisk then this will have no effect... or a funky effect possibly I dunno cause I didn't test this and won't get the chance to.

    There is no way a seed could be missing. If there was then you couldn't expand your map anymore. So I dunno what to say there either.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 14, 2016
  9. Offline

    Liger_XT5

    Could it be possible that if the chunk in ram isn't saved to the hard drive, when the server is shut down or forced off?
     
  10. Offline

    Dangazzm

    I think it would be possible if there was an exception from 2 different things happening at once during the save. However the save shouldn't delete it, it would just have older backup of it. Since it wouldn't save a blank chunk that I know of.

    but yea I personally wouldn't rule out the possibility just not probable.
     
  11. Offline

    LexManos

    As a test, I setup autosave to do continious saves, set Chunk Persistance to try and get as many conflicts as possbile. And als crasked the server by terminating the process ....
    Still I could not get it to give me chunk errors....
    The hell are you guys doing?
     
  12. Offline

    fffizzz

    I run my world in a ramdisk if that matters. linux server, backups every 1 hour (no clue how often it saves other than that). But it appears my map is now corrupt anyway.. gonna run chunkster on it to see if it "fixes" anything.
     
  13. Offline

    LexManos

    Im working on making another addon to pre-cache chunks {load them at startup}
    Once thats done there will be no need what so ever for ram disk. (Not that I could think of a reason to use it now anyways....) It adds a layer of unreliability that is not needed.
     
    ledhead900 likes this.
  14. Offline

    fffizzz

    Before this plugin, a ram disk on a semi-popular server would improve performance by about 40%.... hard to say there isnt a need for it :)

    Unfortunately, there are a lot of loose ends on my setup that im waiting to tie up so I cant nail the problem down. Using a clean map now with no crashes.... so it looks like it was due to map corruption (im not blaming this map in anyway), but the only thing that changed this week was this plugin.. I did disable the chunk persistance as well.
     
  15. Offline

    ledhead900

    You have my vote once u track down this reported chunk not loading issue.

    I run a small server with 3 worlds
    It would be nice if this was mulitverse supportive if it is not already so I could control values for invidual worlds.

    Mainly the mob count limit.

    My guess is this plugin would be perfect for server with 3gig of ram spare an up :)
    I also am awear the Mobs are one of the MAIN uses of CPU second to players online so limitng this somewhate NOTCHASIOUS number down to a fixed limit would be very very handy for mulitworld users.


    This is good as well that means I can Pre load the Spawn chunk so its not constantly doing spin up and downs as people enter and exit the spawn area as its the a high traffic spot.

    Thus saving more HDD I/O usage and at the same time giving users a loaded chunk reducing chunk load slowness.

    Impressive let me know when u get that going.
     
  16. - 24 GB
    - ~90-100
    ~ defaults
     
  17. Offline

    NotoriousPyro

    I also had a strange missing chunk, a "world hole".
     
  18. Offline

    KillerKlown

    Me too, at coordinates 0,0, fixed it with chunkregenerate.jar (btw you can still use the link on this plugin homepage, you just have to change the host with th ip address the plugin author has on his signature)

    Edit: running rb 740
     
  19. Offline

    6y7t8h

    anyone getting mild lagspikes whenever the worlds do the autosave thing? For me it can sometimes disconnect the whole playerlist..and is it possible for me to just make the autosave feature to infinity so it doesn't lagspike?
     
  20. Offline

    enchanter100

    So I don't think this plugin is causing the missing chunk. Everyone is running recommended build CB 740, while if you look at build 758 "Possibly fixed chunk loss bug encountered when teleporting"...
     
  21. Offline

    fffizzz

    I saw that too, however coincidence or not it started after using this plugin..
     
  22. Offline

    NotoriousPyro

    I've disabled this plugin because I keep losing chunks.

    Edit: I've disabled the plugin, repaired the world hole, did a /save-all, and now disabled Chunk Persistence and re-enabled the plugin. Hopefully I won't see any more world holes but I'll keep you updated.
     
  23. Offline

    Sabinno

    Your plugin, unfortunately, is causing more lag than it is reducing.
    The MonsterLimiter isn't functioning properly...
    It's overriding the server.properties file, which I set to disable mobs of any kind (even animals)
    I don't appreciate that, as my server is very delicate performance-wise.
    Please fix this, or I can't use this plugin!
    Thanks in advance;
    -Sabinno-
    P.S. I have set the MonsterLimiter config to zero, but it has no effect...
    WorldEdit is keeping my server running :confused:
    "/butcher" every 20 seconds.
     
  24. Offline

    NotoriousPyro

    Did you not think to do this:
    Code:
    #enable: If this part of the plugin should be enabled at all.
    #maxmonsters: The number of monsters to spawn on the server.
    #Wed May 04 22:14:48 PDT 2011
    maxmonsters=2500
    enable=False
    
    Notice the "False" under enable?
     
  25. Offline

    Sabinno

    I made sure to place it under 'false'
     
  26. Offline

    enchanter100

    I ended up having to remove the addon also. It actually caused my server to crash with an out of memory error for the first time ever..
     
  27. Offline

    LexManos

    Then you did something wrong as if you set enable=false, it will not do anything related to monster limiting at all.
    And obviously if you have chunks loaded staying in memory, it takes up more memory.
    Chunk persistence isn't for servers that have low amounts of ram.
     
  28. Offline

    fffizzz

    I have 16 gig, 12 allocated to minecraft. :)
     
  29. Offline

    LexManos

    Well, that would only give you 131,072- chunks.
    Which isnt hard to get up to. Lower your life time from 30 mins to like.. 5.
     
  30. Offline

    rtcabooservb

    I don't know if this is an issue with performancetweaks but chunks started to stop loading and left huge voids where people can fall down it forever. If you right click the air, the blocks start to respawn. I disabled performance tweaks and now the chunks are back. I'd like to know if this is an issue with this plugin because I love this plugin but don't want chunks to stop loading.
     
  31. Offline

    LexManos

    Download Here
    Download Source Here
    Donate Here

    Version 0.05:
    • Changed how Chunk persistence works.
    • -Should get rid of any and all concurrency errors. Chunks are now unloaded by Bukkit itself in doTick()
    • -It will not try to unload spawn chunks any more.
    • -Chunks are new 'refreshed' when players move.
    • Added the /ptml command for debug info.
    Trying to think of a good way to do the auto-loading chunk config. {the actual in-game part}.
    Anyways this fix should fix any and all issues relate to chunk persistance as it is making the chunks unload exactly like when you are moving.
     

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