Inactive [FIX/ADMN] NoLagg v1.88.1 - Prevent common lag causes on your server [2338]

Discussion in 'Inactive/Unsupported Plugins' started by bergerkiller, Sep 17, 2011.

  1. Offline

    bergerkiller

    I had already made this plugin before after having a major lag issue. (lots of torches being filled, turned into items, lag for 20 minutes) It also works for 1060.

    Some feature ideas are taken over from PerformanceTweaks by @LexManos so some credit goes to him. Code, however, written from scratch by me. :)

    Important:

    If you get a warning message [NoLagg TLN] followed up with a stack trace in the log, this has to do with the main thread not having responded within 10 seconds. When a plugin takes more than this time to enable, it will show that. The warning is NOT an error and is no bug, and not a bug related to NoLagg. To disable this feature, disable 'threadlocknotifier' in the config.yml. This feature is mainly intended to notify you what plugin is causing the server to freeze, may it ever happen. It is used to debug plugins in general, as they may get stuck for whatever reason.

    NoLagg's features in a nutshell

    Description

    Prevent lag caused by many items

    Every time an item gets spawned, it is buffered per chunk. For example, you spawn 30 items using Q and the maximum allowed items per chunk is 20, then the 10 remaining items are not spawned. They are spawned as soon the item count in this chunk is < 20 again.

    Read more...

    Form item stacks - fully automatically

    Whenever two or more (configurable) items or experience orbs get near each other, they form a single stack of that item type. If someone drops 64 dirt blocks on the ground using Q, it will show a single item of 64 dirt instead.

    Read more...

    Prevent lag caused by TNT

    This plugin takes over tnt ignition caused by explosions. When exploding stacks of tnt, it does not rush all tnts into a single tick, but detonate them nicely in sync. This results in pretty awesome fireworks. :)

    Read more...

    Prevent lag caused by lighting glitches

    Whenever a new chunk is generated, it's lighting information is generated and all nearby players receive the updated chunk data. If the auto-method fails, you can use /nolagg fix to do it manually. This fixing fixes, for example, dark spots in and around caves lagging the client.

    Read more...

    Set entity spawn limits

    You can set a spawn limit on virtually every entity in the game. From mobs to items to TNT. Only thing being excluded is Players, since I can't simply kick someone 'like that'. :)
    Note: It removes already spawned entities too. So, if you want to keep your animals alive, don't set mob or animal limits, or it will possibly clear your farm animals. (or you can disable the spawn limiter all together)

    I recommend finding an alternative plugin for this instead. Removing entities after they are spawned causes more lag than it prevents!

    Global auto-saver

    Since asynchronous chunk saving is now implemented internally, it is no longer a problem to save entire worlds frequently. You can set auto-save intervals in the configuration. If used with an interval higher than 400 ticks (20 seconds) it will use a scheduled task instead of the internal saver to prevent chunks never getting saved. Another benefit is that player information is also auto-saved, preventing your players losing their inventory state.

    New chunk sending mechanics

    Instead of loading chunks all around the player, the player direction is used to load the visible chunks first. This means that players can expect chunks in front of them to load quickly, while chunks on the sides take a bit longer to appear. When the player looks into another direction, the direction changes and thus the new visible chunks get loaded first. Only if all chunks ahead of the player are loaded, chunks around the player are sent. This all can be configured using a simple minimum and maximum sending rate.

    Read more...

    Examining the server tick rate

    If you encounter very low tick rates and you want to find out what plugin is causing it, you can use the examine component to find it out. It comes with a graphic viewer, which makes bug tracking the easiest thing ever.

    Read more...

    Prevent cross-thread access for events

    As it seems, some plugins don't follow the rules and use Bukkit methods in another thread. This plugin will notify you and cancel if possible whenever this happens so other plugins understand their mistake. If you encounter a lot of spam in the console, first check the stack trace for the plugin that caused the error. Report this error to the author or remove the plugin, if you have questions you are free to ask.



    Configuration (on BukkitDev)

    Commands and Permissions (on BukkitDev)

    Synchronized code accessed by another thread? (BukkitDev)



    Media



    Video by brandcool86


    FAQ

    - Help I experience missing chunks
    If you are using Spout, don't use Reloads. This is also the reason why Spout added a warning when a player tries to reload the server. Not using Spout, then it's a bug which you can report.

    - Can this plugin be used with PTweaks
    (this message was really old...) Yes, they are compatible, but if certain features overlap, make sure you disable these features in either plugin.

    - I get a warning about the async auto save and interval. Wat do?
    Change the autoSaveInterval value in the configuration to a value higher than 400, like 600. The warning is to prevent endless autosaves to occur, clogging up CPU.

    - I have experienced CPU usage
    CPU usage is not the same as lag. NoLagg uses multiple (2-3) extra threads to prevent tick and network lag. If a lot has to be done, it does this quicker, but this takes more CPU obviously.

    - I have lag when using NoLagg
    See also the FAQ above. Explain what type of lag you have: tick lag, client lag, network lag and/or 'block placement' lag. You can use /nolagg monitor to check the tick rate. If this is normal (>15), then you have network lag. Client lag is when the FPS drops. Block placement lag is lag when the tick rate is normal and other network messages, like chat, are instant.

    - WorldEdit causes lag...
    YES because it is unsafe to take over the main thread while another plugin is having hold over it. I can try fixing this, but it could ultimately lead to some serious concurrency exceptions. Don't expect this to be implemented very soon...

    - Do spawn limits interfere with mob-spawning plugins like MobArena?
    No, it does not. It only limits mobs spawned by 'nature': all custom creature spawns are ignored throughout the run of the plugin. Only after you reload will it lose track of these entities and will it remove custom-spawned mobs. If you use MobArena, be sure nothing is going on when you reload the server.

    - Does item stacking interfere with Showcase or BleedingMobs?
    It supports Showcase and ShowcaseStandalone entirely. (showcased items are completely ignored at all times) The same applies to the 'particles' created by the BleedingMobs plugin. Know of a plugin where it stacks items which should not be stacked? Post the plugin name so I can add support. You are an owner and want to add support? Only having a function in your plugin to check if an item is 'ignored' is enough.

    - Can this plugin be used with Chunk Manager
    If you want to use the Chunk Manager with Nolagg, disable the chunk sending of Nolagg first. If you don't do that, this plugin will do that by itself and send a warning in the log. Of course, compare the results first. :)

    - What are the best settings if I have a lot of RAM memory?
    This plugin does not deal with reduced RAM memory. If I could, I would, but you simply can't reduce the amount of memory Java uses. This data is locked and secured, so I can't simply throw away bits of data or write and read data from/to disk. Any plugin claiming to reduce RAM usage on a server, is probably 'garbage collecting'. This fakes having less RAM usage by removing unused data, but Java does this by itself as well once it hits a certain limit. All these plugins will do is make the Garbage Collector run in overdrive, which will only kill your tick rate and/or CPU speeds. A bad thing.

    - I get a lot of 'Synchronized code accessed from another thread' errors
    Find out what plugin is acting up by inspecting the stack trace. If the plugin that causes this is inactive, all you can do is wait for a refurnished version or someone to fix it for you, or use an alternative plugin. If it's still under development, notify the author of this, it IS an error caused by that plugin. If you can't find out the cause, PM me or post in this thread.


    Before you begin writing a lag issue

    This is very important, just posting a 'it causuz lagz und shitz' won't do, won't help and I won't be able to help you any further either. Question is if I even want to help you, if you post such a message without anything worth looking at. Things to include in your message:
    - Errors in the log if possible
    - What CB version you use and what NoLagg version you use
    - When this lag occurs. Tick rate drop in general?
    - The configuration you used when running this plugin
    - What type of lag if applicable. Options are: tick lag, client lag, network lag (see above)

    Important links

    NoLagg Download page and others at Dev Bukkit
    View the source code of NoLagg at GitHub

    Use an archive extracting program (WinRar, WinZip) to open the archive.

    TODO-list:
    - Add option to disable physics when the tick delay becomes too high

    Changelog

    Show your appreciation for my plugins by donating
    [​IMG]
     
  2. Offline

    kalez

    Yeah i get the same thing as @Adrenaline
     
  3. Offline

    Royalgamer06

    UPDATE, some stupid errors :p
    1 error of ...:
    and... (edit 2):
    I have Win7, java 1.7 64 bit. RB 1.0.1-R1
     
  4. Offline

    bergerkiller

    In the meta world data...so it is on the main thread as it seems. I'll look into it; first fixing up some thread fixing in NoLagg to prevent those 'easy to catch' errors first-hand.
     
  5. Offline

    rtcabooservb

    Any ETA on a the next beta/test release?
     
  6. Offline

    bergerkiller

    @rtcabooservb Thread checking is 100% completed. Not only will it shield NoLagg from async event call issues, it will now shield ALL plugins from this. Throws an error showing the async thread class name, stacktrace of the call.
    Code:
    19:15:59 [SEVERE] Could not pass event CREATURE_SPAWN to NoLagg
    19:15:59 [INFO] java.lang.IllegalAccessError: Synchronized code got accessed from another thread: com.bergerkiller.bukkit.nolagg.ChunkScheduler
        at com.bergerkiller.bukkit.nolagg.ChunkScheduler.run(ChunkScheduler.java:143)
        at com.bergerkiller.bukkit.nolagg.ChunkOperation.execute(ChunkOperation.java:60)
        at org.bukkit.craftbukkit.CraftWorld.spawnCreature(CraftWorld.java:323)
        at org.bukkit.craftbukkit.CraftWorld.spawn(CraftWorld.java:655)
        at org.bukkit.craftbukkit.CraftWorld.spawn(CraftWorld.java:818)
        at net.minecraft.server.World.addEntity(World.java:883)
        at org.bukkit.craftbukkit.event.CraftEventFactory.callCreatureSpawnEvent(CraftEventFactory.java:259)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339)
        at org.bukkit.event.EntityListener.onCreatureSpawn(EntityListener:0)
    Updated.

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

    GameFAQsRolo

    Updated to 1.52.7 and restarted my server. As soon as players started logging in, the console started getting spammed with these errors related to xAuth.
    Code:
    12:48:39 [SEVERE] Could not pass event PLAYER_TELEPORT to NoLagg
    java.lang.IllegalAccessError: Synchronized code got accessed from another thread: java.lang.Thread
            at java.lang.Thread.run(Unknown Source)
            at org.bukkit.craftbukkit.scheduler.CraftWorker.run(CraftWorker.java:34)
            at com.cypherx.xauth.xAuth$2.run(xAuth.java:302)
            at org.bukkit.craftbukkit.entity.CraftEntity.teleport(CraftEntity.java:156)
            at org.bukkit.craftbukkit.entity.CraftPlayer.teleport(CraftPlayer.java:297)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339)
            at org.bukkit.event.PlayerListener.onPlayerTeleport(PlayerListener:0)
    I wasn't having any problems with 1.52.6 for the past day so I downgraded for now. Is this a bug in the new version of NoLagg or is xAuth doing something wrong?

    EDIT
    After re-reading your post, it seems this error is intended, correct? Is there a way to turn it off? It is a lot of spam.

    EDIT 2
    After realizing it was intentional, I went ahead and added 1.52.7 back to my server. For now, xAuth seems to be the only one causing the error. I *think* it's still functioning fine with the error, but the error is just adding up in my log. It's really annoying.
     
  8. Offline

    yidweahzaimen

  9. Offline

    bergerkiller

    @GameFAQsRolo @yidweahzaimen this 100% proofs that I am so damn correct here.
    Plugins should NEVER fire that code from another thread. Clearly xAuth is not following the rules here, which is quite odd. It does explain the amount of concurrency errors NoLagg was having and me not: it's not me, it's some plugin that doesn't know how multithreading works -,-

    So XAuth is one, I'll contact XAuth. And yes, it was intented, I have had enough of all those plugins messing around with threads.

    Also, @yidweahzaimen , you have 22000 entities on your server...none of them are mobs/items. How come? Are they minecarts? Please perform a /nolagg clearall items mobs minecart boat to see if that works out.

    EDIT

    I honestly don't want to disable it. However, I can add exceptions for plugins. I simply no longer want other plugins to misbehave freely, although XAuth is pretty old. (but seriously, teleport from another Thread? WHY?)
     
    yidweahzaimen and GameFAQsRolo like this.
  10. Offline

    GameFAQsRolo

    Oh yeah, an exception for specific plugins would be great. Once I figured out what you were doing, it definitely seems handy to keep those errors (notifications) around in case I come across another plugin with non-optimal operations.

    Yes, xAuth has been very inactive lately. The version I am using is an unofficial update that fixed saving enchants. I believe the last I read in that topic was that someone was going to fork it. I really hope someone does as no other registration plugins are updated to save enchants (last I checked).
     
  11. Offline

    bergerkiller

    @GameFAQsRolo added anti-spam measures, not 100% perfect though.
    Code:
                if (previouserror != null && previouserror.length == stack.length) {
                    //equal?
                    boolean eq = true;
                    for (int i = 0; i < stack.length; i++) {
                        if (!previouserror[i].equals(stack[i].toString())) {
                            eq = false;
                            break;
                        }
                    }
                    if (eq) return;
                }
                previouserror = new String[stack.length];
                for (int i = 0; i < stack.length; i++) previouserror[i] = stack[i].toString();
    Not sure how I can prevent that spam for certain plugins though...it's possible to loop through all stack traces and look if a plugin path matches the class path...but it's doubtful :/
     
  12. Offline

    GameFAQsRolo

    No worries. If you can add something simple, great. If not, that's fine. I was just surprised to see so many errors when I first updated. Now that I know what they are, it's not so bad.
     
  13. Offline

    bergerkiller

    @GameFAQsRolo I'll re-upload it real soon. Added the following configuration node:
    Code:
    crossThreadExceptions:
      - com.cypherx.xauth.xAuth$2.run
    It allows you to add stack trace exception lines to ignore certain exceptions. (if it contains that bit, adding 'at' would ignore it in general')
     
    GameFAQsRolo likes this.
  14. Offline

    yidweahzaimen

     
  15. Offline

    bergerkiller

    @yidweahzaimen then WHAT is 22K in number?
    Um try /nolagg clearall all

    Also, updated it to add spam filter + the exception list in the config.
     
  16. Offline

    rtcabooservb

    Testing now, thanks. So many updates xD
     
  17. Offline

    yidweahzaimen

    ya /nolagg clearall all is work!!!

    thank you1!!
     
  18. Offline

    number1_Master

    i got this error when stopping my test server:
    Code:
    21:18:04 [SEVERE] Could not pass event WORLD_SAVE to NoLagg
    java.lang.NullPointerException
        at com.all.bukkit.threadcheck.ThreadCheck.check(ThreadCheck.java:116)
        at com.all.bukkit.threadcheck.WorldListener.onWorldSave(WorldListener.java:26)
        at org.bukkit.plugin.java.JavaPluginLoader$56.execute(JavaPluginLoader.java:654)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339)
        at net.minecraft.server.MinecraftServer.saveChunks(MinecraftServer.java:362)
        at net.minecraft.server.MinecraftServer.stop(MinecraftServer.java:388)
        at org.bukkit.craftbukkit.util.ServerShutdownThread.run(ServerShutdownThread.java:15)
    
     
  19. Offline

    GameFAQsRolo

    The anti-spam looks like it's working fine. After the first error is thrown, the following errors don't show the full stack trace. The new config for exceptions is not working so great. Every restart it gets reset to:

    Code:
    crossThreadExceptions: []
     
  20. Offline

    kalez

    just updated to 1.52.8 and after a minute started getting this ever other second, three at a time:


    Code:
    2011-12-16 07:45:31 [SEVERE] [NoLagg] An error occured while performing a routine update:
    2011-12-16 07:45:31 [SEVERE] java.util.ConcurrentModificationException
    2011-12-16 07:45:31 [SEVERE] at java.util.HashMap$HashIterator.remove(Unknown Source)
    2011-12-16 07:45:31 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateChunks(WorldMetaData.java:258)
    2011-12-16 07:45:31 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.update(WorldMetaData.java:233)
    2011-12-16 07:45:31 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateAll(WorldMetaData.java:63)
    2011-12-16 07:45:31 [SEVERE] at com.bergerkiller.bukkit.nolagg.NoLagg$2.run(NoLagg.java:100)
    2011-12-16 07:45:31 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    2011-12-16 07:45:31 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
    2011-12-16 07:45:31 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    2011-12-16 07:45:31 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
    2011-12-16 07:45:32 [SEVERE] [NoLagg] An error occured while performing a routine update:
    2011-12-16 07:45:32 [SEVERE] java.util.ConcurrentModificationException
    2011-12-16 07:45:32 [SEVERE] at java.util.HashMap$HashIterator.remove(Unknown Source)
    2011-12-16 07:45:32 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateChunks(WorldMetaData.java:258)
    2011-12-16 07:45:32 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.update(WorldMetaData.java:233)
    2011-12-16 07:45:32 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateAll(WorldMetaData.java:63)
    2011-12-16 07:45:32 [SEVERE] at com.bergerkiller.bukkit.nolagg.NoLagg$2.run(NoLagg.java:100)
    2011-12-16 07:45:32 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    2011-12-16 07:45:32 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
    2011-12-16 07:45:32 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    2011-12-16 07:45:32 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
    2011-12-16 07:45:33 [SEVERE] [NoLagg] An error occured while performing a routine update:
    2011-12-16 07:45:33 [SEVERE] java.util.ConcurrentModificationException
    2011-12-16 07:45:33 [SEVERE] at java.util.HashMap$HashIterator.remove(Unknown Source)
    2011-12-16 07:45:33 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateChunks(WorldMetaData.java:258)
    2011-12-16 07:45:33 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.update(WorldMetaData.java:233)
    2011-12-16 07:45:33 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateAll(WorldMetaData.java:63)
    2011-12-16 07:45:33 [SEVERE] at com.bergerkiller.bukkit.nolagg.NoLagg$2.run(NoLagg.java:100)
    2011-12-16 07:45:33 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    2011-12-16 07:45:33 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
    2011-12-16 07:45:33 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    2011-12-16 07:45:33 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
     
  21. Offline

    bergerkiller

    @GameFAQsRolo Are you sure you used the list format there?
    Code:
    crossThreadExceptions:
      - com.someone.stacktrace.Class.run
      - com.someoneelse.stack.Main.run
    @kalez Ok so for some reason the chunk unload event is fired when unloading the chunk using native calls...else there is no real way this can be happening.

    @nunber1_Master not sure what happened, since it's an old version you have there. First try updating to 1.52.8, perhaps that fixes the issue. (or at least reveal the right line where this happens so I can add checks there)
     
  22. Offline

    mrciku

    I updated to 1.52.8, but after that my users complain chunk sending problems. The chunks seem to take 30 seconds till it sends to the player, something wrong with the boost system I guess?
     
  23. Offline

    bergerkiller

    @mrciku is the tick rate all right? It uses this tick rate to send the chunks; if it's lacking it will send chunks slower.
     
  24. Offline

    mrciku

    Its constant 19 and above... Maybe it's the massive chunk generation in Nether that my users were exploring... Hmm... It's now happening with 1.52.6...

    EDIT: Seems fine now... Is it safe to re-enable chunk unload delay now? Ram usage seems to increase when its up, not sure if it is the cause, because when I disabled it, it continued to increase. The lower the value the faster chunks unload right? Is it good to keep it at 4000 MS?
     
  25. Offline

    bergerkiller

    @mrciku Chunk unload delays keep chunks loaded longer, so yes, in the long run it will increase RAM usage. However, if this keeps on increasing then it's bad. Not sure how much memory a single chunk uses up.

    4000 ms is 4 seconds, rather low but I see no problem with it. 10000 (default) is the best in my oppinion, it then keeps it loaded 10 seconds longer.
     
  26. Offline

    GameFAQsRolo

    Even with the default config, it gets reset after a restart.

    This is what it generates on first run:
    Code:
    bufferItems: true
    bufferTNT: true
    useSpawnLimits: true
    useChunkUnloadDelay: true
    chunkUnloadDelay: 10000
    tntDetonationInterval: 1
    tntDetonationRate: 10
    explosionRate: 5
    maxItemsPerChunk: 40
    formItemStacks: true
    autoSaveInterval: 400
    updateInterval: 20
    stackRadius: 1.0
    stackThreshold: 2
    monitorInterval: 40
    autoFixLighting: false
    chunkSending:
      enabled: true
      minRate: 0.25
      maxRate: 2.0
      boost: 25
    crossThreadExceptions:
    - com.cypherx.xauth.xAuth$2.run
    
    Then after a restart it it always resets the exceptions:
    Code:
    bufferItems: true
    bufferTNT: true
    useSpawnLimits: true
    useChunkUnloadDelay: true
    chunkUnloadDelay: 10000
    tntDetonationInterval: 1
    tntDetonationRate: 10
    explosionRate: 5
    maxItemsPerChunk: 40
    formItemStacks: true
    autoSaveInterval: 400
    updateInterval: 20
    stackRadius: 1.0
    stackThreshold: 2
    monitorInterval: 40
    autoFixLighting: false
    chunkSending:
      enabled: true
      minRate: 0.25
      maxRate: 2.0
      boost: 25
    crossThreadExceptions: []
    It doesn't seem to matter whether I leave the default config or not, it gets reset after every restart.
     
  27. Offline

    bergerkiller

    @GameFAQsRolo I see...probably yet another function I have to log the path for. (the trimming function is probably removing any sub-keys from the configuration)
     
  28. Offline

    number1_Master

    that was with 1.52.8
     
  29. Offline

    fffizzz

    1.52.8 and latest CB

    Code:
    08:35:37 [SEVERE] Could not pass event CHUNK_LOAD to NoLagg
    java.lang.NullPointerException
            at com.all.bukkit.threadcheck.ThreadCheck.check(ThreadCheck.java:118)
            at com.all.bukkit.threadcheck.ThreadCheck.check(ThreadCheck.java:73)
            at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.get(WorldMetaData.java:49)
            at com.bergerkiller.bukkit.nolagg.meta.ChunkMetaData.get(ChunkMetaData.java:38)
            at com.bergerkiller.bukkit.nolagg.meta.ChunkMetaData.get(ChunkMetaData.java:35)
            at com.bergerkiller.bukkit.nolagg.NLWorldListener.onChunkLoad(NLWorldListener.java:24)
            at org.bukkit.plugin.java.JavaPluginLoader$52.execute(JavaPluginLoader.java:626)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339)
            at net.minecraft.server.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:92)
            at org.bukkit.craftbukkit.CraftWorld.getChunkAt(CraftWorld.java:101)
            at org.bukkit.craftbukkit.CraftWorld.getBlockAt(CraftWorld.java:69)
            at org.bukkit.craftbukkit.CraftWorld.getBlockAt(CraftWorld.java:440)
            at org.bukkit.Location.getBlock(Location.java:81)
            at org.dynmap.ClientUpdateComponent.buildClientUpdate(ClientUpdateComponent.java:57)
            at org.dynmap.ClientUpdateComponent$1.triggered(ClientUpdateComponent.java:26)
            at org.dynmap.ClientUpdateComponent$1.triggered(ClientUpdateComponent.java:23)
            at org.dynmap.Event.trigger(Event.java:29)
            at org.dynmap.Events.trigger(Events.java:35)
            at org.dynmap.JsonFileClientUpdateComponent.writeUpdates(JsonFileClientUpdateComponent.java:142)
            at org.dynmap.JsonFileClientUpdateComponent$1.run(JsonFileClientUpdateComponent.java:47)
            at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:166)
            at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
            at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
            at java.util.concurrent.FutureTask.run(FutureTask.java:166)
            at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
            at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
            at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
            at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
            at java.lang.Thread.run(Thread.java:722)
    
     
  30. Offline

    beleg

    getting an error with latest nolagg:
    Code:
    14:43:50 [SEVERE] Could not pass event PLAYER_TELEPORT to NoLagg
    java.lang.NullPointerException
            at com.all.bukkit.threadcheck.ThreadCheck.check(ThreadCheck.java:118)
            at com.all.bukkit.threadcheck.PlayerListener.onPlayerTeleport(PlayerListener.java:20)
            at org.bukkit.plugin.java.JavaPluginLoader$9.execute(JavaPluginLoader.java:321)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339)
            at org.bukkit.craftbukkit.entity.CraftPlayer.teleport(CraftPlayer.java:297)
            at org.bukkit.craftbukkit.entity.CraftEntity.teleport(CraftEntity.java:156)
            at com.cypherx.xauth.xAuth$2.run(xAuth.java:302)
            at org.bukkit.craftbukkit.scheduler.CraftWorker.run(CraftWorker.java:34)
            at java.lang.Thread.run(Thread.java:636)
     
  31. Offline

    Adrenaline

    at com.cypherx.xauth.xAuth$2.run(xAuth.java:302)

    X_X
     

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