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

    zognotadog

    I have a server but im not sure if it will work i have the latest bukkit with McmyAdmin running. Would this work?

    Zognotadog
     
  3. Offline

    strontkever

    [warning!]
    itemstacking: yes

    dropping items over and over and picking them up:

    major dupe bug for all items
     
  4. Offline

    bergerkiller

    @strontkever please use the latest version (1.54.8), the versions .4-7 had that issue.
     
  5. Offline

    Kipperlenny


    Using latest RB bukkit and NoLagg 1.53.2 on a i7 Debian machine (XEN) with 6 cores and 5GB RAM dedicated to the mc VZ. It is not a homeserver and normally are ~10 players around.

    Can someone help me out a bit?
    Plugins are:
    NoCheat, Minequery, BukkitUpdater, rTriggers, MineBackup, RepairShop, Essentials, LogOres, Permissions, EssentialsProtect, Votifier, iConomy, EssentialsChat, PlugMan, EssentialsSpawn, MobArena, Register, Jobs, NoLagg, PermissionsBukkit, Factions, CreativeGates

    The players really have problems with the lags, and the "Cant keep up" msg is in the logs all the time...
     
  6. Offline

    bergerkiller

    @Kipperlenny Look at your window title. Now back at this comment. Now at your comment. The version is now v1.54.8. I am at a computer.

    Really, you need to update NoLagg :)

    (It's the only way to check the update times, plus the newer version has a way better updating system which uses less CPU)
     
  7. Offline

    andrewkm

    Im using 1637 :p That may be the issue.
     
  8. Offline

    bergerkiller

    @andrewkm Lol they are already 70 builds further? Is the 1637 a RB then?
     
  9. Offline

    fffizzz

  10. Offline

    Kipperlenny

    After the NoLagg Update:

     
  11. Offline

    bergerkiller

    @Kipperlenny All seems well, but just in case, could you disable spawn limits? If that resolves the issue, then I know what to work on next...
    If not, then it must be another plugin. So far I've only noticed that spawn limiting causes tick drop (because of entities respawning and despawning too often)
     
  12. Offline

    Kipperlenny

    After setting to false and "nolagg reload"

     
  13. Offline

    bergerkiller

    @Kipperlenny I honestly can't tell, but what I do notice is that you got some serious memory write spikes too. Like 49 mb/SECOND added, what?! What plugins do you use?
     
  14. Offline

    Kipperlenny

    To find the mem leak faster i disabled some plugins:
    MCSL, Minequery, BukkitUpdater, rTriggers, Votifier, MobArena

    now active:

    NoCheat, MineBackup, RepairShop, Essentials, LogOres, Permissions, EssentialsProtect, iConomy, EssentialsChat, PlugMan, EssentialsSpawn, Register, Jobs, NoLagg, PermissionsBukkit, Factions, CreativeGates

    still lot of problems (just made a restart):

     
  15. Offline

    xcanner

    @bergenkiller
    Since 1.0 XP farms is the new "hot" thing :) is it possible to limit spawned mobs in an "area", by this i mean following:

    - no limits on how many hostile mobs that can spawn on the server.
    - if there is N hostile mobs in X blocks range of a mobspawner, the mob spawner is "deactivated".

    The problem with a server wide hostile mobs limit, a few farm can "take" all the mobs.
     
    silentdojo likes this.
  16. Offline

    Kipperlenny

    Ok, the problem is not fixed (memory leak) - but the biggest Lags are produced by xen memory balooning...
     
  17. Offline

    o0AzzA0o

    I have already asked him in a pm the same question while he thinks it could be possible i think its quite some task. Btw suppresing entitys can cost more ticks then it saves... depending on your setup ofc.
     
  18. Offline

    zaklampje

    Again, much appriciated :p Newest version works perfectly.
     
  19. Offline

    bergerkiller

    @Kipperlenny I don't know most of the plugins you use, but it has to be one of those. When RAM increases with 10s of mb every second, then it is obvious you are having tick lag. I can only recommend disabling all plugins and adding them again until the lag reoccurs, then report this to the author of that plugin.

    @xcanner Yeah it's not as simple to do, the only option I have is to make a separate 'spawn count' setting to set how many of each mob type to spawn. Then a custom algorithm is needed to spawn mobs in close proximity to players, and not underground.
     
  20. Offline

    xcanner

    @bergerkiller How about a limit on a mobspawner, like X number of mobs in 1 hour?
     
  21. Offline

    bergerkiller

    @xcanner Won't really work if I can't cancel the spawn event. The same would happen (still), I keep on removing mobs while the server spawns new mobs the next tick...
     
  22. Offline

    xcanner

    So it would help on the TPS? on server?
     
  23. Offline

    bergerkiller

    @xcanner I recommend disabling the spawn limiter for now, it was meant to reduce tick lag. It's useless if it causes more tick lag instead.

    However, you can use it to limit things like arrows and items, but for now, don't use it to limit mobs. I'll work on a solution for it at some point...

    @xcanner lol no, easier to just change the health then :)
    Also, not sure why that NPE exists, the tick list is still the same. @andrewkm do you get any errors in the server log at startup of NoLagg? Something MUST go wrong for this to happen...

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Dec 28, 2018
  24. Offline

    spunkiie

    @bergerkiller

    Another bug with spawnlimits after 1.54.2

    You cannot spawn mobs by hand (i.e: with comandbook /spawnmob) if the mobs are set to zero ou a lower number in nolagg config.

    I had to downgrade to 1.54.2 to address these issues. :(
     
  25. Offline

    bergerkiller

    @spunkiie This happens in 1.54.8? Because AFAIK it doesn't even bother reading the spawn limits if it was a custom spawn...
     
  26. Offline

    andrewkm

  27. Offline

    bergerkiller

    @andrewkm Not really I'm afraid, it's more of an incompatibility bug with CB 1636. Though, I'll add compatiblity, hopefully fixing it.
     
  28. Offline

    xcanner

    @bergerkiller New idea, how about doing the same for mobentities as you are doing for items? Stack them , if its can be done :)
     
  29. Offline

    nitroxygen

    @bergerkiller
    Just reposting this
    When I warped i got this error once


     
  30. Offline

    bergerkiller

    @nitroxygen could you update NoLagg to 1.54.8 and perform the command again? The stack trace doesn't match with the latest coding, so can't compare/fix possibly fixed code.
     
  31. Offline

    Adrenaline

    NoLagg v1.54.8
    Bukkit: 1597

    Spam at logs:
    2012-01-03 19:43:05 [WARNING] Task of 'NoLagg' generated an exception
    java.lang.NullPointerException
     

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