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

    Shooty

  3. Offline

    bergerkiller

    @Shooty wish I could help..looks like a bugged entity somewhere...
    You can try clearing all of them using /nolagg clearall all

    Note: I am working on fixing the issues with the chunk buffer stuff, it's a pain to get right..but I will...I will.....
     
  4. Offline

    Shooty

    I'v already do that, that's not working :-(
     
  5. Offline

    Borch

    mrgreaper to my understanding you can disable all features but the item stacking in the config... ;)
     
  6. Offline

    bergerkiller

    Ok, after hours of numbing debugging, the chunk loader is FINALLY stable. Things I have seen...I've seen 'em with my eeeyes:
    Got to say, damm Bukkit, you complicated!

    Anyway, chunk loading is now 2x as fast. You spawn, and you insta-see the chunks appear in front of you 7 view distances away. You better thank me...lol
     
  7. Offline

    rtcabooservb

    Where can I get this so called amazing build? :D Github says the latest is 1.57.5.
     
  8. Offline

    bergerkiller

    rtcabooservb desperately trying to add support for ore obfuscator...
     
    Jadedwolf likes this.
  9. Offline

    rtcabooservb

    Ore obfuscator, even with support, will slow down chunk loading for most players due to needing to send extra data to cover ores up. Could you possibly have a version without the support for those who don't use that plugin? Faster chunks load and the more lightweight nolagg is, the better in my opinion. Edit: But if you can add support without breaking anything or without bugs, that will be great! :D
     
  10. Offline

    Jadedwolf

    So this is why it's not working. QQ Would disabling the chunk stuff from nolagg fix it?
     
  11. Offline

    bergerkiller

    Ok both versions uploaded. Funnily enough, you can now use Ore obfuscator on CB#1769, since NoLagg takes over packet sending. You don't even need Spout!

    However, you do need the Spout version of OreToClient obfuscator to make it work. And it will cause tick rate drop, because it has to hide all those ores.

    All weird issues with the buffered chunk loader have been fixed and tested this ENTIRE day to make sure it is.
     
  12. Offline

    mrgreaper

    that doesnt work, tbh i would prefer at as seperate jar files, you only install the ones you want.
     
  13. Offline

    bergerkiller

    mrgreaper Unfortunately this is not really possible. For example, chunk unload delay is connected to the world and chunk meta data, which is connected to item stacking, entity limiting and many other things. Then there is the custom chunk sender, but it uses a buffered chunk, which uses a data pool which is also used by the buffered chunk loader. The buffered chunk loader strongly depends from the unload event, which also handles the chunk meta data clean-up.

    Therefore, I added a configuration in which you can exclude features from being active. (the world meta data, data pools and events are always active, they are the framework for maximum performance)
     
  14. Offline

    Adrenaline

    Bukkit: #1772
    NoLagg v.1.57.8

    Spam at logs :d
    PHP:
    2012-01-16 19:11:35 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:35 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:35 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:35 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:35 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:36 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:36 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:36 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:36 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:36 [WARNINGTask of 'NoLagg' generated an exception
    java
    .lang.NullPointerException
    2012
    -01-16 19:11:36 [WARNINGTask of 'NoLagg' generated an exception
     
  15. Offline

    bergerkiller

    Adrenaline umm could you post the body (at .. at ..) part of a single nullpointerexception?
     
  16. Offline

    Adrenaline

    I dont have other logs.. only this xd
     
  17. Offline

    bergerkiller

    Adrenaline And no errors/warnings/other in the log when NoLagg enables?
     
  18. Offline

    o0AzzA0o

    Bukkit: #1772 does this exsist?
     
  19. Offline

    sagethor

    Chunks just got scrambled in world / regenerated over... is the world fixing feature in yet?
     
  20. Offline

    bergerkiller

    sagethor Which version did you use? I have no problems (obviously, else I wouldn't have uploaded it), but I still have doubts with 1.57.8. I got the idea something broke with CB#1769...
     
  21. Offline

    sagethor

    bergerkiller
    I was still on one of the older versions since I last posted. Not sure which, but either way, I had to resort to a backup from Thursday.
     
  22. Offline

    majow

    Hi, since I don't know exactly what Spout and NoLagg do, may I ask you:
    1 - do I still need Spout to make VanishNoPacket (http://dev.bukkit.org/server-mods/vanish/) work? (it need Spout to work since it handles packets, i dont really know if your change takes over this kind of packets)
    2 - if number one is yes, it needs, can I have both Spout, VanishNoPacket, Orebfucastor and NoLagg working together? or do I need to remove Spout? (taking Vanish with it)

    Thank you in advance, love your plugin.
     
  23. Offline

    [qwerty]

    Can this plugin autosave chunks? Or is that something different? I thought this plugin could autosave the world every 400MS with the default configuration.
     
  24. Offline

    bergerkiller

    @[qwerty] Auto-save plugins have become a bit obsolete now auto-saving no longer causes tick rate drops. It does provide a simple global auto-saver for intervals > 400 ticks (20 seconds). 400 ms is a bit too short of an interval, I recommend 5 - 40 seconds (100 - 1600 ticks)

    majow You'll have to test that by yourself. NoLagg sends the packets to the regular player netserverhandler, so it will reach Spout in the long run. Guess it then has no problems handling the packet(s). (although ore obfuscator has some problems as it seems...)

    sagethor Versions for 1596/17+ below 1.57.7 and 1.57.8 are unstable AFAIK, use the latest two versions, which have been thoroughly checked for chunk corruption in various ways.
     
  25. Offline

    [qwerty]

    Does this work for multiworld?
     
  26. Offline

    shauwk

    grr it messed up my world twice! i hope this new version doesnt do that!
     
  27. Offline

    sagethor

    bergerkiller
    Alright, thanks. By the way, did you ever get the chunk unscrambler working for NoLagg?
     
  28. Offline

    bergerkiller

    sagethor Wish I could, but the physical chunk data got swapped, so there is no way to trace back what chunk it is in. Maybe by inspecting the entities within...but afraid those got killed off already when it reloaded...

    I may be able to unscramble chunks with tile entities (chest, signs) in them, but otherwise not. You can manually (or using MCedit) teleport the chunks back in place. (that is what I had to do...*sniff* RIP lowgrass town)

    I am pretty confident that the newer versions don't have this, but I did get one reeeallly weird bug where it replaced all stone with air. It was awesome and devistating at the same time. It is possible that this was caused by ore obfuscator or because I killed the server several times, nevertheless, make back-ups just in case. (this happened in 1.57.8)

    EDIT

    Lolwut? I am running on 90 mb RAM? That is new...
     
  29. Offline

    o0AzzA0o

    @bergerkiller

    I am Running nolagg with default options on build 1774 and 1.57.8 . So far thumbs up i rly hope you dont nuke windoom :) iv been waiting till i feel you nailed issue and my gut says its now safe :p
     
  30. Offline

    Jaker232

    Error: >>00:12:45 [SEVERE] java.lang.NoSuchFieldError: g
    >
    00:12:45 [SEVERE] at com.bergerkiller.bukkit.nolagg.sending.BufferedPacket51MapChunk.a(BufferedPacket51MapChunk.java:57)
    >
    00:12:45 [SEVERE] at net.minecraft.server.Packet.a(Packet.java:102)
    >
    00:12:45 [SEVERE] at net.minecraft.server.NetworkManager.g(NetworkManager.java:122)

    00:12:45 [SEVERE] at net.minecraft.server.NetworkManager.d(NetworkManager.java:269)
    >
    00:12:45 [SEVERE] at net.minecraft.server.NetworkWriterThread.run(SourceFile:99)
     
  31. Offline

    GameFAQsRolo

    This happened to me, too. It was caused by SpoutPlugin. It's fixed in 685+.
     

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