NoLagg
Version: 1.90.4 | CB 1.7.2
Quote from lenis0012:NoLagg has not been updated since 1.7.10, for more info, check BKCommonLib
Description
NoLagg is made out of multiple completely separate components which you can enable and disable freely. Together they offer:
- Send chunks more gracefully with lowered network stress and reduced processing spikes Read more...
- Remove entities, resend chunks in case of chunk holes and clean up server memory Read more...
- Examine server tick rate performance with deep view into per-tick processes of the server Read more...
- Stop a large amount of items from spawning and spawn at a later time to avoid frozen clients Read more...
- Stack items with a configurable per-world radius Read more...
- Fix lighting errors that cause clients to recalculate lighting (and thus lag) Read more...
- Keep track of server performance such as entities, tick rate, memory and more Read more...
- Fix various bugs the server has (Patches component)
- Schedule autosaves and force data to be written to disk to prevent data loss on server crash (Saving component)
- Limit the amount of entities allowed to spawn per world or globally Read more...
- Watch events closely to warn when plugins execute main-thread methods from another thread Read more...
- Show a detailed message explaining the cause for a server freeze (lock) [read more]
- New TNT execution algortithm that is not only more efficient, but also avoids server freezes Read more...
Important
When first installing NoLagg, open up config.yml and disable components you do not need. This is very important, as some components may conflict with other plugins you use, or may not function on the type of demand you have. If you get a warning message [Severe] followed up with a stack trace in the log, this has to do with the main thread not having responded within 10 seconds. 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. If NoLagg DOES show up in there, it is a bug you should report.
FAQ
Separating into jar files
NoLagg consists of multiple components you can individually enable and disable. Reasons for not publishing it as a separate jar file for every component can be read here. Please don't ask to separate the components, I will just link you to here.
Spigot server
Not all components are needed when you use the Spigot server. The ItemStacker, ItemBuffer, Spawn Limiter, Thread Checker and Thread Lock Notifier components are not needed, since Spigot has it's own implementations to deal with that. If you still wish to use one of these components, you can, but it's best to disable the Spigot alternative then.
The other components (such as TNT, Chunks, Lighting, Common, etc.) are not implemented in Spigot (yet?) and offer additional functionality.
PTweaks
Since people keep asking about this, I went ahead and compared the two plugins. I am not going to discuss which is better in functionality, I'm just going to state which features overlap and which do not. Both plugins offer a TNT-lag solving solution, feel free to choose which solution you like better. (the solutions are different) Both plugins also offer a way to change when and how chunks are saved, NoLagg adds to this that you can configure when the server writes data to disk. PTweaks offers a way of showing used memory, NoLagg Monitor too with a bit more information. Again, preference. Chunk Persistence is something PTweaks offers and NoLagg does not. Reason I excluded it from NoLagg is that the implementation used up more processing power than that it solved (I did have this for a while). If you want to give it a try, PTweaks is your answer. Monster Limiter is incorporated in NoLagg as well but then for all entities, and more options. ChunkEdits is a tricky one: NoLagg chunks does something similar, with the difference being that it also changes at what rate chunks are sent, which is the main feature NoLagg chunks offers. In addition, the ability to increase the amount of threads running to process chunk packets and the re-using of packet raw data offers some benefits PTweaks does not offer.
Then there are a lot of other features NoLagg has and PTweaks does not, such as examining server tick rate, item stacker, item buffer, fixing lighting, cleaning up server memory, resending chunks, removing entities on command and others (see description).
In short: Both plugins offer some overlapping features, and you need to pay close attention to the configuration of PTweaks and NoLagg and disable things that conflict. Having two TNT explosion altering plugins is going to have strange results, for example. Compare the functionality, decide, and enable in NoLagg what you do not want in PTweaks, and vice versa.
NoLagg showing up in error stack traces
The examine component inserts various hooks into the server to gather measurements. Specifically, you will find that the following lines show up now and then. These hook classes do absolutely nothing when not examining and can not be the cause for any issues, unless the stack trace ends there (first line after the exception shows this stack trace)
- org.timedbukkit.craftbukkit.*
- com.bergerkiller.bukkit.common.internal.ChunkProviderServerHook
Video
Here is a video by BlueDevonMovies (lenis0012):
Metrics
This plugin sends server count statistics to MCStats.org. You can (globally) opt out in the PluginMetrics/config.yml file.
@wow4201 Yup, I know.
Also, a general note: if you use Forestry (a server/client mod), please disable the 'useBufferedChunkLoading' property in the configuration. It's in the 1.56.5 version (found on GitHub now). Not doing so can cause Forestry-related block data to get lost during chunk saving.
Hey Bukkit has been updated to 1.1 NoLagg plugin is not compatible doesn't load chunks and gives errors in console.
Anyways I'm sure this is pretty obvious to you by now but I thought I would post this anyways.
@XeonG8 Reason it hasn't been updated is that it was 2:30 after midnight and I had to attend school the next morning (waking up at 7:30) . And the bukkit.org page was bugging me (wouldn't let me update the title...)
I'll upload the fixed version here too, but first adding some final adjustments to prevent possible other issues.
EDIT
Uploaded 1.56.4 just to keep people updated. There is not much of a difference between 1.56.3 and 1.56.4, it's more for the purpose of actually updating it correctly on all locations. (plus changed the recommended build to 1597, no idea where I got 1596 from...)
@Tucker933
thanks, strange how this page hasn't been updated with that new build.
The issue appears to have been resolved-
http://forums.bukkit.org/threads/fix-admn-nolagg-v1-56-1-prevent-common-lag-causes-on-your-server-1596.36986/page-72#post-905466
I downloaded the latest build here-
https://github.com/downloads/bergerkiller/NoLagg/NoLagg%20v1.56.3.zip
It's fixed for me after using that build.
The old items are permanently without their enchantments, however the issue doesn't occur again with fresh ones.
@Tucker933
Yeah same thing happened on my server, an entire chest filled with enchanted items was lost. I did update nolagg, aswel a few other plugins so I can't be 100% sure it was nolagg though.
[WARNING] [NoLagg] Physics have been temporarily disabled until the tick rate is restored... This is what I get when I login or change worlds with 1.56.1 and CB 1597 and it seems to be lagging down the process as well.
Also having a similar issue with enchanted items as tucker, not sure if its no lagg. However I know nolagg was one that has updated within the time of this happening
When not inside the render distance, any enchanted items stored in a chest for example, will loose their enchantments.
Visually they still look enchanted, however a mouse-over shows they no longer have any enchantments attached, and they no longer function as enchanted items when used.
I've verified I'm only getting this issue with nolagg installed.
Tested 1.56.1 and did not experienced any of the reported chunk issues/errors.
@bergerkiller
The version I ran was 1.56. Other plugins I have are; Dynmap, Multiverse-Core/Portals, NoCheat, Orebfuscator, SpoutEssentials, TravelPortals, VanishNoPacket, WorldEdit, WorldGuard, WorldInventories.
I get chunk errors every time I teleport over a distance and certain times when placing and destroying blocks.
Yes this plugin seems to remove certain chunks from my world. Had to revert to a earlier backup to solve the "holes in the world" problem.
@Boomdoe That certainly shouldn't happen ever, which version did you use when this occurred? Did you use any other plugins with NoLagg I can test against? The new chunk loader is pretty delicate as it re-uses the data of other (previously unloaded) chunks, which can cause some strange issues if a chunk is set free prematurely.
Why is this plugin built for CB1596 if CB1597 is the reliable build?
Has the chunk error issue been resolved?
NoLagg screwed up my world. I installed the plugin with the latest version of CB. Right away I was getting a lot of chunk errors so I stopped the server and uninstalled NoLagg. My world is still screwed up from it. Placing blocks causes chunks to go missing. I made a mistake installing this plugin?
Hmm since i loaded this plugin it seems some chunks of the world get "regenerated". Since i loaded this plugin there are random holes in my cities till the void.
@bergerkiller I might expose some non exposed variables in craftbukkit to the bukkit.yml. This is probably the best way to solve it. Testing it out now with great success ^^
@Cayorion Yup, you are right and I was aware of that. I am considering to simply use a custom spawn coding for it all...or I simply use the Performance Tweaks method: enabling and disabling mob and animal spawning.
@erdrickk Whoops I see that that error wasn't so harmless as I though. I'll quickly upload the latest version...
The way nolagg currently limit mobs may actually cause lag. This is because the algorithm in minecraft that decides to place mobs always is run before the bukkit event is called and cancelled by nolagg. The placer-algorithm keeps running all the time if you limit mobs with nolagg. I just checked using VisualVM cpu-samples. Mobspawning usually uses around 5% of main thread CPU. With nolagg it was using 30% instead. Just a heads up ^^
Take a moment to read the info here: http://www.minecraftwiki.net/wiki/Spawn#Mob_Spawning
getting this with 1.56