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.
@krakkelito
A temporary fix is to change formItemStacks from true to false.
I'm sure messing with the stacking settings could somehow fix it, but completely disabling it works fine on my server.
@krakkelito
I can confirm this. Throw items into the air and they dupe.
NoLAgg seems to once more be over-writing my config with a default config and the one it overwrites with is the old one - not even the one that comes with the download.
I've had the overwriting occur when a plugin checks for Config instead of config (note the cap) In any event it shouldn't be creating the old default config.
Thanks!!
found a duplication bug, throw something between two users and you get more. removed nolagg and duplication stops.
I'm getting lots of errors with NoLagg 1.54.8, the Server crashes after some time. Only removing NoLagg helps. :( Errors -> http://pastie.org/3113200 Config -> http://pastie.org/3113207
@bergerkiller: You know, I think you don't have enough to do... XD So, why don't you pick up dev of xAuth? We need an intelligent person to maintain it. Want the job? :)
@bergerkiller
It's not that I need them classified. Though it would be nice. The prob is that they are being counted as players. So, if I have 5 players on the server and 15 NPC's the monitor is saying I have 20 players.
Thanks!
@NolanSyKinsley As I've seen, spawn limiting causes more tick lag than that it prevents, since the server keeps on spawning new mobs (and NoLagg despawning them shortly after). This is caused by a faulty creature spawn event in Bukkit. I might consider implementing my own (cloned) entity spawning system, as the internal one simply put 'sucks' :)
So if you have a mob limit set, you can better remove it for now. Chunk loading gets the second prize for being a tick lag causer, increasing the unload delay may help you cope with that. Also, setting the chunk sending 'boost' value to 0 may help a bit, as it loads 25 chunks in a single tick by default whenever a player teleports way or joins.
I don't know where else to go for help on this, but you seem to be the lag expert here. We are running a 200 cap server and when we get 50+ people on our ticks drop to 10 per second, no chat lag, no block lag, and no chunk loading lag. Just the ticks are being affected. We don't get any other type of lag, even with 130+ ppl on. We have tried changing all sorts of settings to no avail. We use your plugin and the only thing we cannot get rid of is tick lag, it greatly helps chunk loading and we love it.
Can you, or anyone here give any advice for helping, or at least direct us to the area we should be looking at to help relieve this issue?
@turbonadduv That is now fixed in 1.54.6, someone else also reported that though :)
@Galexrt I'll download the latest Spout and test it for any incompatibilities. If you mean synchronized code access errors, then that's a bad sign for Spout...
EDIT
The only thing I've noticed is that the chunk sending is almost inactive...that's kind of a shame since that truly benefits clients. :( I'll see if I can somehow prevent Spout from messing things up...
What turbonadduv said.
I think there is a problem with spout... (Sorry that i dont put the errorlog here because i have a new server old server log is deleted!) Can someone test nolaggs compatibiliti with spout please. I remember when i used spout and nolagg there was hard errors. Please fix this problem(Im going to put the errorlog in the next time up)
CRITICAL bug!!!
NoLagg 1.54.4 CB1575
When dropping items quickly with q, stacking fails, and make 1.5-2 times more items in drop.
Ok all updated, fixed 2-3 bugs and added logging of the update information in the console/log.
@bergerkiller: Well, thanks anyway, lol.
@SERVERCONSOLE 1.) NPC's are not technically players, they are actually not even mobs. It's quite an issue, since I don't know how to characterize them. Humanoids?
2. I can't show the information in bars, but I'll add an update duration time + the item that took the longest to execute.
@Chrispm84 It isn't NoLagg's fault, no. I can't do much about it since it is a XAuth error, that it causes exceptions in the long run is no surprise. That's why I log synchronized code access in the first place.
@bergerkiller: I know this probably isn't NoLagg's fault, but is there anyway to fix this? It's killing my server with "Read Timed Out"s. I would just switch over to a new offline mode authenticator, but someone is supposedly picking up dev on xAuth and it's a great plugin. So, would a temporary fix be possible? Pastebin: http://pastebin.com/1TpNdSXV
Thanks for the great plugin!
A couple of things:
1) The player count in the chat monitor includes NPC's generated by citizens. Is there a way to avoid that? ex. _ have 13 npc's. If there ar 3 players logged in it shows 16 players.
2) Can you update the Console monitor to reflect the info in the chat monitor?
Thanks again!
@bergerkiller: Just came to grab the update and I wanted to say thanks for deving this amazing plugin! You should start an IRC. I like staying in touch with all the devs of my most important plugins.
@wow4201 Could you post a screenshot of the monitored output? (/nolagg monitor) Also, uploaded 1.54.2, which does fix an issue in the chunk sending system. If used with Spout and a plugin grabs away a chunk packet, the data would be kept in memory in the buffer. (endlessly increasing buffer). Fixed that.
So if you see a high 'buffer: Chunk packets' value in mb, then that could be the cause.