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.
@bergerkiller
Thanks, added WOOD and it seems to be working great, thank you!
Will this addon allow me to send chunks much faster to my local client over the 1000mbps ethernet connection I have with my server? Ever since Minecraft 1.5 I've been trying to get back to the almost instant world environment loading.
Bad nolagg ver. 1.52.6 make mas errors. Mmm I would have log if it didn't delete after the crash. ;( Sorry I will test out again and report error if no one is on server.
@TechJawa
Um yes, you can add 'denied item types' to ignore when stacking/buffering, I believe. Not sure if it works as expected, since I haven't completely tested it:
Loving the "grouping" of near items into one cohesive item, however we use a plugin that allows golden axes to chop an entire tree and the tree just "pops" cactus style. Which makes it get stuck into the top of the leaves w/ this plugin since they all group together.
Is there a way to disable just wood blocks from being grouped at all?
@SERVERCONSOLE
If you set mob limits, then yes, it will actually remove animals. You can set monster/specialized limits too. Only if a limit is set will it remove them.
Also, updated to 1.52.6, some serious bugfixing and improvements have been made to protect this plugin from the idiotic plugin developers around me that manage to load chunks and remove entities from another thread, causing numerous 'Concurrent Modification Exceptions'. Ugh..
Got config worked out. Copied and modified your sample. Still not sure what was wrong but it stays now.
Question: Since we have loaded this plugin, some of the ppl who have farms are having issues with their animals disappearing. Would this plugin cause this or is it a coincidence. Just trying to figure it out so we can fix it.
Thanks.
Getting this error. Plugin enables fine, this is while the server is running.
http://dev.bukkit.org/paste/4374/
I've installed 1.52.4 and it is still over-writing my config so I can't adjust the settings.
I installed the plugin, deleted the old config, started CraftBukkit, stopped CraftBukkit, edited config, restarted CraftBukkit, checked config - all changes reverted back to default.
Here is the pertinent section of the config
useSpawnLimits: true
spawnLimits:
global:
mob: 500
animal: 256
worlds:
world:
mob: 256
animal: 256
squid: 32
world_nether:
mob: 64
animal: 0
world_the_end:
mob: 64
animal: 0
Is there something I am doing wrong? I have tried both spawnlimits and spawnLimits.
Please help. I love the plugin but I really need this to work. Thanks.
When I tried this a little while ago it was causing less memory usage, but a little bit extra CPU usage. Has this been fixed?
I'm glad to see this plugin finally being the full potential. Even though I stopped managing my server since it took up my time and money I still look through bukkit.org and try to keep up with all the new stuff. Glad to see this plugin is still in development, kudos to you my friend. Also this is very helpful when I'm testing plugins I bug test for.
Ah, sorry I missed the monitor interval. that will do it.
Also, what about it overwriting my config? I put in spawn limits and now it just says spawnlimits: {}
Am I supposed to use brackets here? The example doesn't. I had another plugin overwriting the config and it turned out it was looking for Config.yml and writing config.yml Notice initial cap.
Any ideas?
@SERVERCONSOLE
It's a bit hard to implement that right now, since all performance logging information is handled at once. (this to reduce tick rate decreases, having to process all that text very often hurts the tick rate) For now, this is just a bit too hard to implement. You can still set a monitor interval in ticks though. (which is global)
Also, updated to .4 to fix some concurrency issues when sending chunks, get rid of the 'fetching addpacket for removed entity' spam and to add chunk sending rate read-out when monitoring as a player.
Really like the monitor but... could you add a couple of tags so we can control interval in sec and total number of reports before it stops automatically.
Something like /nolagg monitor <interval in sec> <number of reports>
ex: /nolagg 30 4
If <number of reports> is blank then keep them coming until /nolagg monitor is typed again.
If both are blank then use current behavior.
I suppose you could do either # of reports or time duration in sec, which might make more sense.
Thanks.
CraftBukkitt 1566 - NoLagg 1.52.2
I am trying to edit my config.yml to control mobs but everytime I start-up the config gets overwritten by the default config. Is there a way to stop this or to edit the spawnlimits in game?
Also, is there a way to reload just this plugin?
Thanks.
hmm seems like citizens npcs are handled like normal players...
@bergerkiller
A quick note - With .3, I am definitely able to limit mobs. It didn't affect lag as much as I'd hoped, but it definitely helps. Thanks!
@GravelSocks
That looks more like corrupted world data - chunks don't seem to be stored at the right location. Not sure why Bukkit decides to throw that long list of throwables, as it technically isn't a coding error - it's a file error. Repair the world using a world repairing utility (Chunky) and all is fine. I consider adding some sort of chunk validating bit somewhere, but this may prove a bit hard to do.
@TechJawa
That looks truly awesome, +1 like from me :)
Here's a decent video of a test we ran...
http://www.youtube.com/watch?v=8VkBwzufBF8
Hi bk - Seeing lots of severe chunk errors w/ CB1566/NL1.53.0 - I imported a world for my server, and it looks like some of the chunk data might have been bad. Don't know. Minecraft throws errors, then NoLagg follows. His is an example of what I see in the log: