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.
Excellent Job. Appears to work really well... Just tested this for over a half hour on my testing server and limited the memory to 1GB and had 4 players flying as fast as possible in different directions while spawning mobs and blowing TNT... although we had crashes it was night and day better and the performance was much smoother than without it.
Uploaded v1.56, which fully implements Async chunk saving across the server. Even other plugins that save chunks will now use this saving queue, therefore optimizing the tick rate significantly. (it no longer halts the server when a plugin begins saving some chunks, including auto-saves)
RAM memory usage is taken care of by buffering chunks. Simply put: it re-uses previously unloaded chunk data in the construction of a new chunk, therefore reducing the memory usage and CPU usage previously used for cleaning up memory.
+ Rep, great plugin
@wesley4220336 That is already fixed in the next beta version, but still adding some changes to it.
What is this error?
@LordBoos Well a lot of NoLagg's functionality uses complicated collections, and cross-thread access causes this (and many other plugins) to fail horribly. I got tired from all the cross-thread caused errors I got posted on my thread(s), so decided to just handle it properly, complete with the plugin that causes it. You can send a PM to me (I prefer on Bukkit instead of BukkitDev), I can help you out solving async issues.
@Sonorpearl if you used spawn limits: disable it. Spawn limiting is broken for mobs because of Bukkit failing internally. Other than that, monitor the server and find out what operation takes the longest.
@SERVERCONSOLE that is kinda weird, and probably not right. If the rate is too high, this isn't bad, but will cause entities (and physics) to move 5/2 as fast...
@micdoodle8 fixed the error.
@Shortelz what version were you using? (it got really fixed in .8, I'm sure of that...
Sonorpearl - I have discovered there are two ways you can use this plugin. If you use it to speed up the client experience, it uses more RAM which caused lag/crashes for us. Or, what I do, is use it to reduce server load while balancing that with user experience. It's a little tricky and I am still learning, but we are using about half the RAM we were before I started using NoLagg. When I first installed it, RAM kept going out the roof and crashing our server. You need to make adjustments to the config but it is well worth it!
He as also made improvements since I started using it so the default config issue may not be as big as it once was. At any rate, I highly recommend this plugin!
Lord Boos - There is a line, crossThreadExceptions that I think checks for plugins that may have issues. I wonder if you can set that to false to make the warnings go away. I don't understand what exactly it does but I think it is just a check and doesn't actually affect functionality. Hope that helps.
At the Moment our Server lag heavier while having this Plugin.
I'm getting this error now when I started using NoLagg. It seems to be interfering with GlowstoneLanterns 0.3. Here is the error. Didn't know where else to post this as I don't see a support section to your dev page.
Note: also giving to the glowstonelantern dev.
Hi, my plugin boosCooldowns uses async Timers, to handle warm-ups on commands. Basically per player per command timers. With your plugin it throws: java.lang.IllegalAccessError Synchronized code got accessed from another thread: java.util.TimerThread
I don't think I can use sync timers, for obvious reasons. I'm still not pro in java or plugin developement (this is my first plugin). My plugin works well without your plugin installed. Never seen ConcurrentModificationExceptions or something. So my question is: Can you possibly help me to solve this issue? Adding exception to your plugin for my plugin? Or I'm forced to put your plugin on Incompatible list? Anyway, why are you doing that thread check? It has nothing to do at all with Laggs (I can just cause some because of many checks lol...). Maybe you can split your plugin to NoLagg and ThreadChecker?
New question: With NoLagg installed and configured, it is now reporting 50 ticks/sec - can that be right? Is there something I did to cause it? Is it good, bad or doesn't matter?
Thanks!
OK - Got it but still left with a question.
This helped: http://dev.bukkit.org/server-mods/craftirc/pages/complete-idiots-guide-to-yaml-config-yml/r1/source/
For anyone else {} indicates a null set. I know... basic YAML, but I didn't know that before.
still not sure about the -1 and placement in the hierarchy. Can't find any confirmation on that.
Would
world:
creeper: -1
turn off creeper controls for 'world'? if so why not just leave it out of the limiter?
would
world:
creeper: -1
take it out of the 'world' hierarchy and negate creeper controls on the whole server?
Please explain or point me in the right direction.
Thanks for any help you can provide.
BTW - plugin is in and working great! Just need some clarification. - thanks!
Am trying to set mob control but can't figure out the proper format - my config keeps getting overwritten. You show this example in your docs:
spawnlimits:
default:
creeper: 1
cow: 1
itemwood: 64
tnt: 50
global:
mob: 30
animal: 40
monster: 260
worlds:
lowgrass:
cow: 1
creeper: 2
wood: 10
slime: 2
world2:
enderman: 10
itemstone: 6
The plugin creates this:
spawnlimits:
default:
monster: 256
global:
monster: 256
worlds:
world: {}
world_nether: {}
world_the_end: {}
My last try was this:
spawnlimits:
default:
monster: 256
global:
monster: 256
worlds:
world: {}
monster: 500
squid: 50
world_nether: {}
monster: 64
animal: 0
world_the_end: {}
monster: -1
animal: -1
squid: -1
I have not seen the brackets before. what do they mean? I assume -1 turns things off. Previously the mobs in a world were indented under that world now they are flush. Does that matter?
I also notice that the config on my server has no comment code while the one I downloaded with the plugin is full of comments. Does the plugin rewrite the config without comments or is something else going on here?
Someone please explain to me how this is supposed to be done. I have been using this plugin and love it but the documentation assumes you already know how it works.
thanks!
http://dev.bukkit.org/paste/4518/
There is still a dupe method using the latest version of NoLagg.
Thanks for fixing the dupe bug. :)
Good work. I love this plugin. Where is the "buy me a drink" button?
BIG BUG!!!!!
if you drop.. lets say 10 Diamonds.... Pick it back up.. you get more than you drop.
I had people exploit this badly.
Thanks...
Whenever i add the cross-thred exception in the config nolagg resets the config and removes that line.
The item dupe bug has been fixed in the latest version of nolagg.