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.







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Posted Aug 25, 2012@bergerkiller
Thanks for the support, I will wait a complete and stable version (;
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Posted Aug 25, 2012Uploaded version 1.88 on GitHub. It is a version compatible with the latest beta build of CB 1.3.2 R0.1. It is most likely not completely compatible with versions below, because of the big scheduler change that happened.
The examiner still works, I managed to rewrite the logic involving task 'hooks'. (tested and verified)
It also fixes the missing chunks people were having. However, I did notice a few more 'semi-transparent' chunks, although that could be related to the slow render speed of my client...
I removed the 'trigger' bit of the chunks component. It had zero effect on the semi-transparent chunks around and was nothing but an useless load.
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Posted Aug 25, 2012I can confirm that the 1.87.5 version causes huge problems with players spawn, it will not load until they warp somewhere else and then use the /back command.
Downgrade to 1.87.4 and the problem is gone.
Im running 1.3.1-R2.0 but i also tried the 1.3.1-R1.0 and a few development versions with no luck.
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Posted Aug 25, 2012@bergerkiller
I've just updated to the latest version then I got this problem.
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Posted Aug 25, 2012@calvinso1
The 0.0 chunk problem has already been identified and I fixed it already. I am now preparing a build compatible with the 1.3.2 beta build.
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Posted Aug 25, 2012@SurceBeats
Same here chunk is not spawning when you login.
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Posted Aug 25, 2012I sync'd all of my changes, and so far the only detrimental issue is the examine component. (as expected) I will have to be an extreme h4x0r to get through their private CraftTask class, and so I will. I will replace the pending priority queue with my own, overriding remove() to replace the runnable variable inside the CraftTask class with a timed version, if needed. Possible information for the task could be embedded in there as well.
The 'started from' information is sadly lost, and there is no way to hook into that bit. You will only see the entrypoint location of the runnable.
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Posted Aug 25, 2012@MrMime22 then it has to be the spawn limiter, check if you don't have a global limit set somewhere. (they are easily reached!)
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Posted Aug 25, 2012@MrMime22
itembuffer:
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Posted Aug 25, 2012@bergerkiller
we get 120+ online, so maybe the item limiter though i think i out it off!
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Posted Aug 25, 2012<<reply 903954="">> @MrMime22
Disable the item buffer. It most likely reached the limit in the chunk. (could also be the spawn limiter, though)
<<reply 903862="">> @rfsantos1996
Awesome, then I can finally catch up on the many changes Bukkit did.
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Posted Aug 25, 2012Major issue. After about 5 hours my nolagg fuckes up, drops go off....like breaking, pvp kills and etc wont drop items till i restart or do /nolagg reload....this is strange please help
[INFO] Plugins (46): LagMeter, RealWeather, HideStream, nChat, GroupManager, NoCheatPlus, WorldEdit, FastSoup, Buycraft, SpamGuard, Vault, AntiRelog, RuleBook, WorldGuard, boosCooldowns, SilkSpawners, EndReset, Shopkeepers, iConomy, CraftBay, Permissions, LimitedCreative, FancyText, BKCommonLib, My Worlds, PluginSpy, ZavAutoMessager, Tracking-Plugin, Auto arm, Votifier, mcMMO, Infected, MobArena, FoundDiamonds, MoneyDrop, Essentials, Citizens, EssentialsProtect, EssentialsSpawn, RegionForSale, Assassins, EssentialsAntiBuild, NoLagg, CompatNoCheatPlus, EssentialsChat, Factions
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Posted Aug 25, 2012Masterbug in the join event of a player through the chunk was never unloaded until rejoin (and the new join chunk still be unloaded too). Fix that please. Blessings.
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Posted Aug 25, 2012New Bukkit beta is out, can you update? Also, thanks for the awesome plugin, you are doing a nice job (;
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Posted Aug 25, 2012<<reply 903683="">> @rudolf323
Was this after garbage collecting the memory? (/lag gc)
Also, Java dynamically allocates new memory. Free memory can become more. You have to look at used memory.
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Posted Aug 25, 2012I disabled NoLagg chunk loading and free server RAM with 2931 chunks loaded was 1.6GB
When I enabled NoLagg chunk loading with 2900 chunks loaded there were 800MB free
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Posted Aug 25, 2012Unrelated to mcMMO, I got it too now. (for the first time) Odd that it is just now that it starts happening after all those hours on the server.
I'll come up with a fix today.
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Posted Aug 25, 2012Yeah new beta is out. can't wait for a working noLagg build against that ;)
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Posted Aug 25, 2012@jakimfett
If it helps, this seems to only happen when McMMO is present.
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Posted Aug 25, 2012@Intangir
Yeah, same here. When I updated to 1.87.5, the chunk a player is standing on when they log in does not load. They can teleport away with /home or /spawn, but the chunk doesn't load.