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.







-
View User Profile
-
Send Message
Posted Oct 21, 2012@laserlag
Here: http://dev.bukkit.org/server-mods/nolagg/files/126-v1-88-8/ I suppose that it's not approved yet.
-
View User Profile
-
Send Message
Posted Oct 21, 2012*LARGEST NOLAGG ISSUE YET** http://pastebin.com/2uXihRyC
-
View User Profile
-
Send Message
Posted Oct 21, 2012When will 1.88.8 be uploaded?
-
View User Profile
-
Send Message
Posted Oct 21, 2012How did you crate a GUI when opening the jar manually? Did you just create a normal class with GUI methods? Or is there some extra effort?
-
View User Profile
-
Send Message
Posted Oct 21, 2012@bergerkiller
My mobs seem to be going over my 400 limit..they reach up to 1000 after a couple hours...
default: animal: 400 monsters: 400
-
View User Profile
-
Send Message
Posted Oct 21, 2012Is it normal for the server to have lag spikes from the autosave and chunk sending feature? Thats something ive seen in the nolagg examine feature.
-
View User Profile
-
Send Message
Posted Oct 21, 2012@Lolmewn Looks more like you have a lot of players walking around causing chunks loads at once. If chunk loading from file takes a little long, this can happen. NoLagg is in there because of the chunk send queue, which loads the chunks to send to players.
-
View User Profile
-
Send Message
Posted Oct 21, 2012Hmm.. I got this error today: http://pastebin.com/zUPBUhPC
-
View User Profile
-
Send Message
Posted Oct 21, 2012@MrMime22 If you want it to despawn entities as well, add them to the force removed list. You didn't add any item limits, so the forceremoved item limits are a bit useless.
@bob7l Confirmed, I'll re-upload 1.88.8 in a few secs. It does work by specifying the time yourself, for example:
It's just the no-arg version malfunctioning.
EDIT
Reuploaded: http:dev.bukkit.org/server-mods/nolagg/files/126-v1-88-8/
-
View User Profile
-
Send Message
Posted Oct 21, 2012Nolagg spawnlimiter not working??
http://pastebin.com/RRZqijXm
-
View User Profile
-
Send Message
Posted Oct 20, 2012Anyone having issues with v1.88.8 ? I can't seem to get the commands working?
Edit: Fixed by downloading the latest BKCommon, sadly the examine command still messes up.
-
View User Profile
-
Send Message
Posted Oct 20, 2012@bergerkiller
That explains so much.
Also, with 1.88.8 /lag examine gives me an error. http://pastebin.com/KChfq3YR
-
View User Profile
-
Send Message
Posted Oct 20, 2012@ray73864
Ah I see. Everything makes sense now, thank you :)
-
View User Profile
-
Send Message
Posted Oct 20, 2012@nhoclesnar
Your question makes no sense.
GC = Garbage Collection
Java comes with GC built in, it isn't something your server does, it is something java does internally.
-
View User Profile
-
Send Message
Posted Oct 20, 2012Using v1.88.8 right now, and no file or anything loaded up. Commands are not working either o.o
-
View User Profile
-
Send Message
Posted Oct 20, 2012I know this is not the right place to ask this question, but you need GC flags to free up ram, right? If the server doesn't have GC, does that mean it never get enough ram? Lets say, can a server with 2GB ram be as efficient as a server with 2GB ram and GC? I really need to know this. Thank you so much for answering.
-
View User Profile
-
Send Message
Posted Oct 20, 2012v1.88.8 can be found here (awaiting approval):
http:dev.bukkit.org/server-mods/nolagg/files/126-v1-88-8/
Notice to people that filed tickets
This version contains an incredible amount of small changes to try and fix bugs reported here. If your issue is fixed, please add a comment in your ticket stating that it is fixed in 1.88.8. For some issues I can not verify this myself, I can only guess by looking at the code.
-
View User Profile
-
Send Message
Posted Oct 20, 2012New version coming up in a new minutes/seconds. Very important announcement: The examine viewer displayed all tick durations 1/10 of the actual amount It's only after I looked at the graph area rendering I noticed that the reading used 10E6 instead of 1E6. It must have been a really old bug. I verified this by scheduling a task that sleeps for 500 ms...it showed up as 50 ms.
So yeah...this can mean that what people previously thought as 'respectable' is actually really slow. If handling an event takes 100 ms, it took 2 ticks to complete...
-
View User Profile
-
Send Message
Posted Oct 20, 2012@MrMime22 Ok so clearly you have a plugin running that causes to spawn thousands of items to spawn FAST. The item buffer takes the old item away and spawns it later on. If this fails, it could produce multiple yet the same items. This can only happen if item removal does not work and the item stays referenced in the world. Unlikely cause.
The item stacker does spawn new items and I suspect it has to do with this. Anyhow, I am rewriting the item stacking logic to only do item stacking on the main thread. The 'generating' of items to stack will be on another thread. I will prevent a lot of bugs this way.
-
View User Profile
-
Send Message
Posted Oct 20, 2012New nolagg crash issue
289834 Entities http://i.imgur.com/DoEM6.png
http://pastebin.com/ANSbCfvu