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 Jul 10, 2013Yep, and that version is also compatible with MC 1.6.1 and 1.6.2. BKCommonLib for those versions are available.
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Posted Jul 10, 2013A new version of NoLagg is released 1.90.0 :). Waiting for bukkit dev to aprove it
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Posted Jul 9, 2013@FredyR4zer Will be fixed shortly
@CommodoreAlpha The error occurs inside the Flatlands generator, and it's out of my control. I recommend reporting the error to the author of that plugin so he can try and resolve it.
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Posted Jul 7, 2013Using the plugin AlmostFlatLands and setting the maximum generation height to 4, NoLagg seems to spam the console like crazy with errors and consume lots of CPU. I suspect it could have something to do with block populators (for generating ores) or something along those lines, but I'm not sure. Here's the error by the way.
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Posted Jul 7, 2013Using BKCommonLib #217 and Nolagg 1.89.9 and i get this error when i join: http://pastebin.com/DhXMKmq1 When im using NoLagg #75 same error. I'm using spigot #1009
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Posted Jul 7, 2013@FredyR4zer Large amount of RAM memory I suppose? It does take a while to garbage collect, but it won't crash the server. At it's worst, it will stall the server for a few seconds after which players can rejoin.
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Posted Jul 7, 2013I was with 30 players on my server and i did /nl gc and it just crashed.
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Posted Jul 6, 2013@ClavusElite The /nl command shows the tick rate, where 20.0 is the normal expected tick rate. Unless you meant a 20% after this tick rate (which would be 4 tps) it's all running just fine.
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Posted Jul 5, 2013@bergerkiller There were just about a dozen players. With the percentage I mean the percentage the /nl command gave me (so it only executed 20*0.4 ticks per second).
At the moment my server performance seems normal, but there are just a few players online. We only just restarted the map so the map generation might've been a part of the problem. I'll try and give more info if this problem persists.
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Posted Jul 5, 2013@ClavusElite How many players are on your server as you are experiencing it? What does 'server performance %' mean? Is this CPU usage? Tick rate? Timings (Spigot0 % of the task? Is this performance issue not there when NoLagg is not on the server?
The ChunkSendingTask takes care of chunk sending (heh) to players. I have profiled it before, and most if not all processing time is spent creating entity/sign spawn packets and sending them to the client. Sadly this processing is not something I can optimize further, as it's an internal server method that takes care of it. The same processing is performed when NoLagg is removed, but then elsewhere. (and this is not listed in examine/timings)
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Posted Jul 5, 2013Hm, running NoLagg with a dev build of BKCommonLib. It's working, but the server performance is 40%. Using the examine functionality I determined that the biggest resource hogs are the #Chunk provider and ... NoLagg. Both claim 300 to 350 ms of computation time over the span of 200 ticks. Most of the time is in the "com.bergerkiller.bukkit.nolagg.chunks.ChunkSendQueue$ChunkSendingTask" task. Will this be resolved for the stable version?
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Posted Jul 5, 2013@Paxination I am going to add a command to try and unload all chunks on the server. It will also report how many unloads were cancelled by a plugin, and which plugin specifically, and which were cancelled because a player was occupying it. After this, it will start saving all data to file, reducing memory usage further. Afterwards it will perform a memory garbage collect.
This should be a great addition. Note that the next version (1.90.0) will be for both 1.5.2 and 1.6. (only BKCommonLib needs to be updated further for 1.6)
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Posted Jul 4, 2013Guys, you need to be patient and wait for BKCommonLib first.
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Posted Jul 3, 2013Needs to be updated; not compatible with 1.6.1.
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Posted Jul 2, 2013update
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Posted Jun 30, 2013Help NoLagg plugin no start :/
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Posted Jun 29, 2013@FredyR4zer
Its not unloading them is the issue. i have at any time 6k+ loaded and about 500 less than that can be unloaded. And they are not unloading.
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Posted Jun 29, 2013@N1T3SLAY3R Can you post a list of plugins running on the server? Also, next time use pastebin.com/hastebin.com/pastie.org/etc. when pasting errors in the comments.
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Posted Jun 29, 2013@M3kara It does. You have to install BKcommonlib
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Posted Jun 29, 2013NoLagg doesn't work with 1.5.2 R1.0, could you update it?