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 Jan 29, 2012what do you know about timers and concurrent modification errors? im asking on behaf of my lead developer, orange451. we are having a devilish time switching from java timers to bukkit timers. java timers cause concurrent modification errors, and bukkit timers eventually lag out our server and all other timers. like 10x longer than normal speed :(
i ask only becuase you seem to know stuff about concurrent mod errors
sorry to bother
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Posted Jan 29, 2012I am running NoLagg 1.58.8 and chunks seem to be taking too long to load. I am using the default settings. What is the best way to fix this? :)
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Posted Jan 29, 2012I was using the 1.58.9 beta but I keep getting random crashing problems kinda like this http://pastie.org/3279064
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Posted Jan 29, 2012Also one problem i noticed was, When I use "AuthMe" login system, sometimes the world doesnt load for players so they get stuck and they have to re-log. Hope it gets fixed. Thanks.
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Posted Jan 29, 2012So the error that causes crash is now fixed?
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Posted Jan 29, 2012great, your beta wouldn't load chunks beyond what you spawned on at all. chunk buffer was disabled.
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Posted Jan 29, 2012berger: Does the beta include the fix to work with orebfuscator?
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Posted Jan 29, 2012@bergerkiller Uploaded the beta here so people can see.
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Posted Jan 29, 2012@Darganking Use the 1.58.9 version beta 3 on GitHub, it fixes that error and more. I am still debugging it a bit to fix one more problem with the chunk buffer, other than that it is working just fine.
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Posted Jan 29, 2012when using chunk sending I get this null pointer exception while logging in here's my fresh log http://pastie.org/3274640
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Posted Jan 28, 2012@bergerkiller
First - Thank you. I don't think you get that enough. But thank you.
Second - Is the test build below the one what will work with Orebfuscator 1.3.2? I love NoLagg, but Orebfuscator gets first priority for me. Looking forward to an update for it.
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Posted Jan 27, 2012I am using default settings. Trying it out again. :)
Well, that ended badly. Going away again until it solves more problems then it fixes. hehe
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Posted Jan 27, 2012@mattekure Yup that is normal; the world spawn area is kept loaded (if set). In this spawn area new mobs can still spawn, and it has loaded chunks of course.
@Ganzor Stops accepting connections...so the tick rate drops...exactly how many chunk sending threads do you use? (or do you have it disabled?)
@mcheaven I uploaded a separate version on dropbox to temporarily fix that: http:dl.dropbox.com/u/3681706/NoLagg%20v1.58.8.zip I'm currently looking at some annoying chunk-reuse issues people were having (thankfully my checks did pick this up and prevented possible chunk corruption)
Until that is fixed I can't upload new versions, since I want them to be stable..although it doesn't seem to be stable when others use it... :/
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Posted Jan 27, 2012Okay, with Nolagg back on, my server seems to have periods at random where it just appears to go down. It's not actually down, it just stops working for a period of time to the point where the console in my hosts control panel won't even work.
When it comes back from this latest round, I'm going to once again remove nolagg and confirm it's the plugin causing the problem and not the host, but this wasn't happening before I got brave enough to put Nolagg back on.
I should add that no errors get throw into the console when this happens, the server just stops accepting connections.
I'll keep you informed and retract this post if Nolagg proves not to be the issue.
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Posted Jan 27, 2012bergerkiller look at this please http://pastebin.com/RKu0UPu3
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Posted Jan 27, 2012@bergerkiller
That's because he's released a new version of Orebfuscator since then: 1.3.2. Which doesn't work with NoLagg's chunk sending turned on.
You could have at least loaded up the plugin page again.
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Posted Jan 27, 2012When starting my server before any players log in, I notice that there are nearly 200 mobs loaded and 2000 or so chunks loaded. Is this normal to have a bunch of mobs/chunks loaded even when no one is connected to the server?
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Posted Jan 27, 2012@bergerkiller
Yeah, Rei's minimap specifically
http://www.minecraftdl.com/reis-minimap-mod/
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Posted Jan 27, 2012@Gnintendo I don't know what the latest is; but it worked on the version I downloaded yesterday. Also works on ore to client obfuscation. (you do need the Spout version, even without Spout it works!)
@Tucker933 I'll take another look at it all then. What do you use to see what chunks are loaded? A client mod?
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Posted Jan 26, 2012@bergerkiller
I've tried your update as well and still no chunk prioritization. I'm not running spout either.
The plugins I have installed are-
Essentials
WorldEdit
WorldGuard
SuperLog
Dynmap (I've verified this isn't conflicting)
It's not a terrible issue and I know there's more pressing bugs, though I did really like this feature.