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 Feb 4, 2012I've found that some problems are present during the first run of the plugins. As an example, I updated orebfuscator and nolagg last night. Lots of issues. Restarted the server (second load of plugins) and things are working great. Not sure why, but this is the second time a reboot has fixed some issues.
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Posted Feb 4, 2012@bergerkiller
No, it only LOAD the chunk, not obfuscate them. so it would only load one layer of chunks.
What I mean is that loading the chunks is thread safe, so I don't really think there's the need to throw your exception there.
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Posted Feb 4, 2012@lishid But how will you obfuscate the chunk if you need ALL OUTER SURROUNDING CHUNKS to obfuscate it? It would endlessly load the chunks, since it loads the chunks around the outer chunks as well. How will you fix this then?
Also, note that you do exactly the same in your own threads.
@Darganking I think I fixed it here, but not entirely sure. I'll upload 1.60 today, but first need to tweak a few more settings for chunk sending. (to make it properly adjust the sending rate)
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Posted Feb 3, 2012Restating my issue cause no on answered it yet
Im getting this error http://pastie.org/3301614
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Posted Feb 3, 2012@bergerkiller
world.getTypeId() goes to world.getChunkAt() goes to IChunkProvider.getChunkAt() which loads the chunk if unloaded in a synchronized code. It then calls the ChunkLoadEvent that NoLagg uses to throw an exception.
Also, a isChunkLoaded check will not do anything since I absolutely need to access that block to obfuscate correctly.
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Posted Feb 3, 2012@HighlifeTTU Interesting, as it is more of an Orebfuscator issue here. He accesses the physical chunk using getChunk, while he knows the chunk may not have been loaded, which causes that to happen in the long run. A bit impossible to prevent actually...
Better report this in the orebfuscator thread as well, and tell him to add an 'isChunkLoaded' check before using getTypeId.
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Posted Feb 3, 2012Meant to post this here. Berger, getting a weird error. Just updated my plugins so I'm not sure which is doing it.
Link to Error and Screenshots
The blocks there don't actually exist. If you relog they disappear. But if the player interacts with the ground they pop up.
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Posted Feb 3, 2012@HighlifeTTU Already worked on a mob-spawner side of limits, it is 50% implemented right now.
@deathnote1029 Try it with R3 http://forums.bukkit.org/threads/jenkins-temporarily-unavailable.55174/
@Valdiralita Is a FAQ: not possible, because mobs walk across chunks. (this is less noticeable for items) I can't bind a mob to a certain chunk.
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Posted Feb 3, 2012hey,
what about a mob spawnlimit per chunk/4x4 chunk/16x16 chunk?
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Posted Feb 3, 2012bergerkiller: I've love a separate mobspawner limit. Being able to set it to 500 or so, then have the rest be global. That would do a lot to combat the issues with the mob spawning going down dramatically when multiple people are using xp farms.
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Posted Feb 3, 2012im using craftbukkit 1.1 R1
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Posted Feb 3, 2012@deathnote1029 I've seen that error a lot recently. What CraftBukkit build do you use?
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Posted Feb 3, 2012Hey there
I seem to be getting this error when i try and run nolagg and citizens together, since it said it generated an exception in nolagg i assumed it was on your side, though i may be wrong, could you take a look for me and let me know what is wrong? Heres the code:
Hope your able to help me out :D Great work on the plugin! love it, i havn't had any problems until now, and my players love it ^_^, keep it up!
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Posted Feb 3, 2012@NikoKun TNT issues should all be resolved now. Had another debugging session to ensure everything is well. It will only use 'quick entity damaging' when detonating more than 500 blocks. (it previously did it all the time, causing the TNT to malfunction. It also appeared to have a damage issue)
Mob spawners are always a problem...I could add a separate 'mobspawner:' setting under spawn limits, which sets a global limit of mob-spawner spawned entities.
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Posted Feb 2, 2012I don't suppose there's a way to allow MobSpawners to spawn mobs, even when the spawnlimits are set low? Like a bypass/exception to the rule? Or a separate limit for mobs spawned via that method?
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Posted Feb 2, 2012I absolutely LOVE the way "tntChangeBlocks: false" works! SO MUCH BETTER than how WorldGuard blocks TNT.
With WorldGuard, it blocks the "block-damage", but that also blocks the explosions effects and sound, too. Which is really kinda lame, and ruins the entertaining aspects of TNT. So I'm really glad your method allows us to still have some fun. =D
EDIT: One issue though.. Not sure if it has anything to do with the way your TNT Buffer works, might be a bug with something else entirely.. But TNT cannons don't seem to work right, water flow doesn't push activated TNT anymore. =/ I can however, make an alternative style TNT cannon, with no water, since block damage is disabled, by using diodes to time the blasts just right, which uses the blast force to push TNT blocks towards the launcher block and then launch it. So I guess it's not a that big deal. It's just a fun way to do fireworks. heh
Thanks for a great plugin. Just wanted to mention I was impressed by your TNT blocker. ;)
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Posted Feb 2, 2012@bergerkiller
hopefully you will fix them issues, i have to disable nolagg so my server doesn't lagg XD
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Posted Feb 2, 2012Note: a new version is already in the making, but I need to fix up all other plugins before I can upload it. (and it still needs some debugging and tweaking of the sending rate adjustments)
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Posted Feb 2, 2012Thanks! We are suddenly getting Server Overloaded messages that we never got before and I am trying to rule things out. We have run as many as 28 players at once with no probs and now we are running into issues with 15 or so.
Anyway TMI. Thanks for the plugin and the help!!
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Posted Feb 2, 2012Nevermind, I'm going to post the bug as a ticket.