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 Feb 5, 2012@Lezyamin Please do post the entire error (wish people would start doing that by themselves for once...)
-
View User Profile
-
Send Message
Posted Feb 5, 2012@SERVERCONSOLE mh you're right, bust have been a mistake I made when converting the entire configuration around.
@godgodgodgo This time you'd better let the plugin re-generate it, since I changed quite a lot of nodes. This way the order of the nodes is correct, and you won't see removed nodes.
-
View User Profile
-
Send Message
Posted Feb 5, 2012-
View User Profile
-
Send Message
Posted Feb 5, 2012I used this plugin, but then decided to remove it, now i seem to get errors in my console, and my server lags even more!
The errors I get are : SEVERE java.util.ConcurrentModificationException
Please can someone help me, as my server is lagging even more!
-
View User Profile
-
Send Message
Posted Feb 5, 2012I always leave the config as default, is this a good idea?
-
View User Profile
-
Send Message
Posted Feb 5, 2012So we have to place the BKCommonLib 1.01.jar file in our plugins folder now too?
-
View User Profile
-
Send Message
Posted Feb 5, 2012@predawnia This chunk loading issue started a few days (hours?) ago, maybe an older Orebfuscator version does work. Downgrading NoLagg won't work, since the issue lies in Orebfuscator right now.
-
View User Profile
-
Send Message
Posted Feb 5, 2012I am so confused :)
Is it safe to use NoLagg 1.6 and Orebfuscator 1.3.5 together?
Which version would go nicely with each other?
Any advise will help. Thanks!
-
View User Profile
-
Send Message
Posted Feb 5, 2012@Gnintendo That's a known bug in Orbfuscator, it will be fixed fairly soon.
-
View User Profile
-
Send Message
Posted Feb 5, 2012I'm so happy to see the new mobspawner limit feature! =D Now we can make mob-related traps and contraptions on a creative map, if we config it. THANKS for adding that!
No major errors that I've noticed so far with 1.6; Although TNT seems to not throw other TNT as far as the 1.59 version did. Not horribly important, just an odd one.
I'm still so surprised you added the mobspawner idea. Again, thanks! ;D
-
View User Profile
-
Send Message
Posted Feb 4, 2012some errors on my server using nolagg and orebfuscator and spout (?)
-
View User Profile
-
Send Message
Posted Feb 4, 2012@RevoMods
its much more wise and helpful to say which bukkit you are running and which NoLagg..
-
View User Profile
-
Send Message
Posted Feb 4, 2012I ran this and no chunks would load at all.
-
View User Profile
-
Send Message
Posted Feb 4, 2012Until 1.60 is still awaiting approval here on Bukkit dev, you can download 1.60 from GitHub as well. Something got changed in R3 of CraftBukkit, 1.60 should fix all of that.
-
View User Profile
-
Send Message
Posted Feb 4, 2012@lishid It can slow the server down (but not really much, it simply compares the current thread)
It needs to be added in quite a lot of locations, and looking at the buggy state of CraftBukkit, I don't think it is needed to commit anything new to them. Waiting for the 'real' server software to be finished (Spout and CraftBukkit are coming a long way)
Also, uploaded 1.60. Other than a lot of fixes and tweaks, it now uses my utility library, which is shared among multiple of my plugins.
-
View User Profile
-
Send Message
Posted Feb 4, 2012@bergerkiller
Wait... Why don't you integrate the cross-thread checks into CraftBukkit? You know, see what the bukkit devs think about it, with pull requests (or a forum post).
-
View User Profile
-
Send Message
Posted Feb 4, 2012@bergerkiller
PM is slow, use something like skype, or IRC.
EDIT: I don't see how calling isChunkLoaded would help. I will need to load that chunk anyways.
Also, the method you sent me would not help. I need that chunk to be loaded/generated in any way to continue obfuscation, or else there might be stuff that gets wrongly un-obfuscated.
-
View User Profile
-
Send Message
Posted Feb 4, 2012@lishid See this line in CraftBukkits source code
Is it stated ANYWHERE in the documentation that this event will be called from multiple threads? Is it known to anyone? Nope. Write a Bukkit post stating that this is the case, make it commonly known, THEN I will remove it. Sorry but, if no one knows of it being called async, it is ridiculous to assume 'like that' that this is the case.
And it is synchronized because plugins may want to GET a chunk. Loading one is impossible though. Always use isCHunkLoaded before using it. See this example.
it is 100% thread safe, since the Chunk map used is synchronized. It will return null if not loaded. When that happens, abort the mission. It's simply.
Otherwise, allow me to specify the chunk object to use during your obfuscation. I store (unloaded) chunks when sending and can pass this to you.
If you still don't understand why you can't load chunks async, PM me and I will guide you along all made calls to prove my point.
-
View User Profile
-
Send Message
Posted Feb 4, 2012@bergerkiller
class World, method getChunkAt(i, j)
synchronized (this.chunkLock) { .... }
Looks pretty safe to me...
If a plugin keeps a map of chunks, it is supposed to add and remove with the load and unload events. If it doesn't, then it's their fault.
In any case, that call MUST be made in order to properly obfuscate the chunk. If you think it's not possible to call it from another thread, give me a solution or don't throw that exception.
-
View User Profile
-
Send Message
Posted Feb 4, 2012@lishid WRONG! Ow so wrong :) Bukkit may have secured it, but the load event will flow through all other plugins. Most of those plugins keep an (unsynchronized) mapping of chunks vs the data attached to it. When you load from another thread, these plugins will start to throw errors, and people will come and cry to those poor developers. Those developers wondering 'what the buck?', while you sit in your chair laughing wildly at your async chunk loading.
No really, it is NOT thread safe, unless they clearly state that the chunk load/unload event can be called from multiple threads! Most plugin developers don't know!
(I add synchronized checks all around, but a lot of plugins don't and shouldn't have to)
Then there is chunk populators. If your chunk load cuases a chunk to be generated, then the chunk populator(s) will run from another thread, possibly crashing the server when altering already loaded chunks managed on the main thread.
Also, remember 'don't call bukkit methods from another thread'? Well, world.getTypeId and world.setTypeId is one of them.