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 14, 2012Woke up today to find my server crashed after updating nolagg & spout
http://www.pastie.org/3379813
Not sure if it is related to nolagg but otherwise i have no idea :S
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Posted Feb 13, 2012@imailyou
I'm now quite sure it's caused by nolagg (or nolagg's interaction with any other plugin, so that the error only occurs when both are present). Since I don't get any error messages on the console, I can't further debug it. The only thing I can say is that it happens with nolagg and doesn't happen without nolagg. (Which is bad because nolagg srsly smoothes the gameplay for us, but right now, we will have to do without it.)
If there's a debug version of nolagg available, please let me know, I'm going to upgrade to bukkit R4 in some 5 minutes and could try it with that.
Btw. on the client (I had the error too, yesterday) it looks like the item is removed from the inventory and immediately returned - like if the block could not be placed. But it is placed.. so...
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Posted Feb 13, 2012May have found the answer to our sudden lag. NoLagg defaults to 2 threads in the config. I set it to 1, reloaded and poof - overload messages stopped. Will let you know if this holds up through tomorrow. I am on a VPS to 2+ threads may have been restricting me somehow. Not really familiar with that end of things. Btu it seems to be working for now.
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Posted Feb 13, 2012I just updated my server to the new RB 1938 1.1 R4, So to be on the safe side, to avoid chunk corruption, should I just turn off "Chunk Sending"? Or turn off more, or the whole plugin?
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Posted Feb 13, 2012@imailyou Only thing I can think of is the lighting fixer, which fixes the lighting below semi-transparent blocks. (to prevent the lighting glitches when trees decay). Even so, it doesn't change the actual block, it only sends a block change packet to the client to force the fixed lighting. So GravelSocks is probably right.
@GarretSidzaka Please use the newest NoLagg versions, the older ones (which had buffered chunks) had several issues, that is one of them.
@FatFreeSMP Yup that is Orebfuscator and it is a known issue/error in Orebfuscator. I did have a conversation with the author about it, but never got to actually implementing any fixes. Do check his thread, maybe he added a fix for it.
@GravelSocks That is possible, if the chunk sending rate is set lower or if the connection simply can't handle the amount of chunks. Then you may have to increase the minimum sending rate some more in the configuration, but this may result in overflow disconnections and/or chat delays when chunks are received.
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Posted Feb 13, 2012@bergerkiller: thanks. Also - I looked at the change history. I have it installed on 1.1-R3, but it looks like renders in the immediate area are slower vs. vanilla. I might be wrong. I'll do some testing.
@imailyou - There was a corruption problem with an earlier version - clearly sounds like it's fixed - nothing to worry about.
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Posted Feb 13, 2012I am having this error, Does anyone know whats causing it? and should I be worried? Thank you!
http://pastie.org/3375986
Plugins, Essentials, Nocheat, Orebfusicator, Logblock, Spout, Worldguard, Worldedit, Vault, VanishNopacket, Worldborder.
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Posted Feb 13, 20122012-02-13 13:43:40 [SEVERE] java.lang.NullPointerException 2012-02-13 13:43:40 [SEVERE] at net.minecraft.server.Chunk.getTypeId(Chunk.java:290) 2012-02-13 13:43:40 [SEVERE] at com.bergerkiller.bukkit.nolagg.BufferedChunk.getTypeId(BufferedChunk.java:192) 2012-02-13 13:43:40 [SEVERE] at org.bukkit.craftbukkit.block.CraftBlock.getTypeId(CraftBlock.java:116) 2012-02-13 13:43:40 [SEVERE] at org.bukkit.craftbukkit.block.CraftBlock.getType(CraftBlock.java:112) 2012-02-13 13:43:40 [SEVERE] at org.bukkit.craftbukkit.block.CraftBlock.getState(CraftBlock.java:217) 2012-02-13 13:43:40 [SEVERE] at net.minecraft.server.BlockMushroom.a(BlockMushroom.java:65) 2012-02-13 13:43:40 [SEVERE] at net.minecraft.server.World.k(World.java:2002) 2012-02-13 13:43:40 [SEVERE] at net.minecraft.server.World.doTick(World.java:1752) 2012-02-13 13:43:40 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:524) 2012-02-13 13:43:40 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:435) 2012-02-13 13:43:40 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) 2012-02-13 13:43:40 [SEVERE] Unexpected exception java.lang.NullPointerException at net.minecraft.server.Chunk.getTypeId(Chunk.java:290) at com.bergerkiller.bukkit.nolagg.BufferedChunk.getTypeId(BufferedChunk.java:192) at org.bukkit.craftbukkit.block.CraftBlock.getTypeId(CraftBlock.java:116) at org.bukkit.craftbukkit.block.CraftBlock.getType(CraftBlock.java:112) at org.bukkit.craftbukkit.block.CraftBlock.getState(CraftBlock.java:217) at net.minecraft.server.BlockMushroom.a(BlockMushroom.java:65) at net.minecraft.server.World.k(World.java:2002) at net.minecraft.server.World.doTick(World.java:1752) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:524) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:435) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465)
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Posted Feb 13, 2012@GravelSocks: what error are you referring to?
Background: I got this error on my server. Since nobody knew anything about it, I started removing the plugins one by one.
As soon as I plugged NoLagg back in - the error happened again after some 3 hours or so (after not being present for 3 days without NoLagg).
I'm not yet saying it definitely is caused by NoLagg, but it seems very likely to me at this point in time. Right now, I have got chunkUnloading disabled and I am going to retry without NoLagg again, first.
However - what "Block corruption" are you referring to - or: do you know anything about that error?
Thanks + best
BTW I'm using the updated / most recent version of NoLagg
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Posted Feb 12, 2012@bergerkiller
Is this the same API that is now included with TrainCarts ? 1.07 since I already installed your latest update to the beta which had this library in it.
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Posted Feb 12, 2012@GravelSocks Yes, all block corruption is gone. It is impossible for blocks to become corrupted from now on. (no chunk data is altered, except the lighting array of the chunks when fixing lighting, but that can't cause permanent corruption)
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Posted Feb 12, 2012@bergerkiller
Hi - so...are all the block corruption issues resolved at this point? I have been running without NoLagg for a while...but would like to use it again if it's safe now, since it's one of my favorite plugins. Thx.
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Posted Feb 11, 2012@ledhead900 Looks awfully similar to the slow loading when the client runs in short distance view... Not sure if I can do anything against it...
Anyway, I uploaded 1.64 (it's on GitHub already) NoLagg didn't get updated, but the library included did. It fixes support for Showcase(Standalone) and Bleeding Mobs, and probably fixes it for other plugins as well.
It should no longer stack bleeding mobs particles now :)
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Posted Feb 10, 2012@cvxx7q
It's cool I just had TERRIBLE luck with all plugin based backups they all pretty much lock the main thread up and cause massive lags. So I preffer to use actual tools like automated 7zips and scheduled announcements as task start and finish via console :). Its quite handy as I have a button I press to inform users that server will shut down in 5 mins then it auto shuts off, and forced restarts so it restarts in 30s, I have automated Restarts every 5hours done and a mini save every 30min.
like I said it has it uses Im about to try using it to pass plugin commands to server like load and unload of worlds so I can create like a map rotation for co-op MP fun worlds :)
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Posted Feb 10, 2012@ledhead900
well as i said, i dont need such things for a reliable backup, i just used a scheduled task via the OS, but however keep doing what works for you ;)
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Posted Feb 10, 2012@cvxx7q
I get your point about the plugin. However I think your miss reading what I say about the launcher, It does not allow bukkit to run on 6 cores it just wraps the wrapper that would be silly to think since only native MC support could make it do something like that. But the features that are native to the launcher have nothing to do with bukkit or the server jar code, its run as a standalone jar that has a whole heap of OS API stuff loaded along side java.
The launchers native features were origonally designed as windows.exe but later moved to a java document to make it cross platform, that being said its scheduled commands runs standalone and uses native OS functions, The backup solution present in it just passes save-off to the server and then uses 7zip to compress and store the content you have selected to be backed up, like I said this is not a plugin this a launcher designed to interface with OS to take advantage of OS features and make them useful with out adding extra load to the server threads.
This what I use to launch and run server with http://forums.bukkit.org/threads/admin-mc-server-gui-9-7-cross-platform-a-gui-wrapper-for-your-server-now-w-in-game-cmds.17834/
@bergerkiller
I can confirm that chunk not loading issue someone mentions on your bukkit thread, I narrowed this down to when you have the world view range set below 8 chunks stop loading around the player until they walk into them but above 8 it works as expected.
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Posted Feb 10, 2012@XYZ24324773 Nope, you only need the latest version.
Uploaded 1.63, in this version only the correct library is included combined with an installation readme to 'help' installing it. Should solve some of your questions you may have.
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Posted Feb 10, 2012@bergerkiller
Do we need both libraries? (1.02 and 1.03)
I only use 1.03 and it seems fine.
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Posted Feb 10, 2012@XYZ24324773 You put the library in the plugins folder as well. It act as a plugin which maintains several dependency checks. (to find out if a certain item needs to be ignored)
Other plugins use the library a lot as well.
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Posted Feb 10, 2012@bergerkiller
I figured as much. :) Any chance of seeing some of those features implemented in NoLagg? Or perhaps compatibility with CraftBukkit? I haven't tested the two together yet.