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 19, 2012@bergerkiller
so,
right?
Also, if we have a large server, should we disable the chunk unload delay until you get it fixed?
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Posted Feb 19, 2012@mcheaven No, but maybe CraftBukkit will implement them :)
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Posted Feb 19, 2012Is it possible to implement features from "Craftbukkitplusplus" ? If so, please implement them :)
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Posted Feb 19, 2012@Gnintendo Add 'book' under ignoredItemTypes in the configuration.
@Darkhand81 looking at the source code to find out whats wrong...
EDIT
Uploaded a new version on GitHub. CraftBukkit decided to rename the timed listener initialiser causing it to fail like that. (therefore 1.66 is ONLY for R4, versions below will fail to examine the server)
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Posted Feb 18, 2012@bergerkiller
/nolagg examine give me this error on CB1938, CommonLib 1.08:
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Posted Feb 18, 2012How do I make books ignored by the item stacker? I use BookWorm, and it dynamically makes books stackable based on their content, so I don't want NoLagg to try to stack books that shouldn't be stackable together.
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Posted Feb 18, 2012@bergerkiller
No problem, will do!
I pre-generated my world out to a 5000-radius circle... one to have a nice pretty Dynmap, and two to avoid having to waste CPU generating chunks in a production environment.
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Posted Feb 18, 2012@Darkhand81 Why do you host 300K of potentially unloadable chunks then? ThreadCheck isn't the main concern, that is a simple == check and that's it.
Now that it is possible. You are the first one with this large amount of chunks. Could you run NoLagg v1.65 (see GitHub) and wait for this pre-unloading to finish. Then, after everything is booted, could you perform the following command:
And wait for the exam log to be generated. Then send me this file (or look into it yourself using the included tool). I really need to know how well the unload event is handled in NoLagg, since I got a 0.3 ms/tick process duration when alone on the server. (this is rather high)
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Posted Feb 18, 2012@bergerkiller
Regarding the unload issue you mentioned in the 1.65 changelog, this is a message I posted back in January, don't know why I didn't make a ticket, I'll put one in now:
@bergerkiller While trying to diagnose an issue on my server where one core jumps to 100% 10 seconds after server start, I found it's caused by NoLagg.
I have NoLagg's chunkUnloadDelay set to 10000, the same time as when I notice the processing time jump.
Using BukkitInsider, I found this only 30 seconds after the server started, with no one connected:
Looks like NoLagg is calling CHUNK_UNLOAD on every single existing chunk when it first starts. I have a pretty big server, so it looks like it's asking to unload all 324,000 chunks after that first 10 seconds after bootup.
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Posted Feb 18, 2012@qwertyhgfdsaqwertyhgfdsa Uploaded a new version. It was still compatible, but only complained of an unknown version.
@Drehverschluss I have no idea, but you may have to disable item stacking then. It depends...
@cvxx7q Ye I am already a busy man, plus I doubt they add 'drastic' modifications to their server. (why do you think CraftBukkit came to be?)
Also, you can use /lag examine to examine the server. In the download you can find a tool to read this file (/NoLagg/logs/ExamReader.jar)
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Posted Feb 18, 2012Does this work for R4?
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Posted Feb 18, 2012this plugin doesnt load with the 1.1-R5(1940), a update would be nice, even its a dev version (this version have this furnance bug fix)
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Posted Feb 17, 2012How would that work with CB plus plus
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Posted Feb 17, 2012Is 1.64 truly compatible with CB1.1 R4?
There are some critical updates I need to do but, due to issues with our current (hopefully soon to be replaced) host, I am loath to upgrade unless I can use NoLagg (which has done wonders for our tick rate and memory usage both).
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Posted Feb 16, 2012@Technius
i dont wanna be the guy who rains on your parade however, this is alot of work to maintain (as u can see below) and its not in the bukkit devs interest to increase their workload however i agree they shud take some ideas from this and implement those themselves (not to make NoLagg obselete) but the tnt and chunk rate are definite improvements that bukkit cud use
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Posted Feb 16, 2012You should make a pull request to integrate this into CraftBukkit...
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Posted Feb 16, 2012@_Greylocke_
I'm using R4 (1938)
I'll check to see if the error occurs using 1940 Nope, still get the error on 1940, 1942 using the latest versions of both plugins, but thanks for the help
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Posted Feb 16, 2012@jefe323
I am running NoLagg 1.64, Orebfuscator 1.3.8, and CB 1940... but I don't see the error you described. Maybe our versions are different?
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Posted Feb 16, 2012@bergerkiller
damn, well I'll just wait until things settle then. Thanks for shedding some light on the issue
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Posted Feb 16, 2012@jefe323 How much I hate CraftBukkit sometimes ... Yes, they decided to change the 'getBukkitEntity' method signature to return the bukkit version of each class.
So on one version it returns an entity, on another it returns a player. And I really wish I knew what to use right now. Until further notice (or a new RB) you'll have to do without...there's not much I can do about it...