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 Jul 25, 2013How well does this work with TickThreading? I was getting errors spammed to my console when I had both TickThreading on MCPC and NoLagg installed. Is it safe to ignore those errors?
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Posted Jul 25, 2013@Q2Lummox Error was unrelated to NoLagg or BKCommonLib, it was caused by your texture pack. (possibly by Dynmap)
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Posted Jul 24, 2013I tried with the latest version of Nolagg and Bkcommon (dev), and:
http://pastebin.com/AsAuE4EE
:(
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Posted Jul 24, 2013@Q2Lummox The world is not corrupted, that's for sure. For some reason something still tries to access the old region file that NoLagg just closed (unloaded) to free some memory. I'll look deeper into it to see if I can fix it.
EDIT
Ok try the newest latest development builds of BKCommonLib and NoLagg. I made some changes so that a.) it properly shows that memory reduction was successful and b.) that NoLagg saving doesn't do unsafe world saving, but instead uses a safe server-defined method.
I think in your case what happened was that NoLagg saving closed some region files, causing the saving bit to fail.
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Posted Jul 24, 2013Every time I try to fix lighting problems on my map with "/nolagg fixall" I give these error messages in the console:
http://pastebin.com/AA3fpS0m
That means this message?, "very important" -> has been corrupted the map?.
I tried to regenerate the map again, without more plugins that "Nolagg", only I have pre-built map with "WorldBorder" before (14GB occupies the map), then remove all plugins (leastTerrain Control, in order to generate the map) and run "/nolagg fixall". Soon I appear again above messages.
What am I doing wrong?. Im use the latest versions (dev) of Nolagg and Bkcommon
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Posted Jul 22, 2013@GamerLP0
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Posted Jul 22, 2013Why is this plugin will not work and what needs to plug-ins plugins working in it and also BKCommonLib. Could give me a link.
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Posted Jul 20, 2013@Mehk09 Using Spigot I suppose? Spigot changed something in their orebfuscator/ore-hider and it caused it to break. The development build fixes that, which I probably will upload as official tomorrow considering there are no big issues.
@pookshuman NoLagg.jar, it's also an executable. Double-click it or open it with java.exe
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Posted Jul 18, 2013When I loaded my world, there were no chunks at all but i could see animals walking around. It was all just dark and i couldn't move anywhwere No error at all, just no chunks.
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Posted Jul 17, 2013Update to 1.6.2 please.
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Posted Jul 16, 2013What program should I use to read the .exam files that are generated?
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Posted Jul 15, 2013@CollinDesigns Yes, I have a suggestion, maybe you have an Abusive admin (I've had some) that abuse of WorldEdit and type replacenear stone 119 This replaces stone with the EnderPortal block, the mossy-like block that looks black and has moving stuff, some people may not lag, but other DEFINITELY will, and they might use it for decoration and this also scares players because they think the server is TOO LAGGY! It may also be lava underneath your spawn, water, a mob spawner, and experience orb spawner, someone using hacks to drop their inventory. If you have WorldGuard, try doing "/stoplag" if that doesn't work then for-sure it's the EnderPortal block or lava beneath the spawn. :)
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Posted Jul 15, 2013Thanks for your response burger. the only thing i can think of that nolagg might not do is the Chunk Persistance which according to ptweak controls how long chunks are allowed to stay loaded. but i know that nolagg already does everything else it offers looking at the plugin page so ill just stick with nolagg. Thanks for all your hard work as always.
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Posted Jul 14, 2013My spawn (on my multiplayer) server always used to lagg, but on 1.5.2 with nolagg idk seemed like it lagged less, but now on 1.6.2 even with nolagg i only get 20 fps in my spawn (also do signs etc,) but still so much lagg, and no its not my pc or iternet, my pc gets 1200 fps in single player (custom build gaming pc). So idk what causes it, perhaps the 1.6.2 update itself but idk... Any ideas/fix/solution?
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Posted Jul 14, 2013@SweetCookieee I can imagine some constant processes such as item stacking will take up CPU power to execute. The chunks component however does nothing when there are no chunks being processed (it waits) so I doubt that raises CPU usage. Personally, I've never experienced big issues with processor usage, so if you could figure out which component in NL causes this for you, I can perhaps look into the reason why.
Decreasing processing threads in the Chunks component is not going to do much, since all threads are on wait anyway when there are no chunks to process. It does raise CPU (of course) when processing since it utilizes multiple CPU cores instead of just one when handling it.
@pookshuman Only chunks that are loaded.
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Posted Jul 13, 2013Does clearall remove entities in all chunks or only chunks that are loaded?
Thanks
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Posted Jul 13, 2013Ok thank you a lot for your answer, I have a last question, I've seen this plugin increases CPU usage, would you recommend it for a small server run by a Pentium 4 at 3GHz (No HT)? I also thought of decreasing CPU threads in config to 1 but I don't know if that would max CPU usage.
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Posted Jul 13, 2013@SweetCookieee I recommend sticking to a separate saving plugin instead then, they tend to have a little more options. You can leave the write data feature in NoLagg saving enabled, but you can disable the standard saving (by setting the interval really high). Every 20 seconds might be a bit overkill, 2 minutes would be a bit more 'standard'.
And yes, by enabling savePlayers it saves all player information to disk as well, preserving players' inventory, effects, health, experience, etc.
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Posted Jul 13, 2013Hello, I have two little questions, I'm currently using a plugin called AutoSaveWorld to perform autosaves to my world every few minutes, so, if I use NoLagg autosave component, would it save my world the same way thus making ASW needless? Besides it saves the world every 20 seconds, is that performance wise compared to ASW plugin?
The other question is that if by enabling savePlayers it would save all their information in that current moment such as items in inventory, world position, etc...
Thank you!
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Posted Jul 13, 2013My spawn (on my multiplayer) server always used to lagg, but on 1.5.2 with nolagg idk seemed like it lagged less, but now on 1.6.2 even with nolagg i only get 20 fps in my spawn (also do signs etc,) but still so much lagg, and no its not my pc or iternet, my pc gets 1200 fps in single player (custom build gaming pc). So idk what causes it, perhaps the 1.6.2 update itself but idk... Any ideas/fix/solution?