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 Jun 23, 2013Use the dev builds. for 1.5.2!
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Posted Jun 23, 2013The plugin can't run on 1.5.2 bukkit server??
I test and he can't
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Posted Jun 22, 2013@bergerkiller
I have MultiVerse installed and I have all the worlds set to unload spawn chuncks when no players are in them. 9 worlds. For chunks it says... Chunks: 5675 [5387 U] [+8] [+0] [-0] [0 lighting]
I cant seem to find any information on what EXACTLY all this means. I am assuming there are 5675 chuncks loaded. There was 30+ users on when I checked that. View distance set to 7 in my server.properties file (i think that is the one) And default settings on everything except threads I increased from 2 (i think that is the default) up to 10 (too many or what?)
Also I have been getting this error in console lately....
http://pastie.org/8070417
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Posted Jun 20, 2013Update: i just did some testing with Version: 1.89.9 | CB 1.5.2 installed on freebsd and the problem has gone away.
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Posted Jun 20, 2013Just a quick question, Would this stop lag purposely cause by people spam spawning minecarts? I run a creative part of my server and i'm looking for a plugin that will remove things that are actually causing the lag. I have thought about removing minecarts from that world but people use minecarts in their builds so it wouldn't be totally fair. Just wondering please get back to me! :)
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Posted Jun 20, 2013Hi,
I just did some testing with R: v1.89.9 for CB 1.5.1-R0.2 May 12, 2013. The server only runs protocollib, BKCommonLib and nolag.
As soon as i add this mod the iddle bandwidth usage goes up from around 3 KByte/s to 80-100 KByte/s or even more 120-140.
Is this normal? Seems to me that this mod should not be used when the bandwidth is the bottleneck.
Regards Werner
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Posted Jun 19, 2013@craftik7 Chunks automatically unload as per 1.5.2, it's called 'chunk garbage collection' and it tries to unload all chunks over time. The reason you have so many chunks is loaded is that you probably keep the world spawn areas loaded - you can turn this off using Multiverse/MyWorlds/whatever other world management plugin you are using.
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Posted Jun 15, 2013Hello, please can you add option "/lagg unloadchunks" that unload old chunks on my server? I have 9 worlds and I got 2000+ of chunks so it will be very appreciated.
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Posted Jun 12, 2013@Sup3rH0m3m
Did you try the dev builds? There are links to them here. It even says at top for 1.5.2 use the dev builds. Jerry99666 even stated that, the post just before yours. The dev builds work just fine for 1.5.2 as I am using them now.
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Posted Jun 12, 2013I can not use the NoLagg because it does not work in any version of craftbukkit 1.5.2. Have tested the first CB 1.5.2 (r.01), the last (1.5.2-r.02), and the Beta Build
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Posted Jun 10, 2013Figured out how to make NoLagg and BKCommonLIb work, just use the development builds which work fine for 1.5.2. Hope this helps everyone!
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Posted Jun 10, 2013So could you explain the examine report more. I understand whats in it, but what should I look for if there is a plugin behaving badly. Right now chunkprovider and NoLagg are the highest ones on there. Chunckprovider was 3000ms until i increased the the threads in nolagg's config to 4 instead of 2. Now its down to about 500ms. NoLagg is around 500ms. And 1 other plugin is around the same, HomeSpawnPlus. How high does it have to be for me to have to worry about that plugin?
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Posted Jun 9, 2013No lagg isnt working for me, ( Using bkcommonlib too ) , I love examine tool, Please help me
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Posted Jun 9, 2013NoLagg doesn't work for me, I even tested on its own with the 1.5.2 beta craftbukkit, and it will not show up with i type /pl.
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Posted Jun 4, 2013@rfsantos1996 Yes, it will save the exam file for the period measured. Abort is also performed on server shutdown, no longer losing in-progress measurements.
Both animal and animals work, multiples of names and singles of names are both supported for every name known, including things like creeper v.s. creepers.
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Posted Jun 4, 2013/nolagg examine cancel?! YAY! THANKS u.u (but will it save the .exam or just cancel?)
also tickRateTrigger is awesome! :3 PS: at http://dev.bukkit.org/bukkit-mods/nolagg/pages/spawn-limits-nolagg/ is monster, animal, mob
at the DEFAULT config.yml, is monsters, animals, mobs
What is the correct?
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Posted Jun 4, 2013@CommodoreAlpha No, the Chunk Provider is the only (good) way of loading/saving chunks and NoLagg calls that to load/save chunks. NoLagg changes in what order, when and what chunks are loaded/generated around the player. By default, the server queues all chunks around the player for loading async simultaneously, which results in the loading queue becoming larger and larger when players move around. NoLagg changes this to only load the chunks the player REALLY needs, in order, and spends a longer time per player to load all chunks to reduce disk usage. This avoids a lot of chunks being loaded/generated for the purpose of unloading in the next second.
If plugins require chunks, they will force-load it (sync) and that may cause the lag you are having. NoLagg can NOT change that, since the caller of getChunk expects a chunk returned at all times. I can not fake the chunk or return nothing there.
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Posted Jun 3, 2013Does NoLagg completely replace MC's chunk-loading algorithim, or modify it? I take it so that, when many chunks are loaded (or screwed around with by other plugins), NoLagg should appear to be "more resource consuming" than "#chunk provider." Basically, instead of "#chunk provider" loading all the chunks, NoLagg does most of the work, making "#chunk provider" appear to consume very little.
I'm asking, because recently I've been getting lag spikes from "#chunk provider" every now and then, and I suspect one or more plugins to be screwing around with my chunks.
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Posted Jun 2, 2013@bergerkiller
No problem :D
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Posted Jun 2, 2013@zeshan321 Looking into it, no idea why it suddenly stopped allowing players to log in. I'll try some builds back to see when this started happening. Thanks for informing me btw.
EDIT
Latest BKCommonLib dev-build fixes it.