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 May 12, 2013@Maxetto All right I fully examined it locally (with additional timings and all), and I found that NoLagg is not to blame for this. Running without NoLagg places back the same (but probably more concentrated at once) processing time elsewhere (namely, in the default sending logic). All processing time is lost on:
All of this logic is inside the server and is not under NoLagg control, and the code calling the methods is already optimized. I could not find any further way of optimizing it.
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Posted May 12, 2013@Maxetto A few questions so I can know what background this has:
Unrelated to that...
Spawn limiter for 1.5.1 is a bit broken (bad memory leak), I will fix it for 1.5.2. Reason being that I need to make changes in BKCommonLib to fix it, and BKCommonLib is/will be for 1.5.2. In addition, this will also improve stability in general, as I no longer need to have the examiner CPS running when examining and 'turn it off' at some point.
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Posted May 12, 2013@Maxetto
Strange.
Did you use WorldEdit or anything?
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Posted May 12, 2013@bergerkiller
I think the Chunk Sending is a bit laggy in Build 54 (Jenkins)... Here is the exam: Examination
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Posted May 12, 2013Please, if ANYONE has ANY problems with the latest dev-build, report them. Seriously. Last time was a disaster when I uploaded the official build, and I even waited a bit. It is useless for me to see bug reports when I already pushed a build out, I need them in advance!
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Posted May 11, 2013EDIT
Build server back up.
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Posted May 11, 2013@bergerkiller
Can you PM me the downloads?
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Posted May 11, 2013@bergerkiller
People on the internet... They are SO jealous, trying to destroy the job of others... Its horrible... Almost lost my server (no money to pay the dedicated) because it was 1 ENTIRE WEEK of DDOS
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Posted May 11, 2013@rfsantos1996 That is correct. And the server is being DDoSsed again, has to do with one game server having a grant opening...it's like bees on honey. I'll PM the downloads.
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Posted May 11, 2013@bergerkiller
On spawnlimit config thing:
'animals' = passive 'mobs'
'monsters' = agressive 'mobs'
'mobs' = animals AND monsters?
PS: Jenkings isnt working here, IF you cant fix now, can you send me the LATEST BkCommonLib and NoLagg? (if not broken)
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Posted May 11, 2013@NemesisMate Exactly, it literally sets the maximum, possible, allowed amount of entities of the given type. For example:
This means that globally, no more than 2000 mobs are allowed to be spawned. This counts all mob types. On creativeworld, no mobs are allowed to spawn at all, and spawners are disabled. By default, no more than 700 mobs (of which 30 zombies) can be spawned per world. On world3, cavespider spawning is disabled. But other mobs can spawn.
Normal spawn limits: same story. Leaving out an entry or setting the count to -1 counts as infinity or 'no limit'. Note that if a mob limit is set, setting -1 for spiders will still make it spawn up to the mob limit. Mob/group limits are unaffected by per-entity type limits.
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Posted May 11, 2013@bergerkiller
:S Im asking for that question:
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Posted May 11, 2013@NemesisMate That the value is -1, see below :)
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Posted May 11, 2013@bergerkiller
Whats the answer to my first question? :S.
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Posted May 11, 2013@NemesisMate Infinite value = -1.
@ZwingGX Someone else also reported it, so I guess I'll just have to pull the NoLagg from the downloads and fix that up. Don't feel like publishing yet another version...
EDIT
Found the item frame problem. Please see if the latest NoLagg dev-build is COMPLETELY bug-free this time! I want to upload something without bugs... Entity interaction bugs or entities not spawning bugs should be fixed too now, took me a while to find out what was going wrong. Found out CraftBukkit added something that was causing a conflict, which I had to fix.
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Posted May 11, 2013strange nolagg bug :d..
https://dl.dropboxusercontent.com/u/78671707/2013-05-11_18.18.56.png
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Posted May 10, 2013@bergerkiller
Ok, I think I'll try it on some days xD, too many crashes on too few hours (denizen is crashing too xD)
"mobSpawnerLimits" means the mobs that can be spawned at a time or the mobs the spawner can spawn on the whole server life, so when it spawns what the limits says it stops spawning forever?
There is a way to put an infinite value on "spawnlimits"?
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Posted May 10, 2013@NemesisMate Hmn pom mistake in BKCommonLib I think. I'll fix it up! :)
EDIT
Latest dev-build of BKCommonLib should fix that problem.
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Posted May 10, 2013@bergerkiller
Thanks, now it works but the first time that I started the server, after a few logins I got this crash: http://pastebin.com/vG2SfjRe
I don't know if it's happening more but It would be really bad if it happens again.
EDIT: Ok, it happened again. NoLagg removed :(
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Posted May 10, 2013@bergerkiller
I don't have orebfuscator, the only anticheat i use is nocheatplus, i don't know what causes the problem