Inactive [FIX/ADMN] NoLagg v1.88.1 - Prevent common lag causes on your server [2338]

Discussion in 'Inactive/Unsupported Plugins' started by bergerkiller, Sep 17, 2011.

  1. Offline

    bergerkiller

    I had already made this plugin before after having a major lag issue. (lots of torches being filled, turned into items, lag for 20 minutes) It also works for 1060.

    Some feature ideas are taken over from PerformanceTweaks by @LexManos so some credit goes to him. Code, however, written from scratch by me. :)

    Important:

    If you get a warning message [NoLagg TLN] followed up with a stack trace in the log, this has to do with the main thread not having responded within 10 seconds. When a plugin takes more than this time to enable, it will show that. 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.

    NoLagg's features in a nutshell

    Description

    Prevent lag caused by many items

    Every time an item gets spawned, it is buffered per chunk. For example, you spawn 30 items using Q and the maximum allowed items per chunk is 20, then the 10 remaining items are not spawned. They are spawned as soon the item count in this chunk is < 20 again.

    Read more...

    Form item stacks - fully automatically

    Whenever two or more (configurable) items or experience orbs get near each other, they form a single stack of that item type. If someone drops 64 dirt blocks on the ground using Q, it will show a single item of 64 dirt instead.

    Read more...

    Prevent lag caused by TNT

    This plugin takes over tnt ignition caused by explosions. When exploding stacks of tnt, it does not rush all tnts into a single tick, but detonate them nicely in sync. This results in pretty awesome fireworks. :)

    Read more...

    Prevent lag caused by lighting glitches

    Whenever a new chunk is generated, it's lighting information is generated and all nearby players receive the updated chunk data. If the auto-method fails, you can use /nolagg fix to do it manually. This fixing fixes, for example, dark spots in and around caves lagging the client.

    Read more...

    Set entity spawn limits

    You can set a spawn limit on virtually every entity in the game. From mobs to items to TNT. Only thing being excluded is Players, since I can't simply kick someone 'like that'. :)
    Note: It removes already spawned entities too. So, if you want to keep your animals alive, don't set mob or animal limits, or it will possibly clear your farm animals. (or you can disable the spawn limiter all together)

    I recommend finding an alternative plugin for this instead. Removing entities after they are spawned causes more lag than it prevents!

    Global auto-saver

    Since asynchronous chunk saving is now implemented internally, it is no longer a problem to save entire worlds frequently. You can set auto-save intervals in the configuration. If used with an interval higher than 400 ticks (20 seconds) it will use a scheduled task instead of the internal saver to prevent chunks never getting saved. Another benefit is that player information is also auto-saved, preventing your players losing their inventory state.

    New chunk sending mechanics

    Instead of loading chunks all around the player, the player direction is used to load the visible chunks first. This means that players can expect chunks in front of them to load quickly, while chunks on the sides take a bit longer to appear. When the player looks into another direction, the direction changes and thus the new visible chunks get loaded first. Only if all chunks ahead of the player are loaded, chunks around the player are sent. This all can be configured using a simple minimum and maximum sending rate.

    Read more...

    Examining the server tick rate

    If you encounter very low tick rates and you want to find out what plugin is causing it, you can use the examine component to find it out. It comes with a graphic viewer, which makes bug tracking the easiest thing ever.

    Read more...

    Prevent cross-thread access for events

    As it seems, some plugins don't follow the rules and use Bukkit methods in another thread. This plugin will notify you and cancel if possible whenever this happens so other plugins understand their mistake. If you encounter a lot of spam in the console, first check the stack trace for the plugin that caused the error. Report this error to the author or remove the plugin, if you have questions you are free to ask.



    Configuration (on BukkitDev)

    Commands and Permissions (on BukkitDev)

    Synchronized code accessed by another thread? (BukkitDev)



    Media



    Video by brandcool86


    FAQ

    - Help I experience missing chunks
    If you are using Spout, don't use Reloads. This is also the reason why Spout added a warning when a player tries to reload the server. Not using Spout, then it's a bug which you can report.

    - Can this plugin be used with PTweaks
    (this message was really old...) Yes, they are compatible, but if certain features overlap, make sure you disable these features in either plugin.

    - I get a warning about the async auto save and interval. Wat do?
    Change the autoSaveInterval value in the configuration to a value higher than 400, like 600. The warning is to prevent endless autosaves to occur, clogging up CPU.

    - I have experienced CPU usage
    CPU usage is not the same as lag. NoLagg uses multiple (2-3) extra threads to prevent tick and network lag. If a lot has to be done, it does this quicker, but this takes more CPU obviously.

    - I have lag when using NoLagg
    See also the FAQ above. Explain what type of lag you have: tick lag, client lag, network lag and/or 'block placement' lag. You can use /nolagg monitor to check the tick rate. If this is normal (>15), then you have network lag. Client lag is when the FPS drops. Block placement lag is lag when the tick rate is normal and other network messages, like chat, are instant.

    - WorldEdit causes lag...
    YES because it is unsafe to take over the main thread while another plugin is having hold over it. I can try fixing this, but it could ultimately lead to some serious concurrency exceptions. Don't expect this to be implemented very soon...

    - Do spawn limits interfere with mob-spawning plugins like MobArena?
    No, it does not. It only limits mobs spawned by 'nature': all custom creature spawns are ignored throughout the run of the plugin. Only after you reload will it lose track of these entities and will it remove custom-spawned mobs. If you use MobArena, be sure nothing is going on when you reload the server.

    - Does item stacking interfere with Showcase or BleedingMobs?
    It supports Showcase and ShowcaseStandalone entirely. (showcased items are completely ignored at all times) The same applies to the 'particles' created by the BleedingMobs plugin. Know of a plugin where it stacks items which should not be stacked? Post the plugin name so I can add support. You are an owner and want to add support? Only having a function in your plugin to check if an item is 'ignored' is enough.

    - Can this plugin be used with Chunk Manager
    If you want to use the Chunk Manager with Nolagg, disable the chunk sending of Nolagg first. If you don't do that, this plugin will do that by itself and send a warning in the log. Of course, compare the results first. :)

    - What are the best settings if I have a lot of RAM memory?
    This plugin does not deal with reduced RAM memory. If I could, I would, but you simply can't reduce the amount of memory Java uses. This data is locked and secured, so I can't simply throw away bits of data or write and read data from/to disk. Any plugin claiming to reduce RAM usage on a server, is probably 'garbage collecting'. This fakes having less RAM usage by removing unused data, but Java does this by itself as well once it hits a certain limit. All these plugins will do is make the Garbage Collector run in overdrive, which will only kill your tick rate and/or CPU speeds. A bad thing.

    - I get a lot of 'Synchronized code accessed from another thread' errors
    Find out what plugin is acting up by inspecting the stack trace. If the plugin that causes this is inactive, all you can do is wait for a refurnished version or someone to fix it for you, or use an alternative plugin. If it's still under development, notify the author of this, it IS an error caused by that plugin. If you can't find out the cause, PM me or post in this thread.


    Before you begin writing a lag issue

    This is very important, just posting a 'it causuz lagz und shitz' won't do, won't help and I won't be able to help you any further either. Question is if I even want to help you, if you post such a message without anything worth looking at. Things to include in your message:
    - Errors in the log if possible
    - What CB version you use and what NoLagg version you use
    - When this lag occurs. Tick rate drop in general?
    - The configuration you used when running this plugin
    - What type of lag if applicable. Options are: tick lag, client lag, network lag (see above)

    Important links

    NoLagg Download page and others at Dev Bukkit
    View the source code of NoLagg at GitHub

    Use an archive extracting program (WinRar, WinZip) to open the archive.

    TODO-list:
    - Add option to disable physics when the tick delay becomes too high

    Changelog

    Show your appreciation for my plugins by donating
    [​IMG]
     
  2. Offline

    agubelu

    Got this error every second (aprox.):

    Show Spoiler
    NoLagg] An error occured while performing a routine update:
    15:10:21 [SEVERE] java.util.ConcurrentModificationException
    15:10:21 [SEVERE] at java.util.HashMap$HashIterator.remove(HashMap.java:811)
    15:10:21 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.update(WorldMetaData.java:232)
    15:10:21 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateAll(WorldMetaData.java:61)
    15:10:21 [SEVERE] at com.bergerkiller.bukkit.nolagg.NoLagg$2.run(NoLagg.java:98)
    15:10:21 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    15:10:21 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
    15:10:21 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    15:10:21 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)


    Config:
    Show Spoiler
    # Sets if and how many items are buffered per chunk
    bufferItems: true
    maxItemsPerChunk: 40

    # Sets if TNT block detonations are buffered
    # - the rate/interval at which they are detonated
    # - the rate at which explosion packets are sent to the clients
    bufferTNT: true
    tntDetonationInterval: 1
    tntDetonationRate: 10
    explosionRate: 5

    # Sets the spawn limits and if spawn limits are used
    useSpawnLimits: true
    spawnlimits:
    default:
    mob: 1000

    # Sets if chunks are unloaded with a delay and the delay in miliseconds
    useChunkUnloadDelay: true
    chunkUnloadDelay: 10000

    # Sets if items are stacked
    # - the radius for items to be stacked
    # - the minimum amount of items needed to be stacked
    formItemStacks: true
    stackRadius: 1.0
    stackThreshold: 2

    # Sets the item types ignored during spawn limits and stacking
    ignoredItemTypes:
    - DIAMOND_PICKAXE

    # Sets the interval in ticks at which the world is auto-saved to file
    autoSaveInterval: 400

    # Sets the interval in ticks at which NoLagg is updated internally:
    # - Item stacking, chunk unloading, spawn limit enforcing
    updateInterval: 20

    # Sets the interval in ticks at which server information is logged to file/sent to the player
    monitorInterval: 40

    # Sets if newly-generated chunks are fixed from lighting issues
    autoFixLighting: false

    # Sets chunk sending settings and if they are enabled
    # The sending rate is automatically calculated with min and max as bounds
    # The boosts is the amount of chunks to sent to players with no chunks underneath them
    chunkSending:
    enabled: true
    minRate: 0.25
    maxRate: 2.0
    boost: 25
    # Sets a list of stack trace lines to ignore when checking against cross-thread access issues
    crossThreadExceptions:
    - com.cypherx.xauth.xAuth$2.run


    NoLagg 1.53.2 and CB 1597
     
  3. Offline

    bergerkiller

    @Sepulzera could you find out what feature is causing it? (Disable everything and enable the features one by one)
    I have the idea this is yet another multi-threading issue...although I have no idea what it can be. Could it be network connection? What if you disable the custom chunk sending system? It's possible that it flushes the network buffer so well that it simply skips the animations...
     
  4. Offline

    Sepulzera

    Can disable all features via your config file, but it still occurs this way.
     
  5. Offline

    bergerkiller

    @Sepulzera That is just weird...because truly nothing happens at that point. Maybe some regular tasks are executed to update the meta data entity lists, but that's it. Could you test some temporary versions and tell me if they fix that issue? (these versions will do nothing in general, all I will do is enable bits one by one)

    Just to be sure..you ARE using 1.53.2?

    @kalez ok that's it, there is simply no possible way this can happen. So the item list changes while it is merely reading from it? Huray cross-thread access we meet again. All of my rage, ALL of my rage...

    One of your plugins is spawning an item entity from another thread. Any idea which one could be the one?

    Please disable all plugins and enable them until the error reoccurs. Post the name of the plugin that causes this here. I'll add some more cross-thread checks around there to be certain.

    EDIT

    Re-uploaded the debug version adding more thread checks under some of the internal events. Please do enable the thread check bit if you had it disabled, or you won't get to see the real cause of this exception.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Nov 10, 2018
  6. Offline

    Sepulzera

    It was introduced with 1.52.6.

    If it isn't too much afford for me, I could do it.
     
  7. Offline

    bergerkiller

    @Sepulzera *cut*

    Ok all done. Found out the update routine still had it's de-track-dead-entity bit I thought I had removed. Removed it, all seems well now. Also added a proper exception for certain things occuring (entity list modified?!) as I have no real explanation. So before updating, see the temporary Github version until that is resolved properly.

    @agubelu could you use that debug version and report any errors you might get?
     
  8. Offline

    kalez

    Ugh this sucks :p i so want to use this plugin.

    1.53.2 1597
    the moment i start it up i get alllll this every second:
    Show Spoiler
    Code:
    2011-12-23 19:59:59 [SEVERE] [NoLagg] An error occured while performing a routine update:
    2011-12-23 19:59:59 [SEVERE] java.util.ConcurrentModificationException
    2011-12-23 19:59:59 [SEVERE] at java.util.HashMap$HashIterator.remove(Unknown Source)
    2011-12-23 19:59:59 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.update(WorldMetaData.java:232)
    2011-12-23 19:59:59 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateAll(WorldMetaData.java:61)
    2011-12-23 19:59:59 [SEVERE] at com.bergerkiller.bukkit.nolagg.NoLagg$2.run(NoLagg.java:98)
    2011-12-23 19:59:59 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    2011-12-23 19:59:59 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
    2011-12-23 19:59:59 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    2011-12-23 19:59:59 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
    2011-12-23 20:00:00 [SEVERE] [NoLagg] An error occured while performing a routine update:
    2011-12-23 20:00:00 [SEVERE] java.util.ConcurrentModificationException
    2011-12-23 20:00:00 [SEVERE] at java.util.HashMap$HashIterator.remove(Unknown Source)
    2011-12-23 20:00:00 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.update(WorldMetaData.java:232)
    2011-12-23 20:00:00 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateAll(WorldMetaData.java:61)
    2011-12-23 20:00:00 [SEVERE] at com.bergerkiller.bukkit.nolagg.NoLagg$2.run(NoLagg.java:98)
    2011-12-23 20:00:00 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    2011-12-23 20:00:00 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
    2011-12-23 20:00:00 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    2011-12-23 20:00:00 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
    2011-12-23 20:00:01 [SEVERE] [NoLagg] An error occured while performing a routine update:
    2011-12-23 20:00:01 [SEVERE] java.util.ConcurrentModificationException
    2011-12-23 20:00:01 [SEVERE] at java.util.HashMap$HashIterator.remove(Unknown Source)
    2011-12-23 20:00:01 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.update(WorldMetaData.java:232)
    2011-12-23 20:00:01 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateAll(WorldMetaData.java:61)
    2011-12-23 20:00:01 [SEVERE] at com.bergerkiller.bukkit.nolagg.NoLagg$2.run(NoLagg.java:98)
    2011-12-23 20:00:01 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    2011-12-23 20:00:01 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
    2011-12-23 20:00:01 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    2011-12-23 20:00:01 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
    Code:
    # Sets if and how many items are buffered per chunk
    bufferItems: false
    maxItemsPerChunk: 40
    
    # Sets if TNT block detonations are buffered
    # - the rate/interval at which they are detonated
    # - the rate at which explosion packets are sent to the clients
    bufferTNT: true
    tntDetonationInterval: 10
    tntDetonationRate: 10
    explosionRate: 5
    
    # Sets the spawn limits and if spawn limits are used
    useSpawnLimits: false
    spawnlimits:
      default:
        mob: 1000
    
    # Sets if chunks are unloaded with a delay and the delay in miliseconds
    useChunkUnloadDelay: true
    chunkUnloadDelay: 10000
    
    # Sets if items are stacked
    # - the radius for items to be stacked
    # - the minimum amount of items needed to be stacked
    formItemStacks: true
    stackRadius: 3.0
    stackThreshold: 2
    
    # Sets the item types ignored during spawn limits and stacking
    ignoredItemTypes:
    - DIAMOND_PICKAXE
    
    # Sets the interval in ticks at which the world is auto-saved to file
    autoSaveInterval: 400
    
    # Sets the interval in ticks at which NoLagg is updated internally:
    # - Item stacking, chunk unloading, spawn limit enforcing
    updateInterval: 20
    
    # Sets the interval in ticks at which server information is logged to file/sent to the player
    monitorInterval: 40
    
    # Sets if newly-generated chunks are fixed from lighting issues
    autoFixLighting: true
    
    # Sets chunk sending settings and if they are enabled
    # The sending rate is automatically calculated with min and max as bounds
    # The boosts is the amount of chunks to sent to players with no chunks underneath them
    chunkSending:
      enabled: true
      minRate: 0.25
      maxRate: 2.0
      boost: 25
    
    # Sets a list of stack trace lines to ignore when checking against cross-thread access issues
    crossThreadExceptions:
    - com.cypherx.xauth.xAuth$2.run
    threadCheckEnabled: false
     
  9. Offline

    bergerkiller

    @kalez did you use the debug version? Do you get errors if you *only* use NoLagg? Also, I'll re-upload the debug version. Decided to transfer the chunks to unload to a separate collection and unload there, as that is the main issue right now.
    (a plugin is basically loading a chunk from within the chunk unload event)

    EDIT

    See the new 1.53.3 DEBUG version on GitHub. Report if you get any errors now.
     
  10. Offline

    kalez

    no it was the regular 1.53.2. i avoid those unless asked to test them :p As for the ONLY using nolagg... that will take a while to disable all my plugins. (we run quite a few) wish there was some overall disable button in tcadmin2...

    i get this:
    Show Spoiler
    2011-12-23 20:29:27 [SEVERE] [NoLagg] An error occured while performing a routine update:
    2011-12-23 20:29:27 [SEVERE] java.util.ConcurrentModificationException
    2011-12-23 20:29:27 [SEVERE] at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
    2011-12-23 20:29:27 [SEVERE] at java.util.ArrayList$Itr.next(Unknown Source)
    2011-12-23 20:29:27 [SEVERE] at com.bergerkiller.bukkit.nolagg.StackFormer.updateItems(StackFormer.java:136)
    2011-12-23 20:29:27 [SEVERE] at com.bergerkiller.bukkit.nolagg.StackFormer.update(StackFormer.java:86)
    2011-12-23 20:29:27 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.update(WorldMetaData.java:234)
    2011-12-23 20:29:27 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateAll(WorldMetaData.java:59)
    2011-12-23 20:29:27 [SEVERE] at com.bergerkiller.bukkit.nolagg.NoLagg$2.run(NoLagg.java:95)
    2011-12-23 20:29:27 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    2011-12-23 20:29:27 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
    2011-12-23 20:29:27 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    2011-12-23 20:29:27 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)


    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 14, 2016
  11. Offline

    kalez

    Im assuming probably Showcase since its the only one i use that deals with items and gives off:
    2011-12-23 20:52:41 [WARNING] Wrong location for net.minecraft.server.EntityItem@13c541 in world 'Main'!
    2011-12-23 20:52:41 [WARNING] Entity is at 239.5,99.5 (chunk 14,6) but was stored in chunk 15,6
    when running NoLagg
     
  12. Offline

    bergerkiller

    @kalez do you get anything thrown in the log when running the DEBUG version? (redownload it, since I just added some thread checks in the internal events like item spawn)
     
  13. Offline

    kalez

    i get the same thing:
    Show Spoiler
    2011-12-23 21:22:28 [SEVERE] [NoLagg] An error occured while performing a routine update:
    2011-12-23 21:22:28 [SEVERE] java.util.ConcurrentModificationException
    2011-12-23 21:22:28 [SEVERE] at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
    2011-12-23 21:22:28 [SEVERE] at java.util.ArrayList$Itr.next(Unknown Source)
    2011-12-23 21:22:28 [SEVERE] at com.bergerkiller.bukkit.nolagg.StackFormer.updateItems(StackFormer.java:136)
    2011-12-23 21:22:28 [SEVERE] at com.bergerkiller.bukkit.nolagg.StackFormer.update(StackFormer.java:86)
    2011-12-23 21:22:28 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.update(WorldMetaData.java:234)
    2011-12-23 21:22:28 [SEVERE] at com.bergerkiller.bukkit.nolagg.meta.WorldMetaData.updateAll(WorldMetaData.java:59)
    2011-12-23 21:22:28 [SEVERE] at com.bergerkiller.bukkit.nolagg.NoLagg$2.run(NoLagg.java:97)
    2011-12-23 21:22:28 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    2011-12-23 21:22:28 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
    2011-12-23 21:22:28 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    2011-12-23 21:22:28 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)

    and
    2011-12-23 21:22:29 [WARNING] Wrong location for net.minecraft.server.EntityItem@dc8 in world 'Main'!
    2011-12-23 21:22:29 [WARNING] Entity is at 239.5,102.5 (chunk 14,6) but was stored in chunk 15,6

    and if by log you mean nolagg's log, i get:
    NoLagg enabled: 2011.12.23 21:20:42
    NoLagg disabled: 2011.12.23 21:21:28
    NoLagg enabled: 2011.12.23 21:21:41
    NoLagg disabled: 2011.12.23 21:22:46
     
  14. Offline

    bergerkiller

    @kalez mmh wait...it is the case that the entity list is updated internally because an item is spawned. Hang on, I'll try some things...

    EDIT

    OK let's try again, I re-uploaded it once more and removed the entity list changing being called in the stacking function.
     
  15. Offline

    kalez

    same again :/
    thread checker thingy setting is enabled.

    i blame it on 1.0. everything was working great before then :p
     
  16. Offline

    bergerkiller

    @kalez ow GitHub didn't update my files, let me just rename the file and reupload it once more. *done
     
  17. Offline

    agubelu

    Debug 1 gave me the same error. Let's try Debug 2...
     
  18. Offline

    kalez

    i was wondering if that might have been the case :p ok ill try again.

    Edit: No errors from NoLagg =b now if Showcase would just stop spamming the entity error...
     
  19. Offline

    bergerkiller

    @kalez actually, that error is caused when loading a chunk. Then it locates an entity location that doesn't match the chunk it is read from, and it throws that (pointless) warning. Does the error go away if you set the autosaveinterval of NoLagg to 40? Because the async chunk saving routine can cause entities to end up saved in the wrong chunk. (as you can see, it can cause a 1-chunk offset issue)
     
  20. Offline

    kalez

    no.
     
  21. Offline

    agubelu

    Same as above. No errors from NoLagg but it duplicates showcase items and spams the entity error. Will try that autointerval thing

    EDIT: Nope, it keeps happening :(
     
  22. Offline

    kalez

    I actually think this is not be caused by NoLagg, cause i do see it VERY VERY rarely without NoLagg. It just appears that NoLagg increases it ALOT lol
     
  23. Offline

    bergerkiller

    @kalez why not use Showcase Standalone? NoLagg also supports that version, and I believe that one is a lot better (continued).
     
  24. Offline

    kalez

    what is that?
     
  25. Offline

    agubelu

     
  26. Offline

    bergerkiller

  27. Offline

    kalez

    hrm :/ command based... we will probably just have to wait for showcase2. ive already informed narrowtux of the issues, so maybe he will fix them for showcase(1)
     
  28. Offline

    bergerkiller

    @kalez ok good to hear that. I'll keep 1.53.3 in debug mode, as I do want a 100% working version this time :)

    @rtcabooservb Ow god why did you link me, I lost another 50% of hope in humanity because of you :mad:
    I am 100% sure I told him he had to watch out with accessing Bukkit methods from another thread...what does he do? He friggen modifies a chunk from another thread. God that's even stated in the documentation to be unsafe. *facedesk*

    I am afraid a lot of people will get a lot of corrupted worlds and hesitating plugins while using the Christmas plugin...not a fun Christmas for some people :(

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Oct 10, 2018
  29. Offline

    rtcabooservb

    What does the debug mode do differently? Keep logs?
     
  30. Offline

    bergerkiller

    @rtcabooservb it simply means: not official. It's probably better than the 1.53.2 version, no doubt, but until all existing bugs are fixed I don't want it to be official. I already have more than 70 versions updated... xd
     
  31. Offline

    rtcabooservb

    Well, regardless, I'm using it. :p

    @bergerkiller Unfortunately your plugin isn't compatible with one of the newest plugins I wanted to add for the holidays. Please take a look at it and update!

    http://forums.bukkit.org/threads/wg...and-config-file-1597.50909/page-2#post-870203

    Read the thread, many people are having issues with your plugin and that plugin. I'll have to remove your plugin until this is fixed.

    So it shouldn't spew out errors anymore with the christmas plugin? Or it still does and you still don't recommend using it?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Nov 10, 2018

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