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.

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    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. :)


    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


    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.


    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.


    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. :)


    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.


    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.


    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.


    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)


    Video by brandcool86


    - 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.

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


    Show your appreciation for my plugins by donating
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    Has this stopped Preventing worlds from loading in 1.1 and then timing out clients?
    I really want to use it again =(
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    If you can go up to the point without speedhacks where chunks not get loaded, then that is bad. You WANT chunks to load. My system is fairly new and cost me a few grand. I'm on a 6gb map with 20 plugins. I checked the plugins and nothing seems to be conflicting.
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    I seem to be having an issue with world mob limits..even using the exmaple config of
        creeper: 1
        cow: 1
        itemwood: 64
        fallingblock: 20
        fallingsand: 10
        tnt: 50
        mob: 30
        animal: 40
        monster: 260
          cow: 1
          creeper: 2
          wood: 10
          slime: 2
          enderman: 10
          itemstone: 6
    after a start up it turns it to this:

        creeper: 1
        cow: 1
        itemwood: 64
        fallingblock: 20
        fallingsand: 10
        tnt: 50
        mob: 30
        animal: 40
        monster: 260
        lowgrass: {}
        world2: {}
        enderman: -1
        itemstone: -1
        cow: -1
        creeper: -1
        wood: -1
        slime: -1
    anyone have an idea what Im doing wrong?
  5. test version, i didnt know ud done a more recent one till after id posted. ill try it with the new one later and get back to u on how it worked.

    i had bad lag, chunks wernt loading untill i was in them, and it would only show up to 3 chunks infront of me normaly iv got as far as max render will allow
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    This is nearly Fixed yet :eek: I not saw any "Transparent" Chunk yet. and the render distance is like this: First under you! Then the rest in front of you, if u move to fast its just render a line under you with 1x1 chunks .. :) sometimes 3 in front and left right.

    You got Teamviewer? Want to see that u got a 6gb Map on just 20 Plugins, its nearly undoable ... i got 4k Regions ... and my map is already to big for a Rendertool .... so i dont think that u realy got 6GB anyway, i got 6GB ram, AMD 4100 (taked up to 4ghz per core) and a PCI SSD.... my Map is rendering Instantly. I dont think there is a faster way it is like yet. And that you Map not get rendered at all with just moving... I cant trust you sry. Plz post your cfg. The standart engine is faster than that ... and the NoLagg Engine render that fast that u even not see, with just moving arround without hacks or fly, that the map renders.

    - Sry for my english ;) i just want to help so dont flame
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    Note: sending still tends to become slower when more players are connected. Since we were alone (with the 2 of us) I couldn't have known it at the time. So, it is possible that sending is significantly slower when more players are connected, but still investigating the issue.


    Ok figured that out. It was sleeping the compression thread for every player with empty queues. It didn't continue with the next, which caused very slow sending as soon only one player got all chunks finished.

    Ok uploaded 1.58.4, fixing the last bits of issues in the chunk sender. Not only does it prevent that slow sending when a lot of players are online, it also:
    - uses better rate-send technology (instead of using a rate of 2 when it is 1.6)
    - better compatibility (excemptibility?) of Spout
    - no longer moves chunks around when re-allocating (for the sake of keeping everything correct)
    - better rate adjustment based on user connection. Will boost the rate to peek performance, or keep it at the max possible performance for lower connections

    rtcabooservb well that is the 'transparent chunks' SilencShadoW mentioned. It also happens natively without NoLagg, but because NoLagg sends so (damn) fast, the client can't keep up the rendering and will show these half-rendered chunks. He told me it's because of Minecraft rendering the chunks from bottom to top.

    I tried solving this by sending a single block change packet for every chunk, unfortunately this doesn't always work out.

    When you get near them (or wait a bit), they will refresh.

    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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    Wouldn't it be best to remodel that class so it will not poll the queue and sleep if empty, but rather use a BlockingQueue and no sleep at all?
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    Borch nah it uses the sleep if nothing is to be processed. (why check every millisecond if there is something to compress?)

    But, it kinda did the wrong thing and waited for players without anything to compress, while other queues DID have something to compress...
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    bergerkiller Why check every 100 milliseconds if there is something to compress? A blocking queue would, as the name suggests, block the thread until there is something in the queue that can be processed. You'd actually need a queue of queues in your case, while the outer one would be a blocking queue. (In other words, replace the nextQueue() call with something like playersQueues.take())... Then you only push a player's queue into that queue if there is something to send to this player. If this is too much work to do it that way and you're just going to fix the current implementation, consider also doing something like increasing the sleep delay and notifying the thread as soon as there is something to do, so it will awake from its sleep asap (So actually use wait, not sleep). Without interrupting the thread in its sleep I think even 100ms are still too much of a delay, which would be the worst case. If the thread had nothing to do and right when it enters the sleep, a player teleports. It will take 100ms + compression time + network lag till chunks start to load at his end.
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    Borch 100 ms really isn't much, and it hardly ever sleeps. It does sleep a bit more when alone on a server, but that is obvious. Right now it checks if all player queues were handled and if any of them had a compressed chunk. If not, it waits 100 ms. Works best so far.
  12. ok i went to the latest build and it works perfectly fine now, chunks are loading straight away and i have no lag now :) thank you :)
    no errors

    40gb world on 3gb of ram, on a Amd Athelon II x3 2.90ghz
    C:\Users\sylergcs\Desktop\1.1 server>Java 6 code:
    'Java' is not recognized as an internal or external command,
    operable program or batch file.
    174 recipes
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    tflan, KimKandor, snowleo, ceulemans, Xeology, KHobbits
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    rld] -385.77477104267325, 63.0, 477.69999998807907)
  13. Offline


    Yay!!? No more slow chunks with many users on? :D <3 youuuu

    xD Believe what you want to believe. I don't know you and don't have to prove anything to you. I'm using 32GB of ram, raid 0 SSDs, and dual xeon cpus.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 14, 2016
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    Also, better 'send rate technology' sounds a bit too complicated, let's just say it separates a floating-point rate into multiple smaller rates of solid numbers, and traverses this list while sending, ending up at that rate on average.

    rtcabooservb use /lag reload
    Btw: /lag is the same as /nolagg, so you can now use /lag monitor as well :)
    (someone requested a shorter version)
    /lag mem
    /lag lagmem
    /lag stat
    /lag stats
    /lag log
    /lag monitor
    /lag ver
    /lag version
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Dec 28, 2018
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    rtcabooservb NoLagg now avoids Spouts' handlers, it probably doesn't do anything right now. I still recommend disabling it though.
  17. Offline


    Alright, I'll test with it on for now. (Too lazy to get up and change the config. :p)

    bergerkiller So far so good. Chunk sending hasn't dipped from 100% since the server startup (Was counting up when server started) and it says it is at 2.0 chunks/tick (1.0-1.4 avg)
    Packet buffer size: 0.0% Never has increased past 0%.

    bergerkiller I don't know if this is a bug or not, but I've always had this with nolagg. When loading the terrain, sometimes it skipped a whole section of chunks and loads them last.

    Yeah, I know that. :p Just a bit annoying. On a side note, some users say they are experiencing more lag with nolagg installed. Removing it now and going to ask them if they are still experiencing the lag.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Oct 10, 2018
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    rtcabooservb If the chunk sending rate proves too low, you can adjust this in the configuration (minRate).

    Note that setting the minimal rate too high can cause clients to get disconnected (overflow error) or have immense chat/entity lag because the servers > client stream can't keep up the large flow of chunk packets. (it slows down for a good reason!)

    If possible, give them the nolagg.monitor permission and let them use /lag stat. It then shows the player sending information in the bottom bit:
    - sending rate (and average)
    - the percentage their network buffer is loaded (100% = overflow disconnect)
    - the amount of chunks sent (100% = all sent)
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    Awesome. Never knew /lag stat existed. You should add a /nolagg help command to list all commands. :p Also maybe add an in-game config editor OR be able to reload the config/plugin if you change the config manually?

    xD I only knew /nolagg monitor and I got tired of it spamming me. You really should add /lag help.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Feb 15, 2019
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    No, but this error is still happening, but its "slowing down" as in i'm getting this less and less.
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    mahari3 what version of Showcase did you use? Then I can test it locally.

    Sapd did you disable the chunk cache? (you can set it in the Configuration)
    If not, this could be caused by that.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Mar 26, 2019
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    What would be an expected ticks per second (or general guess) for 200 people online?
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    hey is this plugin safe to use with orebfuscator yet or is there still a chance of all the chunks teleporting
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    useBufferedChunkLoading 1 causes a lot of Chunk corruption. (Clean stone is deleted in some Chunks)

    Plugins: FalseBookExtra, Multiverse-Core, WorldEdit, LogBlockQuestioner, PermissionsEx, FalseBookIC, WorldGuard, FalseBookCore, Essentials, BanHammer, EssentialsSpawn, WorldInventories, PetitionPlugin, EndReset, SpleefExtreme, CleanroomGenerator, iConomy, FoundDiamonds, HeroChat, FalseBookBlock, Vault, GTTools, NoFarm, Lumberjack, XrayInformer, Spout, Multiverse-Portals, SimpleRegionMarket, NoLagg, Modifyworld, Permissions, LogBlock, VanishNoPacket, LWC, ChestShop, Register, WorldBorder, dynmap
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    Sapd what Spout version did you use? I can remember Spout having a stone->air change issue in the past. (I've had it as well, but couldn't trace it back to NoLagg)
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    I am using Spout v711
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    Spout's chunkdatacache was disabled.
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    Sapd theen I can only think of one possible thing:
    What it does is use some sort of block conversion table and alter the data. But why this turns stone into air? Wish I knew. This function is also called natively, thus I added it.

    Ok I think I know why some of you experienced chunk corruption.

    The chunk lighting fixer stores the (buffered) chunk locally, and processes ASYNC. It is possible that the chunk is set free while it is fixing lighting, and this results in data getting written to the wrong chunk. For now, set 'auto fix lighting' to false in the configuration, I am currently working on a chunk-independent lighting fix version.

    Ok emergency: please update NoLagg to 1.58.5 if you haven't already. The chunk lighting fixer and buffered chunk loader clashed and caused chunks to be:

    Whenever chunks were generated and auto-fixing was enabled, it would process there chunks on another thread. If the chunk unloads in the meantime, it can happen that this chunk gets re-allocated in another chunk (data pooling). If this chunk then loads again, the chunk scheduler restore function restored the chunk, and voilá, now the chunk contains the cloned data of another chunk.

    Note: this only happened to just-generated chunks. All other chunks were left alone, so you can simply /regen them if this is needed.

    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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    bergerkiller When I login and type /lag stat, the packet buffer size is 0.0% and chunk sending goes to 100% at 2.0 chunks/sec. After a few minutes, it lowers to a higher packet buffer size of 75-90% and chunk sending lowers to 0.25chunks/tick. :(

    Edit: Could this be due to render distance on far?
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    rtcabooservb no, having a higher render distance doesn't change the rate at which you receive packets. Afraid it is your connection not keeping up with the large flow of packets, and no performance enhancer that can prevent that from happening. Unless you have a 300 kb/s download rate from your server (and your ping isn't too high), there's not much that went wrong...
  31. Offline


    My server is currently on a 50mb/s download 30mb/s upload connection and I host it, not rent out.

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