Hello, i own a dedicated server and hosting 2 minecraft servers with an average of 30/40 online players on each of them. The problem is that since the upgrade to the firts 1.4 bukkit build i'm experiencing a high performance drop. Before the update i had stable 20TPS even with 45 users online. This is my plugin list: - Automessage - BOSEconomy - Buycraft - CapsGuard - ChangeSilkTouch - ChestShop - CompatNoCheatPlus - DeathControl - Dynamic Effect Whitelist - Dynmap-Towny - Essentials - FalseBook - LogBlock - MobBountyReloaded - MuteManager - NoCheatPlus - NoLagg - NoVoidDamage - Orebfuscator - PermissionsEx - Player-Tracker - Redstone Clock Detector - Towny Advanced - VirtualPack - WorldEdit - WorldGuard - Dynmap - mcMMO - xAuth I tought that the performance issue was temporary because of the bukkit "beta builds" but today i still have this problem. Thank you in advance.
I didn't say that. Just because you see plugins like xauth you can't assume that this server is in offline mode. So if you want to help me you are welcome, if not just don't write useless replies.
YES! I use AuthMe and the peoples say that I run Offline Server, but I run Online Server, you are totally correct! And I'm with the same problem, but I can't get support online because I use AuthMe....
Aselox then say you're server is online as people here (at least from what I've seen) get annoyed at people that don't pay for the game and run offline servers. As far as your issue, I had the same thing when I upgraded to 1.4.2. I removed nolagg and fixed the issue. It was with too many chunks being loaded. If you changed configuration of anything, that could be it. Such as orebfuscator can cause some lag if not configured correctly, I can provide you with my config file if you'd like. Dynmap can also be pretty intense depending on how you have it set up. But I'm assuming you haven't touched that since install as I don't see much point in configuring that after install so that most likely isn't it. Do you get any stack traces in console from plugins not handling events correctly? Are your plugins all updated? Hope that is a start
So maybe we should lie not including all the plugins in the plugin list....but that would be a contradiction...why can't we get support just because we use a plugin approved by bukkitdev? If the staff consider an internal authentication system illegal, why do they publish it in their website? So please stop these plejudical polemics and help other server admins (which is the prupose of this forum). Thank you for your helpful reply I tried removing NoLagg but i noticed no change in the TPS. Could you please provide me a light config for orebfuscator? I changed some things in the dynmap config because of my needs (i disabled the webchat and made that users have to register to gain the permission to see their citizens on the map) In the console there are no plugins error. Just the chat and obviusly sole "Can't keep up". Even if the TPS are low the chat and some things in the game run well, but entities are laggy. Again thank you EDIT by Moderator: merged posts, please use the edit button instead of double posting.
Aselox I really enjoy helping people. That's why I'm on the forums I wish I would've had the help when I started up. Just annoys me when people run offline servers. Sorry for drawing conclusions. I did the same thing with dynmap. Here is my orebfuscator config. I run a server with 7 worlds and 100 players online and never have issues with lag. Steady 20tps and restarts every 24 hours. Code: ConfigVersion: 9 Integers: EngineMode: 2 UpdateRadius: 2 InitialRadius: 1 ProcessingThreads: 3 MaxLoadedCacheFiles: 64 ProximityHiderDistance: 8 ProximityHiderID: 1 ProximityHiderEnd: 255 AirGeneratorMaxChance: 43 OrebfuscatorPriority: 0 Booleans: UseProximityHider: true UseSpecialBlockForProximityHider: true UpdateOnDamage: true DarknessHideBlocks: true NoObfuscationForOps: true NoObfuscationForPermission: false UseCache: true LoginNotification: true AntiTexturePackAndFreecam: true Enabled: true LiteMode: true Lists: ObfuscateBlocks: - 14 - 15 - 16 - 21 - 54 - 56 - 57 - 73 - 74 - 129 - 130 - 52 - 58 - 61 - 62 - 119 - 120 - 117 - 355 ProximityHiderBlocks: - 23 - 54 - 56 - 58 - 61 - 62 - 116 - 129 - 130 - 145 DisabledWorlds: - walmart - world_the_end - world_nether RandomBlocks: - 1 - 4 - 5 - 14 - 15 - 16 - 21 - 46 - 48 - 49 - 56 - 73 - 82 - 129 Strings: CacheLocation: orebfuscator_cache
Thank you I'll try removing NoLagg again and using this config. I'll let you know if something changes
Nothing :\ With 15players online i get 17TPS and i see using ssh that the server process is using 110% of the CPU and i don't think it's an hardware problem if the 1.3 ran prefectly Edit: 20 online 14TPS
I don't understand why it annoys you? Who are YOU? are you the one PAYING to keep that server running? Simple answer is no. Do you realize even many premium players play on offline mode servers, their really isn't much difference besides the /login and Alot of people I know started on offline, enjoyed the game then bought premium and the game is already successful enough as it is, if Bukkit didn't remove the offline feature from Minecraft then why are people so against it. If anything Notch intended to add that feature for a specific reason... And also Orebfuscator + Dynmap are quite intensive.
http://forums.bukkit.org/threads/bukkit-and-online-mode-false.104824/ Orebfuscator can be configured to not be intensive at all. I had no cpu or ram increase and no decrease in tps. Dyanmap can be though. I use offline for a test server so I can test with multiple users. There are reasons to use offline mode. And yes Notch does acknowledge that offline mode can be used to pirate before you buy. https://twitter.com/notch/statuses/157261795139125248
Orebfuscator is not the problem, I use about 20 plugins, all don't use much RAM, and I'm with a low TPS (since 1.4) And when my TPS go to 10, my server crash and I get this error: http://pastebin.com/vBpVY4JV
Your server is running out of ram it appears. Not sure how you host your server but try allocating more or finding someone that reduces chunk loading. That was the issue for me and it could be for you as well
As I said, when my TPS go down my server crash. Is running out of ram, BUT why this occour ONLY in 1.4 version? IDK, sounds like it is a CraftBukkit 1.4.5 beta error. I will wait to a recommended build.
Sorry I pointed out the obvious but servers crash for reasons other than running out of ram. Waiting for a recommended build will probably leave you without updating as bukkit isn't going to be pushing them as often. Beta builds are the new recommended. I'm not sure why it happens with 1.4.* because I had the same problem as well for awhile :\
When I'm in 1.3.* my tps stay 20 with 40 players. In this version my tps go to 10 with 40 players, and I don't put any plugin. TnT said that my problem is a plugin, but he don't want help me because he think that I'm running in Offline Mode...... Look what happen now with 30 players online: Code: 28.11 13:05:33 [Multicraft] Server shut down 28.11 13:05:28 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #4201 read thread" 28.11 13:05:24 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Thread-130160" 28.11 13:05:22 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #4143 read thread" 28.11 13:05:13 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #4119 read thread" 28.11 13:05:13 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #3804 read thread" 28.11 13:05:11 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #3990 read thread" 28.11 13:05:07 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #3404 read thread" 28.11 13:05:06 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #4180 read thread" 28.11 13:04:59 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #4258 read thread" 28.11 13:04:58 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #4023 read thread" 28.11 13:04:54 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #3637 read thread" 28.11 13:04:40 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Listen thread" 28.11 13:04:35 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #4113 read thread" 28.11 13:04:32 [Server] INFO Exception: java.lang.OutOfMemoryError thrown from the UncaughtExceptionHandler in thread "Connection #4020 read thread" 28.11 13:04:25 [Server] SEVERE Exception in thread "Connection #4020 read thread" 28.11 13:04:12 [Server] INFO Stopping server 28.11 13:03:54 [Server] SEVERE java.lang.OutOfMemoryError: Java heap space EDIT by Moderator: merged posts, please use the edit button instead of double posting.
I think there is something wrong with some changes in the bukkit code since 1.4.... With the 1.3 version my servers used the half of the CPU that now they need. No problem with ram, the cpu usage is too high. If my server with 45 users online used the 56% of the cpu, now it uses the 130%
@drtshock Mind stating your server specs? I too am having TPS issues after 1.4.*. I run 2 servers on one dedicated machine but only having TPS problems on one of my servers. PVP server i dont have problems with TPS, runs 30-50 players steady 20TPS all day. PVE server running 15-25 players TPS dips into the 10-12 range every so often. Only difference in plugins between my servers is Multiverse MagicCarpet PlotMe
I don't have any performance issues running the latest bukkit build, but then again my hardware is overkill for my small sized community. I also don't use plugins like dynmap, orebfuscator, and others of the like which use a lot of resources. A few weeks ago I had 40 players on with 20 TPS. The server runs on a Intel i7 3770, 10gb max to the server but it usually only ever uses 1-2gb, and a 120gb ssd. Lately with 20 players and 25 plugins theres been no notable performance issues, just a lot of false positives in anticheat despite my edits to the magic.yml, however the fact that it's attributed to performance issues is debatable. Also to be honest I don't see any point in adding a ingame auth system if you run online mode. The only real use for a ingame auth system would be for if the mojang auth servers go down and you can fall back on your own system which has information stored already. I feel that plugins like xAuth and AuthMe aren't really fit for that since they always make you login and they basically go hand and hand with offline servers.
I run the same CPU and ram but using SSD drive. This is driving me nutts, one server runs perfectly 20TPS with 30-50 players but other server has random TPS drops to 10-12 with 15-25 online. Updated to spigot and not seeing much difference on my pve server. TPS drops to 10 every so often continues. I have done some reading and found http://www.spigotmc.org/threads/1-4-lag-reasons-analysis-discussion.19/ Even one of the biggest minecraft server owners having these same problems after bukkit 1.4 chunk loading changes. After reading that i think i have determined why my PVP server doesnt have any issues even with 40-50 online as most all players are secluded to 1 to 2 areas of the entire world (the prison and the city). Having everyone basically in one area of the map there is no chunk loading being done thus not causing any TPS drops or CPU usage. My PVE server on the other hand with only 15-25 people online everyone is all over the map at any given time constantly teleporting around and between worlds and i see the CPU usage spike up from time to time possibly causing the sporadic TPS drops and causing lag spikes on the server. Hope the link provided isnt violating any rules here, it is a good read and could explain many questions/issue everyone is having with TPS drops. EDIT by Moderator: merged posts, please use the edit button instead of double posting.
Well I#m having the same issues. CPU usage is way too high. I also experiencing TPS values lower than 20 with only 6 Players online. Specs: Core i7 2600, 16DDR3, Ramdisk
I confirm the chunks load thing: if i do a /nolagg examine i can see that the thread with higher values is the chunkloading thread. With 1.3 it was at the top places, but now the value is really high.