High CPU Usage

Discussion in 'Bukkit Help' started by ManBearWaffle, Mar 12, 2011.

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    I tried 531, same issue. I tried the dev build 554, and the issue is even worse. 15 people online and it's at 95-100%.
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    it was a joke
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    here my server is build 552#

    ip: cube-network.com

    My Server Data:

    Intel Hexa Core 980X, 3,6 GHZ
    24 GB RAM DDR
    SSD and HHD System.
    1. Ubuntu 10.10 Server
    2. x64
    3. Linux Cube-Network-EQ10 2.6.35-28-server #49-Ubuntu SMP Tue Mar 1 14:55:37 UTC 2011 x86_64 GNU/Linux
    java version "1.7.0-ea"
    Java(TM) SE Runtime Environment (build 1.7.0-ea-b133)
    Java HotSpot(TM) 64-Bit Server VM (build 21.0-b03, mixed mode)
    4. NO
    5. Build 552 on Server
    6. New Start Command screen -AmdS minecraft java -d64 -Xincgc -Xmx16G -server -jar craftbukkit.jar nogui
    7. Plugins :

    Achievments and Stats
    8. Serverlogs comes only the System ist overlaoded !

    Disable HT
    Disable C3/C6/C7
    Disable ESIT
    Put Java 1.7
    cleanup MYSQL
    disable Dynmap
    try build 532 and 552

    532 is better with CPU Usage, but 552 take extrem CPU :( i can play only with 20 people .
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    Is your server a heavy redstone user?
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    yeah with 70 people :) they do everythin from redstone to tnt :)
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    Join server at pwn9.com

    Linux ip-184-168-80-2.ip.secureserver.net 2.6.18-028stab070.14 #1 SMP Thu Nov 18 16:04:02 MSK 2010 i686 i686 i386 GNU/Linux
    java version "1.7.0-ea"
    Java(TM) SE Runtime Environment (build 1.7.0-ea-b125)
    Java HotSpot(TM) Server VM (build 20.0-b06, mixed mode)

    -- Upgrading to Java 7 helped a bit.... The only change I made was #493 to #522, then to #531 and now i'm on #544. Trying anything beyond rolling back to #493 at this point.. removing all my plugins.. etc etc... before #522 my server never seemed to breach %30 CPU even at 20/20 players. Now it runs at 30% with no one, 50% with 5, over 10 everyone quits due to 'lag'.
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    Out of all those builds, when exactly do you experience the lag? Listing builds is great but not very helpful. If you can be more specific about each build, that would be great.
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    I updated my OP to include my info. I think 493 was fine, all the builds after that were what gave me issues.
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    You didn't answer my question. Is your server making heavy use of redstone circuitry? In fact, I saw you on IRC earlier. Can you hop on now? Though I might have to go soon...
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    I have found this to be an issue for all builds after #493.
    My server has very little redstone circuitry and my world size is 191MB
    This must be a bukkit issue as I get massive CPU usage with no plugins installed and I don't get it with a vanilla server with the minecraft_server.jar
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    Linux ip-184-168-80-2.ip.secureserver.net 2.6.18-028stab070.14 #1 SMP Thu Nov 18 16:04:02 MSK 2010 i686 i686 i386 GNU/Linux
    java version "1.7.0-ea"
    Java(TM) SE Runtime Environment (build 1.7.0-ea-b125)
    Java HotSpot(TM) Server VM (build 20.0-b06, mixed mode)

    I currently run WorldGuard 4.0 Alpha 1, WorldEdit 4.2 (as of the 544 update), NoCheat 0.70, Essentials 2.0.294, MCDocs 5.2.2, Minequery 1.5, BorderGuard Lite 1.2?, Remote Toolkit 10.8.25?

    I've had these plugins on each and every build my plugin list has remained the same (although updates per CB update per plugin.. as in when CB updates each plugin has to make changes to remain compatible) It's too hard to keep up and I don't keep a rolodex on all the builds that come out, so I really cant tell you the exact plugin versions I ran for CB 493, 522, 527, 531. I also test all my server builds at home before making them live on my VPS... but I cannot simulate 5, 7, 10+ people logging in.. my @home tests are purely for functionality and bug testing... but I do practice all the best practices of server hosting.. I've been hosting Game servers since Quake and Doom in the early 90's...

    My problem: the CPU usage grows exponentially with each player that logs on, and it doesn't ever settle back down after they log off.... and it's starting up at atleast 3 times more load. I just removed all plugins. Started server, and with 0 players its at 30% CPU, previously with #493 a bare load was running at 8% CPU. I didn't really notice the issue for myself with #522 one of my co-admins mentioned it.. we went to #527 briefly but not long enough to notice because #531 was out so quickly.. we upgraded to #531 and the performance was devastatingly horrible. I went to #544 just last night, performance had seemed to be better throughout the day today until I logged back in just now to find it at %80 with just 9 players on.

    I've scowered my map for heavy redstone usage, large man made water areas... etc, etc...

    My startup config: java Xms1024M -Xmx1024M -Djline.terminal-jline.UnsupportedTerminal -jar crafbuttif.jar nogui (remote tookit wrapper)

    NOW I KNOW YOU ARE GOING TO SAY NOT ENOUGH RAM. Don't. This exact same server setup ran just two weeks ago, optimally on 1GB ram with 20/20 players like a champ.. the CPU usage never broke 25% even during the heaviest of times.... Now it's never below 25% even with 0 people after startup. I do intend to get more RAM in the future to enhance the server... but this CPU issue has become a major roadblock.

    Sorry my previous post didn't have much info.. i had it all typed out and my browser crashed.. was at work so I didnt feel like getting fired so I just posted my VPS specs at the time... I think I intend to walk this server back to #493 in reverse - in order to best assist you at where the issue may come into play... there is nothing to lose at this point, my players have already moved on... (minecraft players are very finicky like that).
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    I'm getting mixed information here, sigh.

    Some people are telling me it isn't due to redstone. What about creatures? We don't use creatures on The Voxel Box but we have a mild usage of redstone for various awesome things.

    And then others are giving me reason to support my theory.

    Have any of you tried generating a new map and seeing what happens then? Ideally, I'd like some sort of "dedicated" team I can throw things at to try and figure out this issue.

    So far I've been told that 531 is fine, anything over that is worse, which is why I have a theory it is redstone. But then I've also been told that 493 is fine and anything over that is worse... killing my redstone theory.

    @ManBearWaffle @tremor @stolen_insanity @trivials
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    Seph, I just rolled back to #531
    I also noticed I had the Reserved Plugin installed, and BorderGuardLite (which is now listed in unsupported).
    Server started up at just 14% CPU.
    @tremor @ManBearWaffle @stolen_insanity @trivials --- we should all take another good hard look at our server builds and help seph determine if there really is a bukkit issue. Whats odd to me was my CPU load when I stripped my server of all plugins... the worst thing in the world in troubleshooting is when you have a problem that is inconsistent... so I urge everyone to begin a thorough documentation and investigation of your setups... I'll keep posted as people login...

    Sorry for any misleading previous builds.. I have co-admins who sneak things into the production server on me occassionally without me noticing..
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    I found my cause after you mentioned mobs. Apparently, a moderator was placing random mob spawners for fun. I'm in the process of locating them, but it's not going well. After removing the ones I found, my cpu is down to around 15% with 10 people online. That sounds about normal to me. What about you?
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    I will look into the mobs as well also.. as for my above success it was short lived.. passing 10 players the server once again quickly increases CPU usage to 70% - I will continue to mix and match configurations and will document my successes and failures for a few days.. including a a roll back to #493 - at this point i'm going about makcing backups of my various server build configs.
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    Yeah, the issue is definitely caused by mobs. I turned mobs back on after I removed all of the additional spawners, and the CPU is back to being pretty high. I'm trying to find a good plugin to limit mobs now.
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    I hate my players ! The build much mob traps :(

    Tee Plugin from nijin is very nice Mobiile with Spawn radius from mobs.

    Now, i know why monsters is diable at big servers :). They eat your performance :)

    The Problem is caused is since 1.3 or guys?

    What is about the new mobs slimes ? Can Slimes to that bug with high cpu usage?
    Slimes are buggy :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    The issue really seemed to popup for me after I moved from bukkit #493 to bukkit #522 - was there a modification regarding mobs with this build? I really can't turn mobs off as I operate a PvP / Survival server.. the mobs are an integral part of the game for me. I'll certainly look into this as well.

    Ok after spending the first hour at work on Minecraft (boss is gonna kill me) I've managed to get to a really reasonable setup.

    I am on CB #531

    I started with some more aggressive startup options.

     java -server -Xincgc -Xmx1024M -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+CMSIncrementalPacing -XX:ParallelGCThreads=2 -XX:+AggressiveOpts -jar craftbukkit.jar
    Then I sadly scaled back my plugin list to a really barebones setup.. trust that I've got appropriate versions of the plugins for this CB Build I just don't have the time to look right now.
    Show Spoiler

    Essentials (Package -Essentials Protect)
    Remote Toolkit
    MobControl (new to limit mobs)

    I /butchered all the mobs

    Server was at 7% CPU with no players on after I logged out. Sadly, the MobControl plugin appears to be a bit buggy and I haven't played with it's options yet. And I think over the course of the day, the mob rate will increase again and I will be rate back at that high load.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    My hmod(meaglin's one) is eating cpu like cow too.Anything,even raw minecraft_server.jar is eating cpu that big at me.
    I hate that fact.Because of that,my intel atom d510(4cores,1.66ghz/core) almost = PIV1.6ghz.
    Minecraft is singlecore,and it is SAD.
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    You run a server on an atom processor? You've got guts - you're crazy, but you've got guts.
    As for MC being single core - bring it up with Mojang.
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    You should have at lest a due core and 2GB of ram and a ok graphics card.
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    Client specs are different than server specs. You don't need a video card at all to run the server.
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    yes but a video card will bost your pc's speed and take strees off minecraft to let the cpu work more on the server.

    here is onemore way, get a internet card. It will help, by adding a small cpu that takes all the internet on it witch will free up around 5-15% off your CPU
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    That's just plain incorrect. Minecraft server software does not use the GPU for calculations.

    You suggest adding a NIC to the PC to offload CPU processing that gets done via onboard NIC cards? You'll save 5-15% performance if your PC is in the early to mid 1990's in age, but on today's systems you'll be hard pressed to see the onboard NIC use even 1% of the CPU.
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    This is diffrent a internet card will help more then people think. serch some videos up to compare with one and with out. htey work in many ways
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    Please educate me on these mystical "Internet Cards" that offload 5-15% of the CPU power. NIC cards won't save you that kind of CPU processing these days.
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    It's quite fun,i can run up to 20 players.
    My second server was 2.13ghz with 2 cores.60(!!!)people.Both on linux,both cpu is on 100-130%,both have 2048mb of ram(allocated to server),same world.Can you feel it?WTF?
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    That's still a REALLY large gap >_<.

    Can anyone else with this issue confirm it occurred past #493? And then maybe..be more specific or make the gap smaller, please?

    Would anyone who has this problem mind giving me their world for testing? I still can't reproduce it on my end...

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    I believe the mob issue may have been occurring in every build, I just didn't have enough players online to have it cause a crash. I was only paying attention to RAM usage until my host said the reason for my crashes was that my CPU kept reaching 100%.
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