About the current state of the TPS lag

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lukemango

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Hey hey hey!

Let's get started, so if you haven't noticed (god knows how), the server becomes insanely laggy when player counts start to go into the 25+ range. Now, this is not caused by the player count its-self, but what the players are all doing at the same time.

I want to make this very clear, our plugins are not the cause of the lag, and that's proven by our timings (these are not public). We've tried and tried again with trying to come up with solutions, including help from PaperMC and SpigotMC, the server currently is as smooth as we can get it and that's confirmed. The issue with 1.13+ is that mojang changed how chunks work, load and generate, and they did not correctly change their default server software to compensate and optimise this. Other servers may not lag for a few reasons:
- They have less than 20 players average - Chunks still may load and unload, but not to the extent that our server is dealing with
- They are all in a designated area, or the world is not free-roam (minigames, lobbys etc) - This just keeps a certain amount of chunks loaded, unlike us, where they're constantly loading, unloading.
- They are running 1.13.2 or below - 1.13.2 is not nearly as horrendous as 1.14.x server-side issues, and <1.12.2 is as smooth as minecraft has ever been.

Some common questions:
Will more RAM fix the issue?

No, to fully understand why, you need to understand how java works and how javas garbage collector (gc) works. Java will assign all the RAM it can to something, meaning things will overwork, stress the CPU and lag more. This will also cause huge amounts of stress on the GC. We have set Towny at 12GB of RAM to prevent overworking and additional stress on the machine.

Will a better CPU fix the issue?
As weird as it sounds, no. This is all down to java code and how mojang has set up their server-side jars.

Have you got an SSD?
Yes, 2 of them in Raid 0.

When will it be fixed?
Anyone asking for when it will be fixed will be fed to the goblins. (We know as much as you)

If the lag is really annoying you, play on Legacy when it releases. (This will be a 1.12.2 server)
Saturday 13th July / 7pm BST / 2pm EST


I hope you got the message that this is something we can't fix at the moment,
cheers maties.
 

lukemango

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Update on this:
We disabled LevelPoints and updated mcMMO with new fixes that prevent crashing of certain lag issues, TPS seems to be between 16-19 with 23 players.
We'll keep monitoring and updating you as we find more information
 

lukemango

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Update on this:
Our software updated with 2-3 fixes regarding chunk and timings, not confirmed whether anything is fixed from it but the TPS is stable 19.95-20 with ~20 players
 

lukemango

CraftYourTown
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Been a while since an update, we're cutting down our usage of NPCs (Citizens) due to the heavy load they push on the server on a constant basis. This includes dungeon, spawn and several other areas.

We're also going to monitor this constantly to see if there is any effect. If this doesn't work, we have several other measures to try out but this is the first.
 
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Since i been gone i had the opportunity to look at other towny servers, what i noticed is they not really that laggy when they are running 1.14.3 even with double cyt player count. I don't know if it makes any difference its just what i noticed.
 

lukemango

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Since i been gone i had the opportunity to look at other towny servers, what i noticed is they not really that laggy when they are running 1.14.3 even with double cyt player count. I don't know if it makes any difference its just what i noticed.
Yes, we're completely aware theres definetly something wrong on our end but it's not just an easily identifiable issue. Theres probably multiple little things that when mixed together (in our situation) make it 10x worse. We're trying out alot of solutions (possible) that we hope will slowly reduce the lag.
 
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Only really difference i see between cyt and others is the use of SF, I don't know if that is a main cause of it. Oh ya and the way dungeons are handled mostly different on other servers i have seen.
 

lukemango

CraftYourTown
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The server is now back online and public, thankyou for your patience.

We've made a few changes over the night, all for the goal of reaching stable TPS:
- We've decreased the view distance (chunks loaded around you) from 10 to 6.
- We updated several plugins, one of which had a memory leak issue.
- We modified the mob activation ranges: (in blocks)
entity-activation-range:
raiders: 12 #from 16
animals: 6 #from 8
monsters: 16 #from 18
misc: 2 #from 2
water: 14 #from 16

- We've modified the tracking ranges: (in blocks)
entity-tracking-range:
players: 16 #from 24
animals: 16 #from 32
monsters: 24 #from 36
misc: 16 #from 24
other: 16 #from 20
- We've disabled Armo(u)r stands' AI. They will no longer move in water.
- We've disabled our softwares autosave which described by our expert: "They just run /save-all, the map-saving equivalent of cutting butter with a baseball bat." (This is now replaced with the built-in one to our server jar, this wasn't enabled due to the saving issue in <1.14.2)
- We've removed 2,403 MythicMob spawners (old dungeon spawners no longer in use, we're down to 1302 spawners (we did say we removed them before, but due to multiple reasons we had to upload a old backup))
- We've completely disabled Villager Raids, this is only temporary whilst we test if they have any effect on our TPS.
- LWC is replaced with the newer one, named LWCX, works the same, just recoded for 1.14.4 - No data was lost
- You can no longer enter chunks that are not fully loaded, giving the server more time to prepare. (flying too fast caused this)
- We've limited the movements of villagers, that previously were causing 15.34% of the tick due to their new AI (bells, finding empty beds, etc)
- All Dungeons will remain disabled, along with the plugin that handles the custom mobs.
83
It's clear to us and probably you that we're having insane issues with MythicMobs, this is probably not the developers fault and is the fault that 95% of the mobs we still use, were made more than a year ago, and their effects and the way they deal damage is most likely the issue here. We're going to look into each and every mob and optimise them as much as possible. They worked perfectly fine on 1.12.2 and 1.13, but with the changes and challenges that come with 1.14.X, it's time for change.
- Oh, and I slept.

And from me, we're not giving up on this, we'll continue to work on the lag each and every update. This is an ongoing problem that needs to be fixed.
This does not count as a weekly bug fix or monthly content update, they will still come out as planned.

As a test for this, we've increased all slimefun tick by ~15%. Let us know if you notice any difference.
Yeah and all players that join before the next reboot (23rd August | 13:00 UTC) get 7,000$ on us. Thank me later. :cyt:
 

lukemango

CraftYourTown
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If there is any lag, please join any maze and leave. This will clear any un-needed loaded chunks, which is usually around 4-5 thousand.
 
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