Posts by CreeperShift
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We have the same kind of lagspikes on our server. For us, it seems that player bases are not unloaded correctly. And some of these seems to create this lagspikes. Try out OPIS and Admin Command Toolbox. These two mods offer a chunk purge an, where unneeded chunks should get unloaded. For us, even this command do not help. Chunks dont want to get unloaded. http://blog.terpo.org/upload/mc/chunkpurge.png. In this base are EnderIO conduits under the city to connect the buildings. I also tested what happens if someone teleports around and loads bases with a one hour delay: http://blog.terpo.org/upload/mc/serverload.html
For us, chunkloaders seems to prevent this massive lags. Now, I'm trying to build a special chunkloader for Railcraft that activates when any player is nearby and deactivates after a server restart.
https://github.com/CovertJaguar/Railcraft/issues/489I'm already using opis. And I doubt we really have the same lagspike as for me NOT chunkloading the area helps reduce it. In a matter of 20 minutes with no one online the server will go from 400ish spikes to 28k spikes before being unable to login at all and needing a restart.
Why not use the sampler and verify?
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A pack change won't help it besides the map reset, you just have to remove all EnderIO redstone conduits. Someone apparently just happened to build something problematic with them recently or modified an existing setup. It's by far not the first time I'm seeing EIO rs conduits cause severe lag spikes, they have some inherent implementation problems.
Ah no, with the pack change I meant switching over to a new pack we've been making, new map included. Nothing being copied over.
I have removed the EnderIO mod and loaded up the world, and now the lagspikes are down to 215-300.
I'll put the map back in and talk to a few people and remove their conduits.Thanks for the help and awesome replies!
oh by the way, by redstone conduits we are talking about the conduits that transport redstone signals, not the low-tier energy conduits right? If thats correct, I'll get everyone to remove their cables and disable the crafting recipe.
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I'm not exactly sure if it's actually cables, the stack trace just indicates some "TransmitterNetwork" and multiparts, which could as well be the machines themselves, although unlikely.
Removing chunkloaders won't help unless you get every part covered and then restart the server to remove any chunks stuck loaded. It's obviously wasted effort if the spawn area, a player or another type of chunk loader (quarry etc.) loads a connected part anyway..
Hmm. It's weird, it was running fine for a month and now suddenly this. We haven't actually updated any mods in the last 2 weeks (except FastCraft) so I'm really out of ideas what to do now. The spikes are getting to a point where you can no longer play on the server. Do you have any other ideas I can try out? Else I might just switch over to our new pack prematurely.
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bochen415: I blame gradle, it seems to not refresh all files properly -_-
DreamMasterXXL: It's an issue with IHL Tools, it's accessing IC2 core functionality which has changed.
CreeperShift: The long run, which is indicative for the average load, only shows EnderIO's TileConduiBundle, more specifically the redstone variant, being somewhat high.
The spikes are from Mekanism refreshing its energy network in a very inefficient manner, i.e. loading plenty of cascaded chunks in the process and probably restarting the refresh for every block added all over. Don't use its cabling for anything physically extensive and/or chunk load the whole area containing such a continuous network.
It's recommended to use something like spiketrigger 200 or higher btw, 60 would already trigger once the tick is exceeded by even 10 ms, which isn't really a problem. Also note that the 1st number a in the original spike-a-b.nps filename contains the spike/tick length in ms, files with higher values are of increased interest of course.Thanks for the Information! I don't personally use any mekanism cables, but I know a few users who I can blame >_>. For now, I have removed all chunkloader from the map temporarly (as a test) and the lag is still present. The only loaded area at that point (my base) contains not a single mekanism cable/pipe. It contains maybe ~15 mekanism machines, all connected via EnderIO conduits tho. Are they still likely the cause of that lag? The server is on a dedicated host, and right now even when no one is online, with only the spawn loaded, it's skipping ticks like crazy.
Also sorry about changing the filename of the spiketrigger I'll do a proper one with 200 or higher once I get home from work.
Still, thanks for the quick reply!
EDIT:
Derp, I can do it from the console:
0 Players online, all chunkloaders are removed, nothing except "skipping ticks" error in console:
Getting a spike every ~5-15 seconds.spike-1131-2438273084
spike-1134-2438228094
spike-1213-2438318177
spike-1249-2438093240
spike-1253-2438183229These should be correct then I assume?
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Hi Player,
I've been using your fantastic mod on my server ever since you posted it here and up until now the performance has been amazing.
However since a few days the server just randomly started lagging like crazy. (I have been running it with FastCraft for a while now, but I have not made any updates since you released 1.19).
It just randomly started, and now at times it gets so bad you get kicked off the server. At times the console says it's skipping 200+ ticks! It was all fine a 3-4 days ago. Apart from "Can't keep up" warnings, the server doesn't crash and there is NOTHING in the log.I've tried using your sampler and looked at the file through VisualVM but I'm not sure what I need to be looking at.
I also tried using spiketrigger 60 and in a matter of seconds I had ~30 spiketrigger files and the server crashed itself.
It would be awesome if you could take a look at them:
(they are hosted on my servers website)spike1 , spike2 , spike3 , spike4
(These 4 are some of the spiketrigger files that were created in under a second)
If you need anything else, please let me know.