NeoTech

NeoTech

2M Downloads

Massive lag issues with Chunk Loaders in version 1.8.9-2.4.1

shortybsd opened this issue · 7 comments

commented

What Version of NeoTech are you using:
v2.4.1 for MC 1.8.9 running on Forge 1764
(Multiplayer)

If possible, did you break and replace the block:
Yes

Please Pastebin.com the crash Report and put link here:
N/A

Server constantly spams overloaded and TPS goes down to 2 with no one on server, break all NeoTech chunk loaders and lag all goes away. I have the VisualVM .nps snapshot of the lag issues regarding chunk loaders if needed.

commented

Can you post an example of what the console is spamming?

commented

The server spams "[Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2240ms behind, skipping 44 tick(s)
"
Here is the VisualVM graph showing the chunk loader pulling over 50% cpu usage with only one player on, no where near the other players chunk loader.
https://www.dropbox.com/s/qkv8qwnd146gsos/Screenshot%202016-03-18%2017.00.28.png?dl=0

commented

Hmm. This is interesting. I'll have to look into this as it shouldn't be causing issues like this

commented

They should only force chunk if the chunk is not loaded

On Sun, Mar 20, 2016, 9:16 AM ruifung [email protected] wrote:

Is there any particular reason why the chunk loaders have to forceChunk
every tick?


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#232 (comment)

commented

Is there any particular reason why the chunk loaders have to forceChunk every tick?

And clearly (ticket.maxDepth > 0 && ticket.requestedChunks.size() > ticket.maxDepth) is returning true often enough that the calls to forceChunk also call unforceChunk... which is apparently creating a copy of some kind of Map...

commented

but if that's the case... why would it need to be calling it every tick? It's happening often enough for jvisualvm to show it as consuming a significant amount of CPU time.

commented

I found the reason and will be releasing a fix for 1.8.9 later today