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Author Topic: [03/04/17] G11 Update #4  (Read 393 times)

Offline xP// Xenoyia

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[03/04/17] G11 Update #4
« on: April 03, 2017, 02:15:26 AM »
Added:

- Friends, use /friend add to add a friend on the server, this will notify you every now and then with updates about your friend's Pokémon - it may show when they level up, when a new one is caught, etc.

- Yet another gym plugin installed.. Here's hoping player gyms can actually work this time!

- Mystery gifts.. So now we can create server-wide giveaways of Pokémon, I can see this being interesting ;)

- Reinstated WorldEdit, that wasn't the issue at all.

- Set up a daily automated restart. Don't worry, it'll notify you 3 times before - 5 minutes, 2 minutes and 1 minute before. It'll also save the world and inventories a minute before it restarts too, so you shouldn't be too inconvenienced by this.

Changed/Fixed:

- Dynmap is now fully rendered again.

- We may have solved the little RAM issue we had before. Turns out NodeCraft's JVM works by recycling existing memory, which ends up being much faster than just removing and creating new space in memory all the time. What this does is shows us spiking up to 90-100% or even higher, but in reality it's not using anywhere near that amount. The host has assured me that there's no automated system in place to shut down the server if we actually go over the RAM limit.

Quote from: NodeCraft Support
"As there's no issues or lag in-game, I'm inclined to believe it's most likely just the JVM utilising as much memory as it possibly can over time, resulting in a higher amount of memory being utilised as seen by the OS, but not actually in the JVM itself. If that indeed what is happening, and there's not some kind of memory leak somewhere, then there's not really anything to "fix", so to speak. We don't have any external systems in place to shut down servers that are over-utilising memory - the JVM itself will eventually crash once the entire heap-size is utilised, but it doesn't appear that has ever happened on your server, so I wouldn't worry about it until it does. As long as you're performing frequent saves (which according to your tasks, you are doing so every 10 minutes), the data loss in such a circumstance should be minimal. as I previously mentioned though, we would definitely recommend performing frequent restarts on the server anyway, such as every 12-24 hours.

This is one of the great things about the JVM as it's much faster to use memory it already has stored, than have to constantly request it from the OS. It's a little daunting to look at externally when analysing stats and the like, but it's not really a problem - if you'd like to read more about the JVM, I'd recommend some articles from Oracle such as https://docs.oracle.com/cd/E13150_01/jrockit_jvm/jrockit/geninfo/diagnos/garbage_collect.html and . The old Essentials plugin for CraftBukkit used to expose a "/gc" command that would print the currently reserved/in-use memory so to provide a better idea of these numbers - I'm not sure if anything familiar exists for Forge, but you may want to look into that."

I doubt there's a memory leak, as I recently tried a local copy of the server (exactly the same, backup version) on my own PC and the RAM issue never occurred, even after 6 hours of test uptime, so I'll go with what this guy said.

To Do:

- Try to remove those goddamn animals, because nothing's worked yet!

Offline xP// Xenoyia

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Re: [03/04/17] G11 Update #4
« Reply #1 on: April 03, 2017, 03:18:28 AM »
Removed the gym plugin, because this one outright crashes the server when you win the battle, that's fun!

Offline xP// XpanD

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Re: [03/04/17] G11 Update #4
« Reply #2 on: April 03, 2017, 07:13:14 AM »
WorldEdit WAS the issue before, I tested that extensively. However, the issues we had yesterday were unrelated to that. The reason we haven't hit the JVM cut-off point yet is because we keep catching it and rebooting before it gets too far over the shown limit. Will be interesting to see where this goes.

On a side note, testing locally seems a bit pointless. It definitely seems to be related to player count, as it goes up much faster with more people on.
« Last Edit: April 03, 2017, 07:14:24 AM by xP// XpanD »

 

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