Servers are using way too much bandwidth
I've set up a server to work on a project together with my friends, and recently I did a big cleanup for the 1.14 release starting in a completely fresh world, but importing builds from the previous map with structure blocks, about a 90 of them.
After a while of working in that new map, a friend noticed his connection started to lag a lot, and we discovered that the server was drawing about 5,5 Mb/s with just 2 people online, resulting in an idle RX of about 3,3k on both the clients. This persisted even after multiple relogs and restarts.
We tried to reproduce this issue on another fresh world, with gamerules like mobspawning and random ticks off, just like the world we noticed the problem in. We loaded the same datapack, as it contained functions on tick, and started loading structures and causing a lot of block-updates with explosions and fill commands, but while the idle RX went up a bit from 50 on a completely fresh world (with the ticked functions on) to 150 after we stress-tested for a while, it wasn't even close to the 3,3k we say earlier.
I don't know what causes the high RX, but it might have to do with the structures. I don't think the commands are the problem, as they mostly just access scoreboards and don't change a lot of blocks.
I really hope this can be resolved, as this makes it nearly impossible for my friend to play, as his internet connection isn't very good.
EDIT: The problem disappeared just after making this bug-report, but I still think it should be looked into.
EDIT 2: It reappeared, but I don't know what caused it to come back.
EDIT 3: The problem has now been gone again for a while. Once again, we don't know what caused this.
Environment
Windows 10 Pro 1809
Java 10.0.2
Server and Clients Vanilla 1.14.X
One client is on the same machine as the server, the other at my friend, geographically close.
FX-8350
16gb Generic DDR3-1600 Dual Channel
RX-580 8g Nitro
Created Issue:
Servers are using way too much bandwidth
I've set up a server to work on a project together with my friends, and recently I did a big cleanup for the 1.14 release starting in a completely fresh world, but importing builds from the previous map with structure blocks, about a 90 of them.
After a while of working in that new map, a friend noticed his connection started to lag a lot, and we discovered that the server was drawing about 5,5 Mb/s with just 2 people online, resulting in an idle RX of about 3,3k on both the clients. This persisted even after multiple relogs, restarts.
We tried to reproduce this issue on another fresh world, with gamerules like mobspawning and random ticks off, just like the world we noticed the problem in. We loaded the same datapack, as it contained functions on tick, and started loading structures and causing a lot of block-updates with explosions and fill commands, but while the idle RX went up a bit from 50 on a completely fresh world (with the ticked functions on) to 150 after we stress-tested for a while, it wasn't even close to the 3,3k we say earlier.
I don't know what causes the high RX, but it might have to do with the structures. I don't think the commands are the problem, as they mostly just access scoreboards and don't change a lot of blocks.
I really hope this can be resolved, as this makes it nearly impossible for my friend to play, as his internet connection isn't very good.
Environment
Windows 10 Pro 1809
Java 10.0.2
Server and Clients Vanilla 1.14FX-8350
8gb Generic DDR3-1600 Dual Channel
RX-580 8g Nitro
I've set up a server to work on a project together with my friends, and recently I did a big cleanup for the 1.14 release starting in a completely fresh world, but importing builds from the previous map with structure blocks, about a 90 of them.
After a while of working in that new map, a friend noticed his connection started to lag a lot, and we discovered that the server was drawing about 5,5 Mb/s with just 2 people online, resulting in an idle RX of about 3,3k on both the clients. This persisted even after multiple relogs, restarts.
We tried to reproduce this issue on another fresh world, with gamerules like mobspawning and random ticks off, just like the world we noticed the problem in. We loaded the same datapack, as it contained functions on tick, and started loading structures and causing a lot of block-updates with explosions and fill commands, but while the idle RX went up a bit from 50 on a completely fresh world (with the ticked functions on) to 150 after we stress-tested for a while, it wasn't even close to the 3,3k we say earlier.
I don't know what causes the high RX, but it might have to do with the structures. I don't think the commands are the problem, as they mostly just access scoreboards and don't change a lot of blocks.
I really hope this can be resolved, as this makes it nearly impossible for my friend to play, as his internet connection isn't very good.
EDIT: The problem dissapeared just after making this bug-report, but I still think it should be looked into.
I've set up a server to work on a project together with my friends, and recently I did a big cleanup for the 1.14 release starting in a completely fresh world, but importing builds from the previous map with structure blocks, about a 90 of them.
After a while of working in that new map, a friend noticed his connection started to lag a lot, and we discovered that the server was drawing about 5,5 Mb/s with just 2 people online, resulting in an idle RX of about 3,3k on both the clients. This persisted even after multiple relogs, restarts.
We tried to reproduce this issue on another fresh world, with gamerules like mobspawning and random ticks off, just like the world we noticed the problem in. We loaded the same datapack, as it contained functions on tick, and started loading structures and causing a lot of block-updates with explosions and fill commands, but while the idle RX went up a bit from 50 on a completely fresh world (with the ticked functions on) to 150 after we stress-tested for a while, it wasn't even close to the 3,3k we say earlier.
I don't know what causes the high RX, but it might have to do with the structures. I don't think the commands are the problem, as they mostly just access scoreboards and don't change a lot of blocks.
I really hope this can be resolved, as this makes it nearly impossible for my friend to play, as his internet connection isn't very good.
EDIT: The problem dissapeared just after making this bug-report, but I still think it should be looked into.
I've set up a server to work on a project together with my friends, and recently I did a big cleanup for the 1.14 release starting in a completely fresh world, but importing builds from the previous map with structure blocks, about a 90 of them.
After a while of working in that new map, a friend noticed his connection started to lag a lot, and we discovered that the server was drawing about 5,5 Mb/s with just 2 people online, resulting in an idle RX of about 3,3k on both the clients. This persisted even after multiple relogs, restarts.
We tried to reproduce this issue on another fresh world, with gamerules like mobspawning and random ticks off, just like the world we noticed the problem in. We loaded the same datapack, as it contained functions on tick, and started loading structures and causing a lot of block-updates with explosions and fill commands, but while the idle RX went up a bit from 50 on a completely fresh world (with the ticked functions on) to 150 after we stress-tested for a while, it wasn't even close to the 3,3k we say earlier.
I don't know what causes the high RX, but it might have to do with the structures. I don't think the commands are the problem, as they mostly just access scoreboards and don't change a lot of blocks.
I really hope this can be resolved, as this makes it nearly impossible for my friend to play, as his internet connection isn't very good.
EDIT: The problem dissapeared just after making this bug-report, but I still think it should be looked into.
EDIT 2: It reappeared, but I don't know what caused it to come back.
I've set up a server to work on a project together with my friends, and recently I did a big cleanup for the 1.14 release starting in a completely fresh world, but importing builds from the previous map with structure blocks, about a 90 of them.
After a while of working in that new map, a friend noticed his connection started to lag a lot, and we discovered that the server was drawing about 5,5 Mb/s with just 2 people online, resulting in an idle RX of about 3,3k on both the clients. This persisted even after multiple relogs
,restarts.We tried to reproduce this issue on another fresh world, with gamerules like mobspawning and random ticks off, just like the world we noticed the problem in. We loaded the same datapack, as it contained functions on tick, and started loading structures and causing a lot of block-updates with explosions and fill commands, but while the idle RX went up a bit from 50 on a completely fresh world (with the ticked functions on) to 150 after we stress-tested for a while, it wasn't even close to the 3,3k we say earlier.
I don't know what causes the high RX, but it might have to do with the structures. I don't think the commands are the problem, as they mostly just access scoreboards and don't change a lot of blocks.
I really hope this can be resolved, as this makes it nearly impossible for my friend to play, as his internet connection isn't very good.
EDIT: The problem dissapeared just after making this bug-report, but I still think it should be looked into.
EDIT 2: It reappeared, but I don't know what caused it to come back.I've set up a server to work on a project together with my friends, and recently I did a big cleanup for the 1.14 release starting in a completely fresh world, but importing builds from the previous map with structure blocks, about a 90 of them.
After a while of working in that new map, a friend noticed his connection started to lag a lot, and we discovered that the server was drawing about 5,5 Mb/s with just 2 people online, resulting in an idle RX of about 3,3k on both the clients. This persisted even after multiple relogs and restarts.
We tried to reproduce this issue on another fresh world, with gamerules like mobspawning and random ticks off, just like the world we noticed the problem in. We loaded the same datapack, as it contained functions on tick, and started loading structures and causing a lot of block-updates with explosions and fill commands, but while the idle RX went up a bit from 50 on a completely fresh world (with the ticked functions on) to 150 after we stress-tested for a while, it wasn't even close to the 3,3k we say earlier.
I don't know what causes the high RX, but it might have to do with the structures. I don't think the commands are the problem, as they mostly just access scoreboards and don't change a lot of blocks.
I really hope this can be resolved, as this makes it nearly impossible for my friend to play, as his internet connection isn't very good.
EDIT: The problem dissapeared just after making this bug-report, but I still think it should be looked into.
EDIT 2: It reappeared, but I don't know what caused it to come back.
Windows 10 Pro 1809
Java 10.0.2
Server and Clients Vanilla 1.14
One client is on the same machine as the server, the other at my friend, geographically close.FX-8350
8gb Generic DDR3-1600 Dual Channel
RX-580 8g Nitro
I've set up a server to work on a project together with my friends, and recently I did a big cleanup for the 1.14 release starting in a completely fresh world, but importing builds from the previous map with structure blocks, about a 90 of them.
After a while of working in that new map, a friend noticed his connection started to lag a lot, and we discovered that the server was drawing about 5,5 Mb/s with just 2 people online, resulting in an idle RX of about 3,3k on both the clients. This persisted even after multiple relogs and restarts.
We tried to reproduce this issue on another fresh world, with gamerules like mobspawning and random ticks off, just like the world we noticed the problem in. We loaded the same datapack, as it contained functions on tick, and started loading structures and causing a lot of block-updates with explosions and fill commands, but while the idle RX went up a bit from 50 on a completely fresh world (with the ticked functions on) to 150 after we stress-tested for a while, it wasn't even close to the 3,3k we say earlier.
I don't know what causes the high RX, but it might have to do with the structures. I don't think the commands are the problem, as they mostly just access scoreboards and don't change a lot of blocks.
I really hope this can be resolved, as this makes it nearly impossible for my friend to play, as his internet connection isn't very good.
EDIT: The problem dis
sapeared just after making this bug-report, but I still think it should be looked into.
EDIT 2: It reappeared, but I don't know what caused it to come back.I've set up a server to work on a project together with my friends, and recently I did a big cleanup for the 1.14 release starting in a completely fresh world, but importing builds from the previous map with structure blocks, about a 90 of them.
After a while of working in that new map, a friend noticed his connection started to lag a lot, and we discovered that the server was drawing about 5,5 Mb/s with just 2 people online, resulting in an idle RX of about 3,3k on both the clients. This persisted even after multiple relogs and restarts.
We tried to reproduce this issue on another fresh world, with gamerules like mobspawning and random ticks off, just like the world we noticed the problem in. We loaded the same datapack, as it contained functions on tick, and started loading structures and causing a lot of block-updates with explosions and fill commands, but while the idle RX went up a bit from 50 on a completely fresh world (with the ticked functions on) to 150 after we stress-tested for a while, it wasn't even close to the 3,3k we say earlier.
I don't know what causes the high RX, but it might have to do with the structures. I don't think the commands are the problem, as they mostly just access scoreboards and don't change a lot of blocks.
I really hope this can be resolved, as this makes it nearly impossible for my friend to play, as his internet connection isn't very good.
EDIT: The problem disappeared just after making this bug-report, but I still think it should be looked into.
EDIT 2: It reappeared, but I don't know what caused it to come back.
EDIT 3: The problem has now been gone again for a while. Once again, we don't know what caused this.
Windows 10 Pro 1809
Java 10.0.2
Server and Clients Vanilla 1.14
One client is on the same machine as the server, the other at my friend, geographically close.FX-8350
8gb Generic DDR3-1600 Dual Channel
RX-580 8g NitroWindows 10 Pro 1809
Java 10.0.2
Server and Clients Vanilla 1.14
One client is on the same machine as the server, the other at my friend, geographically close.FX-8350
16gb Generic DDR3-1600 Dual Channel
RX-580 8g Nitro
Windows 10 Pro 1809
Java 10.0.2
Server and Clients Vanilla 1.14.X
One client is on the same machine as the server, the other at my friend, geographically close.FX-8350
16gb Generic DDR3-1600 Dual Channel
RX-580 8g Nitro
I noticed you have a very high RX value of 4000+. I tried to figure out, that's why I downloaded your map, The RX value went back to a "normal" value after removing all the 400 entities in your area. There is another ticket reporting a high RX value in here: MC-149396.
In the logs, this line is recurring:
[Client thread/WARN]: Received passengers for unknown entity
Could you tell what's your RX value under the "vanilla Server" row in F3 mode when this occurs? Ticket MC-149396 is reporting high RX values and this massive amount of packets could cause your connection to forcibly end up.







You need to zip up your world and post it somewhere so they can test
I've added the map. It's a minigame were working on.
Even singleplayer, hitting the F3 screen I can see a very high rx rate, only in the overworld comparatively to the Nether or End.
1.13 got a bit higher than 1.12 overall, but this really takes the cake. And you can see this is present in the 1.14.1 Prerelease 1. Maybe it's worth checking to see if you copy the map into another dimension and have only that one dimension loaded - does it still have an issue?
[Edit] I mentioned something similar in regards to this on
MC-38565. Many data connections, especially on budget-oriented plans or rural areas (especially true here in the US) cannot handle these kind of packet transfers. So, you'll frequently get disconnected if your connection is suffering at all, when doing things like watching Netflix is done without any issue.MC-151025is giving a map where RX is higher than 4000. It appears that the high RX value is caused by the high number of mobs (400) in the area.There are a lot of entities in this map as well, a few area effect clouds (with a radius of 0) and about 150 item frames. These, however, shouldn't do anything, as they don't have an AI, and don't have a hitbox either.
Make a backup of your world and try to kill all the entities to see if it makes a big difference.
I just did some testing in a superflat world with just a layer of air.
Made a platform of grass. Spawned in some passive mobs. Both 1.14.1 Pre-1, and 1.13.2
What I've found is that mobs are 2-3 times more... update-y? the rx packets are 2-3 times higher, per mob. Fish are especially bad, as a single pack of 7 cod or salmon can put 150+ rx to the count. 7 Villagers? About 40 rx. Most of the passive mobs, spawning in 7 at a time, will hover around 50-70 rx, with turtles coming in around 10 rx.
I had some time for more testing. 1.14.1 Pre-2 has more lag in FPS AND in rx by a considerable margin.
Roughly the same number of entities, a mix of both hostile and passive. Even with just hostile, or just passive, the numbers still correlate. Now imagine a server with over 100 players. This is the ONLY platform, and the only place where blocks exist and can update. With no mobs, this small platform puts out about 10 rx, so I have a feeling block updates over larger render distance can be part of the issue as well.
I understand a number of fixes have went into getting the client to be a lot more proactive, but the fixes I think may have contributed to many more frequent updates occurring server-side that want to immediately push their way to the client.
Mitsync Are you still experiencing this issue in 1.14.2?
I have indeed seen this happen a few times in the newest versions (1.14.1 and .2). It doesn't happen as often now, but it is still a thing.
1.14.4 Pre-7 is even worse now. Loaded world, waited a few minutes, and over 2K rx?
I literally did nothing but stand there. Started around 700, jumped around a bit. This is really bad for people on metered connections, server owners and hosting companies that share connections with other servers, anyone with a slow connection (read: the entirety of the rural US) or even moderate connections. This is the primary reason for issues like
MC-38565, because this high amount of data can cause bufferbloat issues at either end.@Aaron Atkins Is this a new world? Can you post the seed and your view distance?
Just to inform everyone here, I have yet to see this issue on 1.14.4, so I don't yet have a debug report of the problem occuring. They didn't mention fixing it though, so we'll have to see.
Yes, it was a brand new world. Seed: 853413651320
2019-07-24_10-22-48_4 vs 7.zip
I'll keep things updated when I get a chance later tonight to see if it happens with 1.14.4 and see if I can't run the debug.
Oh, View Distance is 14.
So... I didn't get a jump up to 2k but there are still periods where it will spike up.
1600 rx
debug-report-2019-07-24_22.28.06.zip
down to 320 rx
debug-report-2019-07-24_22.30.01.zip
up to 1000 rx
debug-report-2019-07-24_22.30.23.zip
up to 1600 rx again
debug-report-2019-07-24_22.32.20.zip
Mind you, this is just loading the world and just sitting there doing nothing. Imagine if I had a house, a farm, maybe some redstone. If this were a server somewhere, there would be the possibility of bufferbloat from these random spikes in data, causing the data to stop transferring. This could be at the server, at the client, or at one of the possibly thousands of nodes in between. And then you have this data multiplied by the number of players on the server. Often it will feel like I'm not playing Minecraft; instead I'm playing Connect To A Minecraft Server.
anchor
I realize that this is probably not going to get much more attention, and that this is also pretty late, but I just recently caught it on 1.14.4.
debug-report-2019-09-17_19.41.48.zip
If this still is an issue, please let us know.