Tobias
- Deltadrone
- deltadrone
- Europe/Berlin
- Yes
- No
Contrary to what Tobias is saying, boats do not sync at all to clients that have entered them. At best the error remains small enough to have had no significant effect, yet.
williewillus: Up in the comments you can find a simple patch by me that keeps the client responsive to updates. It's so incredibly simple to make boats, well, work! A more comprehensive fix would be possible, but those few bytes are really all you need to make boats more than usable. Unfortunately such a patch needs to be remade for each version, which is why Mojang should fix it.
My server crashes a lot. I've submitted the issue myself. This is a real game braking bug. Bugs that cause the game to crash. This bug should have a high priority.
I get these errors, lots of them, when I'm discovering new parts of the world. It can even become so much that it never ends. I reached land and began walking around, it kept lagging and the server kept reporting that error. I solved it by logging out and logging back in on the server. I think fast traveling is causing it.
I suggest making chunk generation threaded and separate from the normal ticking of the game. The machine itself is not under heavy load. The latency is fine (one Linksys SE2800, gigabit switch) between the gigabit interfaces of the client and server.
The boat is also out of sync and I crash into land that I'm not even close to. The boat breaks by the coast but I, the player, end up where I, the client, think I was. The boat also keeps glitching, like microstuttering when I travel. It sometimes lags when I slow down and stop and then resume travel instantly or just dropping speed near to standing still or when I travel att full speed for longer periods.
Once it start complaining about "Can't keep up!", leaving the boat and going on foot doesn't solve it. It will keep warning as long as you travel.
This seems to be two issues combined. Boat gets out of sync and traveling far and fast causes chunk generation to clog up the server. The chunk generation should be run in separate threads, one thread for each chunk being generated.
I have a 8 core Avaton C2750 and the CPU is very cool (as if it was idle) but the server threads clog up with chunk generation.
I'm currently running 14w34b. I had the same problems in 14w32a.
Running it on FreeBSD 10.0-RELEASE (64-bit), OpenJDK 8 64-bit JRE and 8 GC threads as well as 4 GB of RAM allocated.
This seems to be easily reproducable. The devs should explore the world by traveling by boat really fast and see where the server spends its valuable time.
More threading should be a part of the solution, making the server scale better with multi CPU and multi CPU core enviroments, allowing large servers with lots of players.
This happens to me. The boat sometimes syncs and sometimes it runs into the shore and crashes. Riding by boat is very laggy and causes server overload. Fast traveling in general causes major overload.
I've updated to 14w34c.
I entered the nether and began traveling on foot to a fortress. Inside the fortress, I put up a new portal and went through it to the over world where I continued on foot and kept running until I found a jungle. The server had major problems with keeping up. I kept getting the warnings until I had patrolled a limited area. When ever I start running in a unexplored direction it lags really bad and the server keeps telling me that it can't keep up.
I'm playing 1.8 pre-release 1 and the leads break on my horses when I travel far away. I have to fence them in. All the leads drop to the ground and no animals are missing.
I used to be able to rely on leads keeping animals in place when I was far away but now I need to obtain much more wood to create large enough pen for all the animals.
I like to keep horses and donkeys outside pens for easy access since I use them for traveling.
Not sure if it's related but animals that usually teleport to you, such as wolves and cats, are unable to keep up because the chunks behind you are unloaded and the animals aren't teleported out as a clean-up measure. Any animals following a player that are supposed to teleport to the player should be teleported before the chunk is unloaded. The animals also tend to get stuck in water very easily and won't teleport while in the water if you walk too far away. Animals that are stuck at path finding get the same issue. It probably has something to do with the threaded AI not restoring to teleportation fast enough.
Chunks scheduled for unloading should be checked for animals in follow-mode and make sure that the AI thread teleports them as a cleanup measure. The AI isn't very good at water and dense forests, which is something that I can live with as long as the intended teleportation works the way it should. I often have to run back to make sure that the animal is able to catch up. Walking slow doesn't help, since they easily get stuck in leaves or ponds.
I'm still getting the error, even moving around and attacking enemies can result in the feeling that the server can't keep up but the error doesn't show up on the server. However, traveling on foot at high average speed for quite some time will result in the same error. So any kind of traveling will make it happen. I do not think that Minecraft server can put a Intel Avaton C2750 to its knees, which is my first thought. The C2750 should be more than enough to run Minecraft server, since there's no graphics involved. I has 8 cores so there's no problem in getting enough time to run the threads. I'm running 1.8-pre2 in FreeBSD 10.0 and OpenJDK 8 64-bit JRE.
I'm running the server with the following command arguements:
java -d64 -server -Xmx8G -Xms4G \
-Xincgc \
-XX:+CMSIncrementalMode \
-XX:+UseConcMarkSweepGC \
-XX:+DisableExplicitGC \
-XX:+UseParNewGC \
-XX:ParallelGCThreads=6 \
-XX:+AggressiveOpts \
-XX:CompileThreshold=1500 \
-XX:TargetSurvivorRatio=90 \
-XX:MaxTenuringThreshold=15 \
-XX:+UseGCOverheadLimit \
-XX:+UseBiasedLocking \
-XX:UseSSE=42 \
-XX:+UseStringCache \
-XX:+OptimizeStringConcat \
-XX:+UseFastAccessorMethods \
-XX:+AggressiveOpts \
-jar minecraft_server.1.8-pre2.jar nogui
(I've tried to run it without most arguments, I've found these hints for arguments around the web on on this bug reporting forum, in a comment regarding optimal arguments and RAM usage, there's a slight improvement but it still shows up)
Okay, so I've checked CPU use and the server uses several percent when nobody is on the server.
When I log in and stand still inside my desert cave, CPU use goes between 15% to 21%. I heard a spider just now and I have a few animals outside, 6 chickens, 2 sheep and 2 pigs.
The server should be paused when nobody is online and CPU use is just too high for one player.
Here is some benchmarks for the CPU I have: http://www.servethehome.com/Server-detail/intel-atom-c2750-8-core-avoton-rangeley-benchmarks-fast-power/
How in the hell does it use up to 21% for one player? I run Minecraft as normal user in the system and there are lots of Java threads but only one is using the CPU, the others use less than 0.5% of time compared to the major Java thread.
I'm also running a different OS and JRE than the original reporter, however, we see similar problems. I would understand that my CPU can't handle as much as an equally new Xeon but this doesn't feel right.
I've had villages covered in craters from this while I've been a few chunks away. All my iron golems were dead and houses had big holes in them and villagers were walking around in deep craters.
What operating system are you running?
What Java Runtime Enviroment are you using?
Which Java Virtual Machine arguments are you using?
What processor, how much RAM and what graphics card do you have?
What are your settings in the Minecraft video settings menu?
Is the world you're playing a world that was created prior to 1.8?
In that case, could it be that the world format conversion has caused problems?
Fill in more information and elaborate your ticket. Low framerate is not "lag" and do not write in all upper case letters, be more descriptive.
Attach a screenshot from inside the game and have the debug info open in the game.
I have some small stripes of plains or forest in my deserts or along the borders of rivers. No plains or forest biomes nearby.
Was the world created before 1.8 (like 1.7.x) or is it fresh?