Janmm14
- janmm14
- janmm14
- Europe/Berlin
- Yes
- No
On a multiplayer server, map data does not get garbage collected.
The server I am joining on is running spigot 1.8.8 behind bungeecord.
The server uses the plugin AnimatedFrames where I included a gif with about 800 frames, the plugin says its about 12270 maps (as its displayed on 15 frames, 5x3)
After leaving the server (fully) the map data seems to stay in memory. Its probably about 1 gb of data in that case, that does not get garbage collected even after visualvm forced garbage collection.
VisualVM Visual GC plugin says the memory increase is in the old gen (and the number of collections increaes after gc-forcing).
The memory sampler says the memory usage is in int arrays (int[]).
Here is the link to a heap dump after leaving the server and joining and leaving a singleplayer world afterwards: https://www.dropbox.com/s/tec777ijdd0e1mi/heapdump-1441868645031-minecraft-map-memleak-without-optifine.7z?dl=0
If you like to see a heap dump with Optifine HD_U_E2 (just left the server and joined a multiplayer server shortly afterwards): https://www.dropbox.com/s/63kdhvt89m3ar2l/heapdump-1441831031385-minecraft-map-memleak.7z?dl=0There does not seem to be a difference between using optifne and not using optifine.
The gif I used is this one (strechted by the plugin to 640x384): http://bit.ly/1Niy1EL
After joining and leaving a singleplayer world (joining another multiplayer does not change anything), the memory usage decreases about 200mb (works only once).
Rejoining the same server with so many map
s csuses the client to use up another gb of ram.Default texture pack used.
When I say maps, I mean the maps you can hold in your hands, the item.
When a client joins a multiplayer server, map data does not get garbage collected.Things I used, maybe irrelevant:
The server I am joining on is running spigot 1.8.8 behind bungeecord. The server uses the plugin AnimatedFrames where I included a gif with about 800 frames, the plugin says its about 12270 maps (as its displayed on 15 frames, 5x3). The gif I used is this one (strechted by the plugin to 640x384): http://bit.ly/1Niy1ELAfter leaving the server the map data seems to stay in memory. Its probably about 1 gb of data in that case, that does not get garbage collected even after visualvm forced garbage collection.
VisualVM Visual GC plugin says the memory increase is in the old gen (and the number of collections increaes after gc-forcing).
The memory sampler says the memory usage is in int arrays (int[]).Here is the link to a heap dump after leaving the server and joining and leaving a singleplayer world afterwards: https://www.dropbox.com/s/tec777ijdd0e1mi/heapdump-1441868645031-minecraft-map-memleak-without-optifine.7z?dl=0
After joining and leaving a singleplayer world (joining another multiplayer does not change anything), the memory usage decreases about 200mb (works only once).
Rejoining the same server with so many map data sent to the client causes the client to use up another gb of ram.
Default texture pack used.
When I say maps, I mean the maps you can hold in your hands, the item.
When a client joins a multiplayer server, map data does not get garbage collected.Things I used, maybe irrelevant:
The server I am joining on is running spigot 1.8.8 behind bungeecord. The server uses the plugin AnimatedFrames where I included a gif with about 800 frames, the plugin says its about 12270 maps (as its displayed on 15 frames, 5x3). The gif I used is this one (strechted by the plugin to 640x384): http://bit.ly/1Niy1ELAfter leaving the server the map data seems to stay in memory. Its probably about 1 gb of data in that case, that does not get garbage collected even after visualvm forced garbage collection.
VisualVM Visual GC plugin says the memory increase is in the old gen (and the number of collections increaes after gc-forcing).
The memory sampler says the memory usage is in int arrays (int[]).Here is the link to a heap dump after leaving the server and joining and leaving a singleplayer world afterwards: https://www.dropbox.com/s/tec777ijdd0e1mi/heapdump-1441868645031-minecraft-map-memleak-without-optifine.7z?dl=0
After joining and leaving a singleplayer world (joining another multiplayer does not change anything), the memory usage decreases about 200mb (works only once).
Rejoining the same server with so many map data sent to the client causes the client to use up another gb of ram.
Default texture pack used.
When I say maps, I mean the maps you can hold in your hands, the item.
When a client joins a multiplayer server, map data does not get garbage collected.After leaving the server the map data seems to stay in memory. Its probably about 1 gb of data in that case, that does not get garbage collected even after visualvm forced garbage collection.
VisualVM Visual GC plugin says the memory increase is in the old gen (and the number of collections increaes after gc-forcing).
The memory sampler says the memory usage is in int arrays (int[]).Here is the link to a heap dump after leaving the server and joining and leaving a singleplayer world afterwards: https://www.dropbox.com/s/tec777ijdd0e1mi/heapdump-1441868645031-minecraft-map-memleak-without-optifine.7z?dl=0
After joining and leaving a singleplayer world (joining another multiplayer does not change anything), the memory usage decreases about 200mb (works only once).
Rejoining the same server with so many map data sent to the client causes the client to use up another gb of ram.
Default texture pack used.
Things I used, maybe irrelevant:
The server I am joining on is running spigot 1.8.8 behind bungeecord. The server uses the plugin AnimatedFrames where I included a gif with about 800 frames, the plugin says its about 12270 maps (as its displayed on 15 frames, 5x3). The gif I used is this one (strechted by the plugin to 640x384): http://bit.ly/1Niy1EL
When I say maps, I mean the maps you can hold in your hands, the item.
When a client joins a multiplayer server, map datadoesnot get garbage collected.After leaving the server the map data seems to stay in memory. Its probably about 1 gb of data in that case, that does not get garbage collected even after visualvm forced garbage collection.
VisualVM Visual GC plugin says the memory increase is in the old gen (and the number of collections increaes after gc-forcing).
The memory sampler says the memory usage is in int arrays (int[]).Here is the link to a heap dump after leaving the server and joining and leaving a singleplayer world afterwards: https://www.dropbox.com/s/tec777ijdd0e1mi/heapdump-1441868645031-minecraft-map-memleak-without-optifine.7z?dl=0
After joining and leaving a singleplayer world (joining another multiplayer does not change anything), the memory usage decreases about 200mb (works only once).
Rejoining the same server with so many map data sent to the client causes the client to use up another gb of ram.
Default texture pack used.
Things I used, maybe irrelevant:
The server I am joining on is running spigot 1.8.8 behind bungeecord. The server uses the plugin AnimatedFrames where I included a gif with about 800 frames, the plugin says its about 12270 maps (as its displayed on 15 frames, 5x3). The gif I used is this one (strechted by the plugin to 640x384): http://bit.ly/1Niy1ELWhen I say maps, I mean the maps you can hold in your hands, the item.
When a client joins a multiplayer server, map data seems to not get garbage collected.After leaving the server the map data seems to stay in memory. Its probably about 1 gb of data in that case, that does not get garbage collected even after visualvm forced garbage collection.
VisualVM Visual GC plugin says the memory increase is in the old gen (and the number of collections increaes after gc-forcing).
The memory sampler says the memory usage is in int arrays (int[]).Here is the link to a heap dump after leaving the server and joining and leaving a singleplayer world afterwards (vanilla 1.8.8 Minecraft client): https://www.dropbox.com/s/tec777ijdd0e1mi/heapdump-1441868645031-minecraft-map-memleak-without-optifine.7z?dl=0
After joining and leaving a singleplayer world (joining another multiplayer does not change anything), the memory usage decreases about 200mb (works only once).
Rejoining the same server with so many map data sent to the client causes the client to use up another gb of ram.
Default texture pack used.
Things I used, maybe irrelevant:
The server I am joining on is running spigot 1.8.8 behind bungeecord. The server uses the plugin AnimatedFrames where I included a gif with about 800 frames, the plugin says its about 12270 maps (as its displayed on 15 frames, 5x3). The gif I used is this one (strechted by the plugin to 640x384): http://bit.ly/1Niy1EL
If I redirect the join of a featured server to my test server, I see the nametags I set for other players.
If I join via custom servers, minecraft shows the real name of the player instead.
Why do you limit certain stuff to fea
utred servers?If I redirect the join of a featured server to my test server, I see the nametags I set for other players.
If I join via custom servers, minecraft shows the real name of the player instead.
Why do you limit certain stuff to featured servers?
If I redirect the join of a featured server to my test server, I see the nametags I set for other players.
If I join via custom servers, minecraft shows the real name of the player instead.
Why do you limit certain stuff to featured servers?
If I redirect the join of a featured server to my test server, I see the nametags I set for other players.
If I join via custom servers, minecraft shows the real name of the player instead.
Why do you limit certain stuff to featured servers?
Mega_Spud, why do you explicitly disallow non-featured servers to use certain features of the protocol like these? This is something you should think about again!
Maybe the full error message could help...
I testet a bit and i can say, that it is a problem with especially this seed. Without a seed or with an other seed with the same settings it works. Also, changing game mode to survival or turning cheats off couldn't resolve the issue. Also turning cheats off and changing game mode to survival made nothing. It is a problem with the seed.
I really like this exploding and I hope this won't be changed.
Even with the default texture pack and the newest snapshot I can't see the experience bar. PLEASE REOPEN AND FIX THIS.
(I can see the hearts and my food level, so I'm not in creative mode. this happens in survival and adventure mode.
I can only confirm this. I currently test my first bukkit plugin on my local server and when i stop the server, and join any other server (can be the same) , the chat is not cleared and even the history (arrow up while typing) is still there.
But the chat will be cleared if you are kicked and then go to singleplayer.
this bug is not fixed in the newest snapshot
not fixed yet, but i can't edit it
I updated the description, removed mentines of optifine (as its clearly irrelevant). Also I put maybe irrelevant things I used as I got this error into an extra part and made things clearer. (I'm not a native english speaker)
Is there going to be any backport for this fix?
I just thought of adding a TinyEntityMove packet, which moves the entity inside 1/32 of a block with a precision of 1/32. This packet could be sent by the server if the entity is not moving much or not at all to get a higher precision. Or you could add a boolean to the existing packet for this.
Deprecation before removal would've been a good option here.
As the original issue got reopened, this can be closed.
Unfortunaly there is no 100%- complementary API for this available as others have alreay noted. The priority of this issue is wrong!
I would consider "looking bad" as bug and not as feature request
@Mustermaster1402
You can still request username history if you know his uuid.
And since the swap from names to uuids was 10 years ago there shouldn't be any database or other userdata storage which is solely based on names in 2022.
And you apparantly cannot read. In
WEB-13is was said that the parameter was removed INTENTIONALLY. You won't get it back.Edit: Also projects exist to use namemc as api like https://github.com/jaqobb/namemc-api so I really don't see the problem here.
Still an issue.
They should just remove showing the macOS version and done. Easy problem solved.