Inactive [FIX/ADMN] NoLagg v1.88.1 - Prevent common lag causes on your server [2338]

Discussion in 'Inactive/Unsupported Plugins' started by bergerkiller, Sep 17, 2011.

  1. Offline

    bergerkiller

    I had already made this plugin before after having a major lag issue. (lots of torches being filled, turned into items, lag for 20 minutes) It also works for 1060.

    Some feature ideas are taken over from PerformanceTweaks by @LexManos so some credit goes to him. Code, however, written from scratch by me. :)

    Important:

    If you get a warning message [NoLagg TLN] followed up with a stack trace in the log, this has to do with the main thread not having responded within 10 seconds. When a plugin takes more than this time to enable, it will show that. The warning is NOT an error and is no bug, and not a bug related to NoLagg. To disable this feature, disable 'threadlocknotifier' in the config.yml. This feature is mainly intended to notify you what plugin is causing the server to freeze, may it ever happen. It is used to debug plugins in general, as they may get stuck for whatever reason.

    NoLagg's features in a nutshell

    Description

    Prevent lag caused by many items

    Every time an item gets spawned, it is buffered per chunk. For example, you spawn 30 items using Q and the maximum allowed items per chunk is 20, then the 10 remaining items are not spawned. They are spawned as soon the item count in this chunk is < 20 again.

    Read more...

    Form item stacks - fully automatically

    Whenever two or more (configurable) items or experience orbs get near each other, they form a single stack of that item type. If someone drops 64 dirt blocks on the ground using Q, it will show a single item of 64 dirt instead.

    Read more...

    Prevent lag caused by TNT

    This plugin takes over tnt ignition caused by explosions. When exploding stacks of tnt, it does not rush all tnts into a single tick, but detonate them nicely in sync. This results in pretty awesome fireworks. :)

    Read more...

    Prevent lag caused by lighting glitches

    Whenever a new chunk is generated, it's lighting information is generated and all nearby players receive the updated chunk data. If the auto-method fails, you can use /nolagg fix to do it manually. This fixing fixes, for example, dark spots in and around caves lagging the client.

    Read more...

    Set entity spawn limits

    You can set a spawn limit on virtually every entity in the game. From mobs to items to TNT. Only thing being excluded is Players, since I can't simply kick someone 'like that'. :)
    Note: It removes already spawned entities too. So, if you want to keep your animals alive, don't set mob or animal limits, or it will possibly clear your farm animals. (or you can disable the spawn limiter all together)

    I recommend finding an alternative plugin for this instead. Removing entities after they are spawned causes more lag than it prevents!

    Global auto-saver

    Since asynchronous chunk saving is now implemented internally, it is no longer a problem to save entire worlds frequently. You can set auto-save intervals in the configuration. If used with an interval higher than 400 ticks (20 seconds) it will use a scheduled task instead of the internal saver to prevent chunks never getting saved. Another benefit is that player information is also auto-saved, preventing your players losing their inventory state.

    New chunk sending mechanics

    Instead of loading chunks all around the player, the player direction is used to load the visible chunks first. This means that players can expect chunks in front of them to load quickly, while chunks on the sides take a bit longer to appear. When the player looks into another direction, the direction changes and thus the new visible chunks get loaded first. Only if all chunks ahead of the player are loaded, chunks around the player are sent. This all can be configured using a simple minimum and maximum sending rate.

    Read more...

    Examining the server tick rate

    If you encounter very low tick rates and you want to find out what plugin is causing it, you can use the examine component to find it out. It comes with a graphic viewer, which makes bug tracking the easiest thing ever.

    Read more...

    Prevent cross-thread access for events

    As it seems, some plugins don't follow the rules and use Bukkit methods in another thread. This plugin will notify you and cancel if possible whenever this happens so other plugins understand their mistake. If you encounter a lot of spam in the console, first check the stack trace for the plugin that caused the error. Report this error to the author or remove the plugin, if you have questions you are free to ask.



    Configuration (on BukkitDev)

    Commands and Permissions (on BukkitDev)

    Synchronized code accessed by another thread? (BukkitDev)



    Media



    Video by brandcool86


    FAQ

    - Help I experience missing chunks
    If you are using Spout, don't use Reloads. This is also the reason why Spout added a warning when a player tries to reload the server. Not using Spout, then it's a bug which you can report.

    - Can this plugin be used with PTweaks
    (this message was really old...) Yes, they are compatible, but if certain features overlap, make sure you disable these features in either plugin.

    - I get a warning about the async auto save and interval. Wat do?
    Change the autoSaveInterval value in the configuration to a value higher than 400, like 600. The warning is to prevent endless autosaves to occur, clogging up CPU.

    - I have experienced CPU usage
    CPU usage is not the same as lag. NoLagg uses multiple (2-3) extra threads to prevent tick and network lag. If a lot has to be done, it does this quicker, but this takes more CPU obviously.

    - I have lag when using NoLagg
    See also the FAQ above. Explain what type of lag you have: tick lag, client lag, network lag and/or 'block placement' lag. You can use /nolagg monitor to check the tick rate. If this is normal (>15), then you have network lag. Client lag is when the FPS drops. Block placement lag is lag when the tick rate is normal and other network messages, like chat, are instant.

    - WorldEdit causes lag...
    YES because it is unsafe to take over the main thread while another plugin is having hold over it. I can try fixing this, but it could ultimately lead to some serious concurrency exceptions. Don't expect this to be implemented very soon...

    - Do spawn limits interfere with mob-spawning plugins like MobArena?
    No, it does not. It only limits mobs spawned by 'nature': all custom creature spawns are ignored throughout the run of the plugin. Only after you reload will it lose track of these entities and will it remove custom-spawned mobs. If you use MobArena, be sure nothing is going on when you reload the server.

    - Does item stacking interfere with Showcase or BleedingMobs?
    It supports Showcase and ShowcaseStandalone entirely. (showcased items are completely ignored at all times) The same applies to the 'particles' created by the BleedingMobs plugin. Know of a plugin where it stacks items which should not be stacked? Post the plugin name so I can add support. You are an owner and want to add support? Only having a function in your plugin to check if an item is 'ignored' is enough.

    - Can this plugin be used with Chunk Manager
    If you want to use the Chunk Manager with Nolagg, disable the chunk sending of Nolagg first. If you don't do that, this plugin will do that by itself and send a warning in the log. Of course, compare the results first. :)

    - What are the best settings if I have a lot of RAM memory?
    This plugin does not deal with reduced RAM memory. If I could, I would, but you simply can't reduce the amount of memory Java uses. This data is locked and secured, so I can't simply throw away bits of data or write and read data from/to disk. Any plugin claiming to reduce RAM usage on a server, is probably 'garbage collecting'. This fakes having less RAM usage by removing unused data, but Java does this by itself as well once it hits a certain limit. All these plugins will do is make the Garbage Collector run in overdrive, which will only kill your tick rate and/or CPU speeds. A bad thing.

    - I get a lot of 'Synchronized code accessed from another thread' errors
    Find out what plugin is acting up by inspecting the stack trace. If the plugin that causes this is inactive, all you can do is wait for a refurnished version or someone to fix it for you, or use an alternative plugin. If it's still under development, notify the author of this, it IS an error caused by that plugin. If you can't find out the cause, PM me or post in this thread.


    Before you begin writing a lag issue

    This is very important, just posting a 'it causuz lagz und shitz' won't do, won't help and I won't be able to help you any further either. Question is if I even want to help you, if you post such a message without anything worth looking at. Things to include in your message:
    - Errors in the log if possible
    - What CB version you use and what NoLagg version you use
    - When this lag occurs. Tick rate drop in general?
    - The configuration you used when running this plugin
    - What type of lag if applicable. Options are: tick lag, client lag, network lag (see above)

    Important links

    NoLagg Download page and others at Dev Bukkit
    View the source code of NoLagg at GitHub

    Use an archive extracting program (WinRar, WinZip) to open the archive.

    TODO-list:
    - Add option to disable physics when the tick delay becomes too high

    Changelog

    Show your appreciation for my plugins by donating
    [​IMG]
     
  2. Offline

    Puremin0rez

    I came across a really strange issue today that is a little... strange...

    I installed NoLagg last night and all was (and still is) working great.

    However... whenever a storm happens on the server, continuous lightning will keep hitting 0,0 (which is where our Spawn is)

    Here's a screenshot just for laughs
    [​IMG]

    but yeah... Can anyone tell me why this is happening?

    Thank you.
     
  3. Offline

    shanko

    Hello!

    I disabled useEntitySpawnLimits: false
    but no mobs are spawning in my Mob Arena still x.x any help?
     
  4. Offline

    Averus

    thank you for ExamReader its realy waste of time, i have 10 tick/sec in all 500 ticks monitoring
    ExamReader show me:
    http://minus.com/mt9kquhfe
     
  5. Offline

    illusive101

    Anyone have packet compression tips for a dedicated server running two minecraft servers from it? (with about 150 players on each at any given time, packet compression seems to be around 50% on one server, and 100% on the other...)

    Curious if this is what is causing such unstable performance in the servers :(
     
  6. Offline

    Puremin0rez

    I've also been having a transperent chunk issue on my client, my other users are experiencing too but not in the same spots. Soon as you walk on it, it goes to normal.

    Is there anything I can configure in NoLagg to resolve this? thank you.

    [​IMG]
     
  7. Offline

    Greylocke

    I've seen that happen when the Max Chunk Sending Rate is turned up too high. The clients just can't handle the chunks coming in that fast. I've found that anything more than 5 and you start seeing this. There's probably a good reason that bergerkiller has the default at 4.

    Try turning down your sending rate and see what happens. (ofc, make sure you're on the current version of NoLagg)
     
  8. Offline

    Puremin0rez

    Mine is currently at 4 but I'll turn it down to 3 and see if it fixes it.

    Thanks!

    Edit: Oh god it made it worse LOL

    [​IMG]
     
  9. Offline

    ledhead900

    bergerkiller

    You know anything about this error ?
    Code:
    2012-02-27 14:37:41 [WARNING] Failed to handle packet: java.lang.IndexOutOfBoundsException: Index: 78, Size: 45
    java.lang.IndexOutOfBoundsException: Index: 78, Size: 45 
    at java.util.ArrayList.rangeCheck(Unknown Source) 
    at java.util.ArrayList.get(Unknown Source) 
    at net.minecraft.server.Container.a(SourceFile:128) 
    at org.getspout.spout.SpoutNetServerHandler.handleInventoryClick(SpoutNetServerHandler.java:451) 
    at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:392) 
    at net.minecraft.server.Packet102WindowClick.handle(SourceFile:28) 
    at net.minecraft.server.NetworkManager.b(NetworkManager.java:226) 
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:100) 
    at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:552) 
    at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) 
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:537) 
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:435) 
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) 
     
  10. Offline

    bergerkiller

    @PureminOrez I have it at 2 chunks/tick and it works just fine, not sure why 3 is worse than 4 though. (maybe it has to be a multiple of 2?)

    ledhead900 No, I have no idea, but it might be useful to report this to the spout team dev as well, maybe they know what is going on. I kind of think a hacked client tried to crash your server by sending a 'inventory click' packet with an invalid index. (maybe something the CraftBukkit team has to add a check against?)

    Averus Well then you know it is not one of the monitored items, but something else. Do you use any plugins that:
    - Changes entities
    - Changes block behaviour
    Because I can't monitor those. And, come on, how old are you? A 'waste of time'? Go script something yourself and I'll tell you what a waste of time is! (just returning the favour of being unkind)
     
  11. Offline

    Puremin0rez

    bergerkiller

    Setting it to exactly 2.0 fixed it completly. Thank you! 2.1 caused it, 2.5 caused it, 3.0 caused it, but now it's fixed.

    You may be right with the multiples.
     
  12. Offline

    rtcabooservb

    I'm running mine at 5.0 and I don't seem to have it.
     
  13. Offline

    shanko

    hey I finally got mobs working again mob arena, wasnt a problem with this plugin!!!

    Also this is working amazing :D
     
  14. Offline

    bergerkiller

    I am subdividing NoLagg into multiple smaller plugins to keep the healthy bits alive when the 'root' fails. I have mechanically removed the TNT handler and chunk sending feature, which are now in separate plugins, which DO NOT require the main NoLagg to function. They are called NoLaggChunks and NoLaggTNT.jar.

    This, because I feel that most other features will prove worthless fairly soon. Entity limiting, for example. Item stacking and buffering per chunk will be the final thing I separate, then I will upload the new version.

    This means that the only things I feel are 'unhealthy' (chunk unload delay, lighting fixing, other?) will reside in the main plugin (NoLagg) until I find a suitable replacement plugin for those things.

    This all in an attempt to provide improved compatibility for newer builds, reduce the amount of loaded classes, make it easier to disable parts of the plugin and for bug tracking purposes.

    EDIT

    I am keeping item stacking/buffering in the main for now, since it heavily relies on the chunk meta bit. It's hard to replace that with something else.
     
  15. Offline

    Puremin0rez

    When it tells you to raise the sending threads if you use Orebfuscator, does it mean in the Orebfuscator config or the NoLagg config?

    Thanks again for the great plugin.

    Edit: Also, not sure if intentional, but if you use NoLagg.jar and NoLaggChunks.jar it'll still ask for the TNT jar even if I don't want it.

    Edit: Edit: This is spamming the top of my Chunk folder config
    Code:
    # The minimum chunk sending rate (chunks/tick)
    # The minimum chunk sending rate (chunks/tick)
    # The minimum chunk sending rate (chunks/tick)
    # The minimum chunk sending rate (chunks/tick)
    # The minimum chunk sending rate (chunks/tick)
    # The minimum chunk sending rate (chunks/tick)
    # The minimum chunk sending rate (chunks/tick)
    # The minimum chunk sending rate (chunks/tick)
    
     
  16. Offline

    bergerkiller

    Puremin0rez I'll look into it real quick...
    EDIT Fixed all three issues...

    And yes, if you use Orebfuscator, you may have to use up to 5 sending threads, since it has to do some heavy lifting. It depends on how many players you have, and if you use caching you probably don't need as much.
     
  17. Offline

    ensirius

    Dont know how,but tryed use NoLagg at moded bukkit server ( ic2+bc)..default config. After 1-2 min all users says that blocks dont drop.. switched off.
     
  18. Offline

    bergerkiller

    ensirius How do you mean 'blocks drop'? Do you mean sand falling? Because disabling the spawn limits can possibly prevent that.
     
  19. Offline

    Averus

    [WARNING] Could not properly handle event ITEM_SPAWN
    [WARNING] Could not properly handle event BLOCK_PHYSICS

    no lagggggggggg ALL OPTIONS OFF !!!! you dont need handle anythng
     
  20. Offline

    bergerkiller

    Averus full error please?
     
  21. Offline

    Averus

    its by plugins but ALL options off why you still handle this...
     
  22. Offline

    bergerkiller

    Averus SERIOUSLY what is the error?
    And now let's explain in my terms why I still handle this.

    - The block_physics event is still handled because it has to check for certain settings to be enabled and act accordingly
    - The Item_spawn is still handled for the same reason, and to update some internal information, such as item buffering. This setting node is behind the chunk meta data, which has to be obtained first.

    Why do you think I separated TNT and chunks? All other features rely on chunk and world meta data information, thus it has to obtain these things first before doing anything else. Obtaining it is pretty much instant.

    And, honestly, I don't think you will be able to understand 'why I still handle this' because you have no idea what it is that I handle. Unless you understand Java and the event system, I don't think I can explain it to you.

    Code:
        @EventHandler(priority = EventPriority.LOWEST)
        public void onItemSpawn(ItemSpawnEvent event) {
            if (!ThreadCheck.check("")) return;
            if (event.isCancelled()) return;
            if (NoLagg.useSpawnLimits) {
                PerformanceMonitor.entitySpawnLimit.start();
                if (!SpawnHandler.getEntityLimits(event.getEntity()).canSpawn()) {
                    event.setCancelled(true);
                }
                PerformanceMonitor.entitySpawnLimit.next();
            }
            if (!event.isCancelled()) {
                if (!WorldMetaData.handleItemSpawn((Item) event.getEntity(), false)) {
                    event.setCancelled(true);
                }
            }
        }
    Code:
        public static boolean handleItemSpawn(Item item, boolean doIgnoreCheck) {
            ChunkMetaData dat = ChunkMetaData.get(item.getLocation());
            if (dat != null) return dat.handleItemSpawn(item, doIgnoreCheck);
            return true;
        }
    Code:
        public boolean handleItemSpawn(Item item, boolean doIgnoreCheck) {
            synchronized (spawnedItems) {
                if (ItemHandler.ignoreSpawn || !NoLagg.bufferItems || ItemHandler.maxItemsPerChunk < 0) return true;
                if (ItemHandler.maxItemsPerChunk == 0) return false;
                if (doIgnoreCheck && ItemHandler.isIgnoredItem(item)) return true;
                int currentcount = this.spawnedItems.size();
                if (currentcount > ItemHandler.maxItemsPerChunk) {
                    if (ItemHandler.formStacks) {
                        //can we add to an existing stack or is a new item required?
                        ItemStack main = item.getItemStack();
                        int amount = main.getAmount();
                        int max = main.getType().getMaxStackSize();
                        boolean add = true;
                        for (Item hiddenitem : this.hiddenItems) {
                            ItemStack hiddenstack = hiddenitem.getItemStack();
                            if (hiddenstack.getType() == main.getType() && hiddenstack.getDurability() == main.getDurability()) {
                                int hidamount = hiddenstack.getAmount();
                                if (hidamount < max) {
                                    if ((hidamount + amount) <= max) {
                                        hiddenstack.setAmount(hidamount + amount);
                                        add = false;
                                        break;
                                    } else {
                                        amount -= max - hidamount;
                                        hiddenstack.setAmount(max);
                                    }
                                }
                            }
                        }
                        if (add) {
                            main.setAmount(amount);
                            this.hiddenItems.add(item);
                        }
                    } else {
                        this.hiddenItems.add(item);
                    }
                    return false;
                } else {
                    this.spawnedItems.add(item);
                    return true;
                }
            }
        }
    NoLagg for R6 is finished here, now performing some very important debugging on it before release. Don't worry, I am fixing things.

    ensirius You probably have to increase the 'maxItemsPerChunk' in the configuration, or disable item buffering alltogether. The item is probably hidden.

    Averus that is an error caused by another plugin, logged by NoLagg for future reference. Now you know that TreeAssist can cause chunk corruption on rare occasions, report it to them. The logging ability for it is added there to help you and not to be an ass about everything. An error is an error.

    Puremin0rez Yup an incompatiblity in BKCommonLib, fixing this for R6.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Oct 10, 2018
  23. Offline

    Adrenaline

  24. Offline

    bergerkiller

    Adrenaline nice, though I hope it is not the same PTweaks story all over again. (lies, lies, stolen code with a lie wrapper). I'll check the source code to validate it at first. Would actually like it if it could replace NoLagg, having a hard time keeping it updated 24/7. (why do you think I separated the TNT and chunk sending features?)

    EDIT

    Looks promising, though the fact that it is 'all rights reserved' and that it uses a huge library to support a new coding language..I don't know. Just hope they won't make the mistake I made; dumping everything into one plugin ending up with a huge project to maintain.

    I wish them good luck, though I already see several pitfalls I have had as well...they want to load chunks from another thread. Yeah that just isn't going to work. :)

    I am not going to defend NoLagg in any way, but will probably split it up into smaller plugins which performs a separate task each. Entity limiting is already done by other plugins, and I feel that dumping this into a performance plugin was a mistake on my side, but also on their side. People will complain about missing animals...
     
  25. Offline

    ensirius

    Not sand, all blocks. I can drop any block and block will disaper.
     
  26. Offline

    Averus

    Code:
     [WARNING] Could not properly handle event BLOCK_PHYSICS:
    java.lang.IllegalAccessError: Synchronized code got accessed from another thread: java.util.TimerThread
        at org.bukkit.event.Listener.onBlockPhysics(Listener:0)
        at sun.reflect.GeneratedMethodAccessor19.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at org.bukkit.plugin.java.JavaPluginLoader$103.execute(JavaPluginLoader.java:1024)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:61)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:460)
        at net.minecraft.server.World.k(World.java:527)
        at net.minecraft.server.World.applyPhysics(World.java:512)
        at net.minecraft.server.World.update(World.java:476)
        at net.minecraft.server.World.setTypeId(World.java:448)
        at org.bukkit.craftbukkit.block.CraftBlock.setTypeId(CraftBlock.java:88)
        at org.bukkit.craftbukkit.block.CraftBlock.setType(CraftBlock.java:84)
        at me.itsatacoshop247.TreeAssist.TreeAssistBlockListener$Reminder1$RemindTask.run(TreeAssistBlockListener.java:282)
        at java.util.TimerThread.mainLoop(Unknown Source)
        at java.util.TimerThread.run(Unknown Source)
    2012-02-29 21:29:02 [INFO] This error is logged only once: it could have occurred multiple times by now.
     
  27. Offline

    Puremin0rez

    Getting this error on latest 1.2

    Using NoLagg 1.70

    Code:
    2012-03-01 13:13:30 [SEVERE] Could not load 'plugins\BKCommonLib v1.10.jar' in folder 'plugins'
    org.bukkit.plugin.InvalidPluginException: java.lang.VerifyError: class com.bergerkiller.bukkit.common.PluginBase overrides final method getName.()Ljava/lang/String;
    at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.java:150)
    at org.bukkit.plugin.SimplePluginManager.loadPlugin(SimplePluginManager.java:287)
    at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:211)
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:207)
    at org.bukkit.craftbukkit.CraftServer.<init>(CraftServer.java:183)
    at net.minecraft.server.ServerConfigurationManager.<init>(ServerConfigurationManager.java:53)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:156)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:420)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:490)
    Caused by: java.lang.VerifyError: class com.bergerkiller.bukkit.common.PluginBase overrides final method getName.()Ljava/lang/String;
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.access$100(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:41)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:29)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.access$100(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:41)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:29)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.java:139)
    ... 8 more
    
     
  28. Offline

    rtcabooservb

    Any ETA? :D
     
  29. Offline

    bergerkiller

  30. Offline

    rtcabooservb

    Already tested to work I hope? And no chunk corruption? :D

    Edit: Also, I'm using CB 2004, not 1988. Not sure if you need to raise the max limit allowed or not. :p
     
  31. Offline

    bergerkiller

    rtcabooservb it will probably nag, but will still enable. No idea if everything works as expected though :)

    And, chunk corruption is impossible to happen. I no longer deal with the raw chunk and/or data for the same reason. (the buffered chunk loader was a bad idea and I should feel bad)

    I am pretty sure I renamed b[] to blocks[]...
    Are you all using version 1.71?

    EDIT

    Wait..so a later build UNDOES this field change? ...

    EDIT

    Ok obviously someone was lazy and un-renamed b[] and blocks[] to q[]. This field is obviously going to change again, so I am waiting for a new build fixing this.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Sep 9, 2018

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