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c45y

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Everything posted by c45y

  1. The 1.9 sandbox has been created, and a number of plans from this thread appear to be impacted. We will give it some time for authors to modify their plans as required. Each proposal has been condensed into a number of bullet points, and each are being considered along with parts of other plans for the future server plan
  2. Holy shit I had no idea that was in vanilla now. In that case, nevermind! mcbouncer integration would still be great though
  3. Hello all As part of our preparation for survival we need to evaluate a lot of the changes to pvp that are coming in 1.9. As such we are providing a community sandbox running the most recent server snapshot on or development server x.nerd.nu:25565 While this is largely to support survival, I welcome all of you to hop on and experience the things this new version of minecraft provides us, right at the spawn location a number of command blocks have been set up in order to get people quickly equipped with new items of interest. Now, on to you as moderators. We have no bans, you have no permission to ban, pretty much nobody has anything. In the event you are online and a person is breaking any of our normal nerd.nu rules relating to behaviour on our servers, take a screenshot and send a PM to any of the following people Redwall_hp, Dumbo52, C45Y, Barlimore, Mrloud15 These are the only people who are able to act to ban or fix problems on that server (however you can ban users from our normal servers using /ban on one of them). If there is a problem with the map or server stability, contact the people in blue. If there is a problem with a particular player, contact the people in blue or green. We are sticking to a fairly relaxed chaos-esque ruleset Due to the nature of a few of the things set up on that server 'ops' has been restricted to a bare minimum, please note if you are an operator that your chat window will constantly be spammed and your experience will basically be unplayable, sorry :) Do not turn off command logging Apart from that, please share your thoughts or concerns as you please. I especially encourage servers admins to take this opportunity to explore the features coming your way shortly. Thank you all for your time and help while we try to ramp up to a quick and successful 1.9 upgrade plan. A public post advertising this sandbox will be created once someone better with words than I wakes up. We have no ETA on resets of the map, basically whenever it gets too much lava around the place
  4. We are working to release a sandbox 1.9 server either today or tomorrow (my timezone) for people to use for testing. This is part of the preparation for a new revision of our PvP server. As per our discussions on IRC I am extremely interested in the ideas you have proposed, as well as the technology, the two biggest things I would absolutely love from your project once it is available is mcbouncer integration, and a world border. The current plan to release a sandbox for testing with frequent resets is largely due to extreme exploration and unsustainable expansion of the map because of it.
  5. Are there any items missing from the following image that we should be making available to players for testing of 1.9 impacts on survival
  6. We run a public server Use your words and tell us what you have identified, any information about experience of 1.9 features is something we are interested in
  7. You guys are right, we need to get on top of this, more than we are. Pending a bit of work from barneygale we will be standing up a 1.9 server shortly, allowing us to test out a lot of the changes to armor/kits mentioned in this thread. Over the next few days ( < 4 ) either myself or Barlimore should be updating this thread with more information. There has been a lot of ideas presented, with some farily common elements between most of them that I think we can get in place.
  8. Until 1.9 spigot drops there are no more plans to share. I thought this was made clear?
  9. I am sorry that you cannot idle on our servers to your satisfaction. If you would like to troubleshoot the issue you may need to contact your ISP or your specific home network setup, such as not using wireless if you are currently. In the event there are multiple parties with similar issues ( haven't heard many complaints about dropouts since we fixed the lag issue ) then we can investigate more on the server side of things. For now I've done a quick check of logs and heap usage for both BungeeCord and PvE and everything looks operational. If you wish to pursue the issue more please provide timestamps for the disconnects you are seeing, without them it is like searching for a needle in a haystack for us. Any more information you could provide would be appreciated, if you know of other people experiencing similar issues please direct them to post in this thread with the information requested above. Thanks
  10. After more debugging today we've confirmed the source is CobraCorral, Database.java in the getHorse function, every recorded call to getHorse is a cache miss, resulting in a database query being made on the main thread ( which is the 1000ms delay per horse ) Debugging functions (shown below with logs) were written into the plugin, producing the following output https://gist.github.com/stevommmm/0fa7948c2fabb60fb904 At this stage I am handing off to the rest of the tech team, I will be gone the next 3-4 days. Best of luck guys
  11. Issue confirmed as CobraCorral handling of ChunkUnloadEvent, specific cause not found, we are reviewing the source now and reaching out to the plugin author With more debugging we have narrowed the issue to what appears to be async database updates. However for whatever reason each locked horse per chunk unload takes 1000ms to complete the following function if(utils.isHorseLocked((Horse)entity)) { LockedHorse lhorse = config.Database.getHorse(((Horse)entity).getUniqueId()); utils.updateHorse(lhorse, (Horse)entity); } https://gist.github.com/stevommmm/0fa7948c2fabb60fb904 At this stage my theory is that https://github.com/TheAcademician/CobraCorral/blob/master/src/us/drome/cobracorral/Database.java#L97 is a blocking operation, however I can't seem to make sense of the javadocs at 1am Debug build has confirmed that the call to getHorses is the issue https://github.com/TheAcademician/CobraCorral/blob/master/src/us/drome/cobracorral/CorralListener.java#L586 https://github.com/TheAcademician/CobraCorral/blob/master/src/us/drome/cobracorral/Database.java#L196 For some reason horseCache is not being populated, so every time we ask Database for a horse it is querying the database on the main thread ( thus lag )
  12. Bungee has got some new flags that actually make sense for our environment PvE also got some new flags, which results in a much nicer heap These were taken at relatively low usage periods, with only 13 people on P and 1 on C, will be taken again at high usage times to compare. We are now confident the issue is not with our GC, but with a plugin as originally investigated. Work will continue on tracking it down and figuring out why it does not show up in timing reports
  13. It appears java 7 is our environment for the servers. PvE and BungeeCord have been updated to use java8, pve seems to have a nicer heap graph, while bungee still has quite a spikey map
  14. BungeeCord has been modified to have a 1G heap, as well as using maxgcpausemillis set to 50, visualvm heap graphs will be taken during higher usage periods tomorrow to compare. Currently lag appears to be triggered by Join/Quit and sometimes chest access.
  15. From the original topic, Running with NoCheatPlus disabled Running with CommandHelper disabled Running with PlumpXP disabled Running with MobLimiter disabled multiverse has not been disabled in running, though in theory we could do that live and just drop the admin test world, will test later tonight
  16. Up to the original author, I'll let them decide ( have pinged on irc ) -- Have update to include spigot build info -- Surelog is removed, no idea what it was anyway -- While I am surprised it could be bungee after experiencing the same issues while not connected through it it does look like there is some intense heap clearing going on, I'll have a read of those threads and make some changes once im finished here at work -- Edit BungeeCord is now running with the specified args
  17. We are only using half of the 16GB heap allocated according to jvisualvm, giving it more ram is not something we plan to do.
  18. So, as you all know PvE is faced with a bit of a lag problem, currently we have tried a lot of things but I am personally running out of ideas. Now you are all smart people, and full of great ideas, and we are very much open to any suggestion you may have. Below is a braindump of the current state, and will be updated as we progress. Thank you very much for your understanding as we work through this, and any assistance you can provide. Problem: Shits laggy yo, currently unknown trigger or steps to reproduce, appears to be related to people joining the server in some instances but not always. State: Ram: 16GB Build: 1.8.7 spigot Plugins: (44): AdminHunt, AsyncWorldEdit, AsyncWorldEditInjector, BookExploitFix, bPermissions, ClientPermissions, ClockBlocked, CobraCorral, CommandBlock, CommandHelper, Doppelganger, dynmap, KeepBabyMobs, KitchenSink, LogBlock, LolNeigh, LolNo, LWC, MaskOfFutures, MobLimiter, ModMode, ModReq, Multiverse-Core, NerdFlags, NerdList, NerdMessage, NerdSpawn, NoCheatPlus, OpenInv, PacketWrapper, PlumpXP, ProperTime, ProtocolLib, RedstoneClockDetector, SafeBuckets, SBC, StandMaster9000, SureLog, TPControl, VanishNoPacket, WGCustomFlags, WorldBorder, WorldEdit, WorldGuard Versions: Changed between this rev and last are underlined Spigot 1.8 git-Spigot-550ebac-7019900 -> 1.8.7 git-Spigot-f928e7a-e91aed8 bPermissions v2.10.9m -> v2.12 zombieKill v1.0.4 -> # SBC v0.2.1 -> v1.2.2 AsyncWorldEditInjector v2.1.3 -> v2.1.3 SureLog v0.1 -> v0.1 WorldEdit v6.0.2-SNAPSHOT;no_git_id -> v6.1.1-SNAPSHOT;3394-9a65bdb7 MobLimiter v1.1.3 -> v1.1.3 KeepBabyMobs v0.1.2 -> v0.1.2 StandMaster9000 v0.0.3 -> v0.0.3 Multiverse-Core v2.5-b691 -> v2.5-b697 LogBlock v1.94-dev-SNAPSHOT (build #256) -> v1.94-dev-SNAPSHOT (build #260) LWC v4.5.0-SNAPSHOT -> v4.5.0-SNAPSHOT VillageMarker v0.33 -> # WorldGuard v6.0.0-SNAPSHOT.1583- -> v6.1.1-SNAPSHOT.1628-e28b236 CommandBlock v2.0 -> v2.0 CobraCorral v1.2 -> v1.2.2 dynmap v2.1-SNAPSHOT-1091 -> v2.1-SNAPSHOT-1091 NerdList v0.1 -> v0.2 ModReq v1.6 -> v1.6 NerdSpawn v2.0 -> v2.0 AdminHunt v1.0-1.6.4 -> v1.0-1.6.4 LolNeigh v1.0.0 -> v1.0.0 LolNo v0.4 -> v0.4 Doppelganger v0.9.2 -> v0.9.2 BookExploitFix v0.5 -> v0.6 ClientPermissions v1.1.0 -> v1.1.0 NerdMessage v0.5 -> v0.5 SignKitten v0.1 -> # OpenInv v2.2.8 -> v2.3.4 SafeBuckets v0.7.1 -> v0.7.2 TPControl v0.3 -> v0.4.2 ProtocolLib v3.6.3-SNAPSHOT -> v3.6.4 WGCustomFlags v1.8.1-beta -> v1.8.1-beta WorldBorder v1.7.9 -> v1.7.9 NerdFlags v0.1.1 -> v0.1.4 AsyncWorldEdit v2.1.3 -> v2.1.5 NoCheatPlus v3.12.0-SNAPSHOT-sMD5NET-b793 -> v3.12.1-SNAPSHOT-sMD5NET-b849 CommandHelper v3.3.1-SNAPSHOT.2833- -> v3.3.1-SNAPSHOT.2910- VanishNoPacket v3.19.1 -> v3.19.1 ModMode v3.5.0 -> v3.5.0 KitchenSink v0.9.2 -> v0.9.4 NerdGreeting v2.0.0 -> # MaskOfFutures v0.10.3.1 -> v0.10.3.1 PlumpXP # -> v0.4 ProperTime # -> v2.2 RedstoneClockDetector # -> v0.2.7-b12 ClockBlocked # -> v1.0.0 Things tested: Running with NoCheatPlus disabled Running with CommandHelper disabled Running with PlumpXP disabled Running with MobLimiter disabled Migrated LWC from sqlite to mysql Reverted bPermissions version to last stable, lag got worse Reviewed redstone activity with RedstoneClockDetector, appears normal Reviewed spigot timings reports @todo generate and attach during peak times Bypassed BungeeCord connecting to PvE directly, still lag spikes Observations: Lag seems related to login events ( by extension chunk loads ) reverting bPermissions from v2.12 to v2.10 increased lag noticeably, needs a review Teleporting to unloaded chunks sometimes triggers a lag spike Issue could not be triggered using two accounts on an alternate server, seems to be tied to in game actions/number of people online Opening chests appears to trigger lag occasionally, though not consistently
  19. The bungee instance that allows people to connect to the private IP of creeper is hosed on the main box, so E will appear down, even if the server isn't actually off We could open up some firewall ports to allow direct connections to E if all the techs think that is a good idea, mcbouncer would need to be set up in that case as Bungee wouldn't be handling our bans
  20. Community Clans are a great part of survival, but over the course of many years they have dropped off. I would like to see events focused around team games, such as having a multiworld that is a large arena of some kind, where weekly fights can be held for various prizes and position on a clan leader board at spawn. Individual fights are still fun for teams, and should award in-game currency for positions. I don't have any real great ideas for how to encourage clans without penalizing players who do not wish to join one, extremely open to suggestions Design Much of the problems with survival is the initial time to start and get gear, and the constant threat of losing a full dia suit every time you pvp. My suggestion is to completely do away with player crafted armor - much like many 'kit' suggestions that have been thrown about over the years. All players will spawn with a default leather armor kit, with the properties of diamond armor ( which will need to be revised once the full changes in the new releases are understood ). Each player will start with a rank of 0. As players pvp their rank will increase, at various places their ranking will bump them into a new group. Each group will have a certain colored armor, which is not removable from the player inventory, as players progress through the ranks they will have their armor replaced with the various color of their group. ( example image can be seen in the plugin link at the bottom ) Dying to a player of the same or lower level will decrease the player rank by 1 point and award that point to the player who killed them. Dying to a player of higher level will not remove points to the victim or award points to the killer. Rank points will also decrease over time with a decay, currently I suggest removing 1 point every 3 days, so players in the top ranks will have less people to kill, and more likely drop down a group as they run out of points, this stops a small group of players from getting too far ahead of the larger percentage of the players on the server, as they need someone of the same or higher rank in order to gain points to level up. The player economy will use the existing and popular system currently on survival, with the exception of no placed spawners and no server shop. Economy will be entirely player driven without outside interference. Auctions and shops will still exist within the game in their current form, however adding a % cost to auctions may be a good idea to peruse. ( I am considering the idea of using the in-game economy points to avoid the decay for a certain time period, as well as offering non-combat enchants to armor for a set number of coins ) Spawn will be a small raised platform surrounded by 100 blocks of no-build area, with no cardinal roads or portals in place. Portals will be placed randomly on the map and be claimable by clans, who will however still allow for a 3x3 path for players to travel on to the portal. The map will be 3k x 3k in size, with spawn at 0,0 Griefing will be treated much the same as it currently is, players will /modreq to get grief fixed by a staff member LWC will still exist in its current form with no changes to the rules about using it as a protective wall. Rules Bans and moderation will be completely reworked, survival by nature often has moments where people snap or say the wrong thing, we shouldn't remove people from the game for days or weeks over a moment of hot headedness. Breaking any of the nerd.nu global chat moderation rules will result in a 12 hour mute, every single time, unless players are specifically targeting the same player(s) over and over they will not be immediately banned. Most other rule breaking will result in a 24 hour jail time, where the player will be unable to chat or use commands and will be locked in a box. Bans will only be given out for repeat excessive breaking of chat/griefing rules or in instances the server admins all agree a ban is required ( this isn't a democracy ) Plugins I have written most of the armor/rank functionality in a plugin called Battalion which will only need a bit of work once I look at the armor changes in the new releases - I would love to include a web interface with a complete listing of rank/level/clan information for every player, with detailed information of pvp history kills/deaths to other players however I find myself short of time at the moment to write that part of my design
  21. As far as the notes go, if you have previously been banned for rule breaking of some sort then bans will often come a lot quicker, as you are expected to have learned from the appeal process and your time away from the server. I don't have a lot more feedback on your proposed appeal process other than it seems like it would slow down the whole process, which is something I think we would all rather avoid
  22. Starting to outline a quick process for this disk replacement, feel free to edit this post to include details or format nicely ( Make sure to cross out items if you complete work ) Create new BungeeCord instance on creeper, pointing to the existing servers on newnerd Change DNS entry for c & p to point to creeper - leave s and nerd.nu webserver on newnerd Wait for DNS TTL to expire for entries so all of our players will be operating on the new bungee Schedule downtime for PvE ( as it is most affected currently ) and rsync the server files across, export all pve database tables and import on creeper mysql instance change bungeecord entry for PvE to point to local server Start PvE with whitelist enabled and verify that permissions, LWC, logblock are all functioning correctly - disable whitelist after testing Repeat steps 4-6 for Creative Turn survival OFF, it is due to be shutdown anyway from memory Ensure any remaining server directories on /ssd/ are no longer required, archive any maps that have not been Kill webserver Export forum/website database tables from mysql and backup on the SATA drive - possibly copy to creeper tarball and copy the website directory(s) to the SATA drive - possibly copy to creeper Power off server, allow on-site technicians to replace drive ( might need to mkfs once the box comes back up ) Repeat process 2-7, swapping target servers from creeper to newnerd Untar server files to the web directory and import mysql dump of forums, starting webserver I'll clean the formatting and start work on it in a few days once my index finger is usable again
  23. Requiring a clear encompassing border is an extremely handy rule when it's combined with the creative livemap. With the two it is quite easy to just fly around on the live map and pick out some potential spots to teleport to in game. Unlucky that a bunch of good spots are taken, such is the nature of good spots I guess lol
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