1. The forums will be archived and moved to a read only mode in about 2 weeks (mid march).

Solved Really need help for this.

Discussion in 'Help' started by instantlyta, Jun 10, 2017.

  1. instantlyta

    instantlyta Slime

    Messages:
    96
    GitHub:
    intagaming
  2. SOFe

    SOFe Administrator Staff Member PMMP Team Poggit Admin

    Messages:
    1,968
    GitHub:
    sof3
    Interesting. So your server takes 28 seconds to complete one tick?
     
  3. instantlyta

    instantlyta Slime

    Messages:
    96
    GitHub:
    intagaming
    I'm not sure, but it really takes a long mdfk time, timings command takes a long way to go..
     
  4. EdwardHamHam

    EdwardHamHam Skeleton

    Messages:
    962
    GitHub:
    edwardhamham
    It appears to be extremely overloaded. What's your pocketmine.yml look like?
     
    jasonwynn10 likes this.
  5. TheDiamondYT

    TheDiamondYT Zombie

    Messages:
    298
    GitHub:
    TheDiamondYT1
    What does your SYSTEM look like!?
     
    jasonwynn10 likes this.
  6. instantlyta

    instantlyta Slime

    Messages:
    96
    GitHub:
    intagaming
    pocketmine.yml
    Code:
    # Main configuration file for PocketMine-MP
    # These settings are the ones that cannot be included in server.properties
    # Some of these settings are safe, others can break your server if modified incorrectly
    # New settings/defaults won't appear automatically on this file when upgrading.
    
    settings:
     #Three-letter language code for server-side localization
     #Check your language code on https://en.wikipedia.org/wiki/List_of_ISO_639-2_codes
     language: "eng"
     #Whether to send all strings translated to server locale or let the device handle them
     force-language: false
     shutdown-message: "Server closed"
     #Allow listing plugins via Query
     query-plugins: true
     #Show a console message when a plugin uses deprecated API methods
     deprecated-verbose: true
     #Enable plugin and core profiling by default
     enable-profiling: false
     #Will only add results when tick measurement is below or equal to given value (default 20)
     profile-report-trigger: 20
     #Number of AsyncTask workers.
     #Used for plugin asynchronous tasks, world generation, compression and web communication.
     #Set this approximately to your number of cores.
     #If set to auto, it'll try to detect the number of cores (or use 2)
     async-workers: auto
    
    memory:
     #Global soft memory limit in megabytes. Set to 0 to disable
     #This will trigger low-memory-triggers and fire an event to free memory when the usage goes over this
     global-limit: 0
    
     #Main thread soft memory limit in megabytes. Set to 0 to disable
     #This will trigger low-memory-triggers and fire an event to free memory when the usage goes over this
     main-limit: 0
    
     #Main thread hard memory limit in megabytes. Set to 0 to disable
     #This will stop the server when the limit is surpassed
     main-hard-limit: 8192
    
     #Period in ticks to check memory (default 1 second)
     check-rate: 20
    
     #Continue firing low-memory-triggers and event while on low memory
     continuous-trigger: true
    
     #Only if memory.continuous-trigger is enabled. Specifies the rate in memory.check-rate steps (default 30 seconds)
     continuous-trigger-rate: 30
    
     garbage-collection:
      #Period in ticks to fire the garbage collector manually (default 30 minutes), set to 0 to disable
      #This only affect the main thread. Other threads should fire their own collections
      period: 36000
    
      #Fire asynchronous tasks to collect garbage from workers
      collect-async-worker: true
    
      #Trigger on low memory
      low-memory-trigger: true
    
     max-chunks:
      #Maximum render distance per player when low memory is triggered
      chunk-radius: 4
    
      #Do chunk garbage collection on trigger
      trigger-chunk-collect: true
    
      #Trigger on low memory
      low-memory-trigger: true
    
     world-caches:
      disable-chunk-cache: true
      low-memory-trigger: true
    
    
    network:
     #Threshold for batching packets, in bytes. Only these packets will be compressed
     #Set to 0 to compress everything, -1 to disable.
     batch-threshold: 256
     #Compression level used when sending batched packets. Higher = more CPU, less bandwidth usage
     compression-level: 2
     #Use AsyncTasks for compression. Adds half/one tick delay, less CPU load on main thread
     async-compression: false
     #Experimental, only for Windows. Tries to use UPnP to automatically port forward
     upnp-forwarding: false
    
    debug:
     #To enable assertion execution, set zend.assertions in your php.ini to 1
     assertions:
      #Warn if assertions are enabled in php.ini, due to assertions may impact on runtime performance if enabled.
      warn-if-enabled: true
     #If > 1, it will show debug messages in the console
     level: 1
     #Enables /status, /gc
     commands: true
     
    player:
     #Choose whether to enable player data saving.
     save-player-data: false
     anti-cheat:
      #If false, will try to prevent speed and noclip cheats. May cause movement issues with some blocks which are not yet properly implemented.
      allow-movement-cheats: true
      #If false, times block breaks to ensure players are not cheating. May cause issues with some blocks which are not yet properly implemented.
      allow-instabreak: false
    
    level-settings:
     #The default format that levels will use when created
     default-format: pmanvil
     #Automatically change levels tick rate to maintain 20 ticks per second
     auto-tick-rate: true
     auto-tick-rate-limit: 20
     #Sets the base tick rate (1 = 20 ticks per second, 2 = 10 ticks per second, etc.)
     base-tick-rate: 1
     #Tick all players each tick even when other settings disallow this.
     always-tick-players: false
    
    chunk-sending:
     #To change server normal render distance, change view-distance in server.properties.
     #Amount of chunks sent to players per tick
     per-tick: 4
     #Radius of chunks that need to be sent before spawning the player
     spawn-radius: 4
     #Save a serialized copy of the chunk in memory for faster sending
     #Useful in mostly-static worlds where lots of players join at the same time
     cache-chunks: false
    
    chunk-ticking:
     #Max amount of chunks processed each tick
     per-tick: 40
     #Radius of chunks around a player to tick
     tick-radius: 3
     light-updates: false
     clear-tick-list: true
     #IDs of blocks not to perform random ticking on.
     disable-block-ticking:
      #- 2 # grass
    
    chunk-generation:
     #Max. amount of chunks in the waiting queue to be generated
     queue-size: 8
     #Max. amount of chunks in the waiting queue to be populated
     population-queue-size: 8
    
    ticks-per:
     animal-spawns: 400
     monster-spawns: 1
     autosave: 6000
     cache-cleanup: 900
    
    spawn-limits:
      monsters: 70
      animals: 15
      water-animals: 5
      ambient: 15
    
    auto-report:
     #Send crash reports for processing
     enabled: false
     send-code: true
     send-settings: true
     send-phpinfo: false
     host: crash.pocketmine.net
    
    anonymous-statistics:
     #Sends anonymous statistics for data aggregation, plugin usage tracking
     enabled: false
     host: stats.pocketmine.net
    
    auto-updater:
     enabled: false
     on-update:
      warn-console: true
      warn-ops: true
     #Can be development, beta or stable.
     preferred-channel: beta
     #If using a development version, it will suggest changing the channel
     suggest-channels: true
     host: www.pocketmine.net
    
    timings:
     #Choose the host to use for viewing your timings results.
     host: timings.pmmp.io
    
    console:
     #Choose whether to enable server stats reporting on the console title.
     #NOTE: The title ticker will be disabled regardless if console colours are not enabled.
     title-tick: true
    
    aliases:
     #Examples:
     #showtheversion: version
     #savestop: [save-all, stop]
    
    worlds:
     #These settings will override the generator set in server.properties and allows loading multiple levels
     #Example:
     #world:
     # seed: 404
     # generator: FLAT:2;7,59x1,3x3,2;1;decoration(treecount=80 grasscount=45)
    
     
  7. instantlyta

    instantlyta Slime

    Messages:
    96
    GitHub:
    intagaming
    Oh im sorry but there's nothing about it.
    upload_2017-6-10_16-3-1.png
     
  8. TheDiamondYT

    TheDiamondYT Zombie

    Messages:
    298
    GitHub:
    TheDiamondYT1
    72GB RAM!!??
     
    EdwardHamHam and [deleted] like this.
  9. instantlyta

    instantlyta Slime

    Messages:
    96
    GitHub:
    intagaming
    That costs a litte monei there. About $350 a month.
     
  10. TheDiamondYT

    TheDiamondYT Zombie

    Messages:
    298
    GitHub:
    TheDiamondYT1
    Wow. Why do you pay so much for a windows server? I would understand if it was 2016 or something (windows 10) but for XP!?
     
  11. instantlyta

    instantlyta Slime

    Messages:
    96
    GitHub:
    intagaming
    I (we) rented it from a service for that price for the maintenance and the support, so that much money explains it. We can't hold up such a decent network and 2 cpus with that much ram at home so..
     
  12. [deleted]

    [deleted] Guest

    You are 15, assuming to your profile, and pay $350 each month?!
    You must make a good profit to hold this....
     
  13. instantlyta

    instantlyta Slime

    Messages:
    96
    GitHub:
    intagaming
    One man want me to work with them, and they pay the server, and my salary too. I absolutely can't handle this $350 myself..
     
  14. Awzaw

    Awzaw Zombie Pigman Poggit Admin

    Messages:
    726
    GitHub:
    awzaw
    Looks to me like you have a seriously slow internet connection. That's a crazy price to pay for a server btw - for about 90$/month you can get a dedicated Linux box with Intel i7-6700K 4c/8t - 4 GHz/4.2 GHz CPU, 32GB DDR4 2400 MHz, 2x480GB SSD, and 250 Mbps bandwidth!
     
    jasonwynn10 and [deleted] like this.
  15. [deleted]

    [deleted] Guest

    Okay, well nice Job
     
  16. dktapps

    dktapps Administrator Staff Member PMMP Team

    Messages:
    774
    GitHub:
    dktapps
    Rest assured this is not to do with your host machine.

    Mojang have made some stupid changes to batch-packet handling in 1.1 which means everything is compressed by default.

    There is also a bug in the client at the moment where it will spam InteractPacket continuously, twice per tick. Combine this with Best compression and you can see why the numbers on your timings report stack up so high.
     
  17. Awzaw

    Awzaw Zombie Pigman Poggit Admin

    Messages:
    726
    GitHub:
    awzaw
    I can see the effect of that since the update, but his timings seem awful even taking that into account - here's a report from a few days ago on the machine I mentioned above on a server with 40 players online, compression level set to 3: https://timings.pmmp.io/?url=24803300

    My average InteractPacket time is 3.17 ms compared with the OP's of 20,326.83 ms! Have you tried running some network speed tests?
     
    Last edited: Jun 10, 2017
  18. dktapps

    dktapps Administrator Staff Member PMMP Team

    Messages:
    774
    GitHub:
    dktapps
    He has plugins which are handling DataPacketReceiveEvent, you can see those are contributing a lot of overhead.
     
    Awzaw likes this.
  19. Awzaw

    Awzaw Zombie Pigman Poggit Admin

    Messages:
    726
    GitHub:
    awzaw
    I see it now - I think there's problems with those plugins too in addition to them handling DataPacketReceiveEvent, which could make things even worse I suppose. I also use CustomAlerts, but my avg DataPacketReceiveEvent time for it is 0.73 ms, and his is 1,856.40 ms. Are you using https://github.com/EvolSoft/CustomAlerts ?

    PMChair is still broken as far as I know, unless you updated it for API 3.0.0-ALPHA5?

    Which NameCorrector do you use? The 'official' version is here but it has problems too.
     
    Last edited: Jun 10, 2017
  20. instantlyta

    instantlyta Slime

    Messages:
    96
    GitHub:
    intagaming
    I'm feeling so "nothing" right now. Is there a way to get around this? My server has not had any member's count more than 40, instead of 5x more. Srsly..
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.