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dreadslicer

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About dreadslicer

  • Birthday 12/12/1992

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  1. Fortunately, I've already put in about 600 hours into the project. I have just completed a transfer from my "Second Perspective" Re-do of the project and now have a massive system setup. I've named the added thread system "RobinThreads", as the system goes around in a round-robin shape. Here is a shot-view of all of the threads processing small amounts of info from the server. (only 1 player on, so not really doing much) At the moment, these threads handle everything except for the main server chunks, which I'm planning to have a per-player tick system. Default performance.ini file: # Performance Patch Config # Author: DreadEnd ([email protected]) ### Main Ticks Threading ### #Set at your leisure to improve your server. Default: 21 Ticks Per second. MaxTPS: 21 ### Chunk Management ### #Max chunks that are not around player to be unloaded. MaxChunks: 4000 #Area in chunks around player to [stay] loaded, PlayerRadii: 256 #Maximum buildheight MaxBuildHeight: 512
  2. full post with all planned features on minecraftforums. I'm planning to have a 3.1.3 test server up with the somewhat glitchy version. Tekkit 3.1.3 Test server: mcelm.strangled.net:25570 Please excuse the random kicks that say "Internal Server Error".
  3. I am a java developer and I have 2 accomplishments with Minecraft so far. First, TekkitRestrict, second, EEPatch2. TerraCore Dirt Edition Minecraft Multithreading Test Servers (More to come with more versions of minecraft as development improves) Why have this? Look here for some TPS problems with mods in Tekkit. This goes for almost every single mod. I have already playtested it and got it working with Tekkit 1.2.5, but How would you guys like a multi-threaded Server jar? Everybody said that it was impossible, but I've gotten a somewhat buggy working version that had improved overall server stability and reliability of minecraft Server ticks by 200-10,000%. This number, of course, was tested using a basic setup in tekkit that lags out even the heartiest servers to 2Tps of 20Tps. The reason why everybody says that it is impossible is that it requires at least 500-1000 hours of programming labor to modify tons of minecraft jar files to support multithreading. Why did it get a 10,000% increase? I separated the server's main single-threaded tick system into about 30-50 different little threads that each are synchronized in order with the minecraft jar. But basically, what it does is split the server tick thread up into multiple sections and ticks for each section (about 30-60 sections) on a synchronized timer. This does go over the main issue of looping through 65,000,000 TileEntities. It also makes sure that players are always connected even if there are massive amounts of lag. Unfortunately, nobody has supported me in my quest to make Tekkit... and Minecraft in general, faster. Features: Possible Use of Spigot as Base (will need to get any licensing or whatever is required) Stability - Impossible to crash using any plugins or mods (Besides WorldEdit lol) Internal Chunk Unloading - Unload all of those fluffy chunks that are using up so much space on your server! Internal Log Splitting and Filtering - Tired of all of that fluff in the console window? Easily fixed! Ticking for Each player instead of each World - Each player gets their own "special thread" which manages each player's "corner of the world". It will tick for 2x2-16x16 chunks. This thread may also tick for networking, unknown territory. This will prevent the server from ticking all 1,000-30,000 chunks that are currently loaded by the server. Adjustable Max Ticks / Sec - Enable your server to go at 40 Ticks per second! Managed High-speed Event handling - Bukkit events have become a bit complicated when multithreading was introduced. For the event system has to be self-managed by a single thread and all information is handled via a pass-through system. Primary Ticks Threading - As of now, there is a thread for Networking, 6 threads for each world, a-thread-per forge mod, a thread for plugin's Heartbeat tick and multiple underlying threads for player management. Max World Height Increased to 8086! (Note that insane world heights require the use of more CPU and sace) Possible new APIs for mod/plugin Developers for profiling and tick speed management Built-in Spout plugin (Lets support Spout!) Possible new "FastDownload" add-in that sort of works like GMod's FastDownload. Possibly implemented with Forge to automatically download the required mods from the server or a website(s). (Will probably require a modification of the client) Internal Profiling for server admins to find that "Hot spot" where your mods or plugins are literally killing your server. (This will look through using TileEntities, Chunks, Entities, Threads, Methods, ect.) Versions Bukkit or non Bukkit versions Forge or non Forge versions (+ForgeIRC, ect) Minecraft Versions 1.2.5, 1.3.1, 1.4.6 Base Requirements: At least 2 Server CPU Cores, the more cores, the better. (uses a bit more cpu then normal, but the extra cpu used never increases. However, when you get a bigger server, the dynamic CPU usage will increase) I am going to naturally support the FTB (Feed the Beast) and Tekkitmodpacks and several other adaptations to the system to help improve overall performance. Please give me feedback on your opinions of a continuation of this Distribution of MC.
  4. When you place a loop inside a pipe, you can hold an (infinite # of entities) depending on the capacity of the server. This, in turn, will lag your server no matter what you do as an admin. These entities do not go away, even when a player logs off and will load when a player goes back on to the map. RP prevents this. BC Loop pipe: Quarry = Q Pipe = P Iron Pipe = O Air = % Quarry loads items into the pipes QPOPPP %%%P%P %%%PPP The items that go into this loop will last forever and will not go back because of the Iron pipe connected to the quarry. This will eventually lag your server so much that it will get about 1tps. (Please note that if players do this, they will probably hide it... and some players can do this unintentionally) I may actually patch this in TekkitRestrict when/if I get the time.
  5. Unfortunately ClearLagg doesnt clear out the items stuck in Buildcraft pipes. But most importantly, most vanilla items do not have a thing called a "TileEntity". Most you would normally find in a vanilla player's chunk is about 500. However, with Tekkit, we are looking to about max 65,536 TileEntities per chunk. This is because "most" tekkit items, such as lamps, microblocks, ect. All use TileEntities. Why is this important? Because you may have about 1000 chunks loaded, but each loaded chunk has to loop through around 200-65,536 TileEntities. This goes for a grand-total of 200,000 - 65,536,000 TileEntities that are being looped through. Normally when the server loops through the chunks, it sort of ignores most blocks and modifications, but with Tekkit... not so much. After all, 16x16x256 = 65536 Total Blocks that may be placed. However, this, my friends, is passive lag and you cannot do much about it. Most items in Tekkit, including Mk3s, Lamps, RedPower Circuits, HV Solar panels and RP Computers cause about the same amount of lag. (maybe 5 nanoseconds each per tick, building up in lag over time) There are also things like certain plugins and mods that cause active lag on your server. For Example, Chunk loaders. When you decide that you Reeeeally want to stop griefers and get that awesome anti-grief plugin... Guess what? lag! Plugins such as CoreProtect happen to log every single action that may take place, which can cause quite a lot of lag if you have a lot of players and buildcraft. Yes, thats right, CoreProtect also logs every single action that Quarries do. There is also computercraft which causes passive lag that you can fix! Unfortunately, I lost the link to patch it, but I will try getting a pastie of the modifications required for this. This passive lag can actually bring your tps to about 3.2 if you do not patch it. Redstone computerCraft 3.2-Tps fix Here is a list of plugins that I know for a fact that really lag your server with Tekkit: MyHungerGames (!!! Watch out!) CoreProtect PopulationDensity HawkEye (!!! Watch out!) LWC (If you use buffering, supercaching, and mysql which is a no-no) I have been working on a massive modification of the Spigot.jar that has mcpc included for 1.2.5 and it has been o-k so far in reducing lag. At the cost of increasing the usage of CPU signifigantly. It is the multi-thread modification for Tekkit and man... it is a doosy. One simple idea requires at least 500-1000 hours of work to complete. But basically, what it does is split the server tick thread up into multiple sections and ticks for each section (about 30-60 sections) on a synchronized timer. This does go over the main issue of looping through 65,000,000 TileEntities. It also makes sure that players are always connected even if there are massive amounts of lag.Unfortunately, nobody has supported me in my quest to make Tekkit... and Minecraft in general, faster. Developer of The Plugin TekkitRestrict v1.13 and EEToolPatch v2.22
  6. Hello guys! \/\/\/\/\/\/\/\/\/\/ /\/\/\/\/\/\/\/\/\/\ Essentially, this is a bukkit plugin that integrates with the tekkit mods and applies several fixes that "vanilla tekkit" servers would need to prevent griefers to go outright ballistic with the mods. It is a plugin that is right beside TekkitCustomizer in speciality with Tekkit. This plugin helps admins wrap a noose around the craziness of their servers and control problems such as duping, hacking and griefing. Here are some key features: 12+ dupe patches Console Log cleanifier and splitifier Most "Tools" in EE are logged via (EE Tools patch v2.22) Tons more features! (24 to be exact)
  7. http://www.planetminecraft.com/mod/tekkit-eepatch-recompile-312-tekkitrestrict-bug-fix/
  8. Modify your enderchest mod config... the item id is currently set to 241... This could be because maybe... you did not copy over the correct configs when copying over the server? my enderstorage.cfg #EnderStorage Configuration File #Deleting any element will restore it to it's default value #Block ID's will be automatically generated the first time it's run block.id=178 #0 = 3x3, 1 = 3x9, 2 = 6x9 chest-size=1
  9. Possible plans: LoadBalanced Multi-server (I'm only using 2 of my 12 server cores, I may even try to set it up for grid-computing)
  10. Hmm. Confirmed for EEPatch 2.22: Fixed BHB Dupes (3 dupes total) Fixed Gem of Eternal Density in Energy Condenser Fixed Transmutation Dupe
  11. Added Teamspeak3 Server: ts.mcelm.com:9988 Hunger Games map completed! Just patched ALL BHB dupes, Transmutation Table dupe and Gem of Eternal Density Dupe.
  12. More stuff to come! I've recently opened 2 Worlds! EE-Enabled War World (Grief, kill, plunder, ect! Do whatever you want, no consequences besides the enemy faction's retribution) Non-EE World (Tired of magic? Here you go! Free world where EE is completely disabled!) Each world comes with it's Nether and END pair. Besides these two worlds, We're really working on the upcoming HungerGames world! I've set it up to where all of the chests only have crafting materials for most objects in the Science-based tekkit. (IC2's Weapons and armor) The world is also 300 meters across and has massive caves. I'm currently setting up all of the items that spawn in chests. With all worlds combined, we're now hosting a bustling 12 worlds! Each world has it's own perks.
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