matejdro Posted August 20, 2012 Posted August 20, 2012 I have just found about little feature that is present in the last builds of MCPC: http://www.mcportcentral.co.za/index.php?topic=3161.0 You just type /modtiming start and after 5 minutes use /modtiming show to display how much server tick is each mod using. For example on our server, wireless redstone causes 80% of server usage for some reason. We will remove it as soon possible. Quote
VideoBoy Posted August 21, 2012 Posted August 21, 2012 I have just found about little feature that is present in the last builds of MCPC: http://www.mcportcentral.co.za/index.php?topic=3161.0 You just type /modtiming start and after 5 minutes use /modtiming show to display how much server tick is each mod using. For example on our server, wireless redstone causes 80% of server usage for some reason. We will remove it as soon possible. Lolwut? Wireless Redstone? I already had to triangulators because they crash and then everything dependent on them, which is half the fun of that mod... I better download this and run it. Thanks for the heads up, matejdro. Quote
mobilephone2003 Posted August 21, 2012 Posted August 21, 2012 Great tip! sounds like the "timings merged" function in bukkit Quote
Skuli Posted August 21, 2012 Posted August 21, 2012 I don't think this is very useful, actually. It told me wireless redstone was 80% of my total CPU also. I uninstalled it, server CPU usage didn't go down. Now immibis dimensional anchor is 80% of CPU. I uninstalled dimensional anchors, server CPU went down about 10%, from 95% to around 85%, but now a bunch of things are all using 20 - 30% of total CPU. I think these results are not as cut-and-dried as I might have hoped for. Quote
mobilephone2003 Posted August 21, 2012 Posted August 21, 2012 I don't think this is very useful, actually. It told me wireless redstone was 80% of my total CPU also. Hmm.. me too, I guess it's the same for all of us Quote
VideoBoy Posted August 21, 2012 Posted August 21, 2012 I don't think this is very useful, actually. It told me wireless redstone was 80% of my total CPU also. I uninstalled it, server CPU usage didn't go down. Now immibis dimensional anchor is 80% of CPU. I uninstalled dimensional anchors, server CPU went down about 10%, from 95% to around 85%, but now a bunch of things are all using 20 - 30% of total CPU. I think these results are not as cut-and-dried as I might have hoped for. I got: mod_WirelessRedstoneAddons.modTickEnd with 80.80% modTickEnd with 15.90% modTickStart with 1.10% The rest are all less than 1%. Dafuq? Maybe someone who actually knows how this works internally can explain it to us... I can't believe Wireless Redstone uses more than MFFS which got 0.01%. o_O Quote
warpspeed10 Posted August 21, 2012 Posted August 21, 2012 It seems the most cpu intensive mod is given a high number and the others are given arbitrarily low numbers. I do not doubt that this plugin is somewhat useful, but it seems the percentages are grossly inflated/ depreciated. Quote
VideoBoy Posted August 21, 2012 Posted August 21, 2012 It seems the most cpu intensive mod is given a high number and the others are given arbitrarily low numbers. I do not doubt that this plugin is somewhat useful, but it seems the percentages are grossly inflated/ depreciated. Also it's not a plugin. I tried to download it but it turns out it's built into Bukkit. XD Quote
matejdro Posted August 21, 2012 Author Posted August 21, 2012 Yeah, removing wireless redstone addon did not do much. I guess I was over excited :( Quote
Akaji Posted August 21, 2012 Posted August 21, 2012 This may simply be a situation where a mod is set up to take unused cycles for some purpose - e.g. the wireless redstone mod may take unused cycles to listen for wireless transmissions in realtime (rather than processing a transmission queue whenever it has priority). It's difficult to know for certain without knowing a mod's implementation details, but it's not an uncommon practice in other server applications (non-Minecraft related). In a similar vein, modtiming may be reporting idle time as belonging to the last mod active to forcibly display 100% utilization -- when it really ought to be reporting idle time separately. This would be a 'bug' (rather, an unimplemented but necessary feature) within modtiming itself. It would be helpful if people could post their logs if they're seeing bizarre results from modtiming so that we can get a better idea of what's going on. Quote
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