The Meaning of Life, the Universe, and Everything.
Join Date:
3/5/2011
Posts:
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Hi, I have a problem with one of your features.
I will post my config in the spoilers and a link so maybe you can see the mistake but first let me explain what the problem is.
1 month ago I made the config that anyone could see the Dynmap but when a player logged in he could only see himself on the map.
I also added the seeall permissions to my Admin group se we were able to see everyone.
However I changed something and now it doesn't work anyone, even the permissions don't work. I can't see anyone on the map and when logged in nobody can see themselves.
# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
# All map templates are defined in the templates directory
# The 'classic' FlatMap and KzedMap templates are used, which can be found in normal.txt, nether.txt, and skylands.txt
# To use these, do not set deftemplatesuffix (make sure deftemplatesuffix is commented, below)
# To use the HDMap very-low-res map templates as world defaults (normal-vlowres, nether-vlowres and skylands-vlowres), set value to vlowres
# The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and skylands-vlowres.txt
# To use the HDMap low-res map templates as world defaults (normal-lowres, nether-lowres and skylands-lowres), set value to lowres
# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and skylands-lowres.txt
# To use the HDMap hi-res map templates (these can take a VERY long time for initial fullrender), set value to hires
# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and skylands-hires.txt
deftemplatesuffix: vlowres
- class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: false
webchat-interval: 5
hidewebchatip: false
trustclientname: false
includehiddenplayers: false
# (optional) if true, player login IDs will be used for web chat when their IPs match
use-player-login-ip: true
# (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
require-player-login-ip: false
# (optional) block player login IDs that are banned from chatting
block-banned-player-chat: true
# Require login for web-to-server chat (requires login-enabled: true)
webchat-requires-login: true
# If set to true, users must have dynmap.webchat permission in order to chat
webchat-permissions: true
# Limit length of single chat messages
chatlengthlimit: 256
# # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
# hideifshadow: 4
# # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
# hideifundercover: 14
# # (Optional) if true, players that are crouching/sneaking will be hidden
hideifsneaking: false
# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
protected-player-info: true
#- class: org.dynmap.JsonFileClientUpdateComponent
# writeinterval: 1
# sendhealth: true
# sendposition: true
# allowwebchat: false
# webchat-interval: 5
# hidewebchatip: false
# includehiddenplayers: false
# use-player-login-ip: false
# require-player-login-ip: false
# block-banned-player-chat: true
# hideifshadow: 0
# hideifundercover: 0
# hideifsneaking: false
# # Require login for web-to-server chat (requires login-enabled: true)
# webchat-requires-login: false
# # If set to true, users must have dynmap.webchat permission in order to chat
# webchat-permissions: true
# # Limit length of single chat messages
# chatlengthlimit: 256
- class: org.dynmap.SimpleWebChatComponent
allowchat: false
# If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
allowurlname: false
# Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
- class: org.dynmap.MarkersComponent
type: markers
showlabel: true
enablesigns: false
# (optional) add spawn point markers to standard marker layer
showspawn: false
spawnicon:
spawnlabel: ""
# (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
showofflineplayers: false
offlinelabel: "Offline"
offlineicon: offlineuser
offlinehidebydefault: true
offlineminzoom: 0
maxofflinetime: 30
# (optional) layer for showing player's spawn beds
showspawnbeds: false
spawnbedlabel: "Spawn Beds"
spawnbedicon: bed
spawnbedhidebydefault: true
spawnbedminzoom: 0
spawnbedformat: "%name%'s bed"
- class: org.dynmap.ClientComponent
type: chat
allowurlname: false
- class: org.dynmap.ClientComponent
type: chatballoon
focuschatballoons: false
- class: org.dynmap.ClientComponent
type: chatbox
showplayerfaces: true
messagettl: 5
# Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
#scrollback: 100
# Optiona; set maximum number of lines visible for chatbox
#visiblelines: 10
# Optional: send push button
sendbutton: false
- class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: true
# If true, show player body too (only valid if showplayerfaces=true
showplayerbody: false
# Option to make player faces small - don't use with showplayerhealth
smallplayerfaces: false
# Optional - make player faces layer hidden by default
hidebydefault: false
# Optional - ordering priority in layer menu (low goes before high - default is 0)
layerprio: 0
# Optional - label for player marker layer (default is 'Players')
label: "Players"
# Note: more than one logo component can be defined
#- class: org.dynmap.ClientComponent
# type: logo
# text: "Dynmap"
# #logourl: "images/block_surface.png"
# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
# # Valid positions: top-left, top-right, bottom-left, bottom-right
# position: bottom-right
- class: org.dynmap.ClientComponent
type: inactive
timeout: 300 # in seconds (1800 seconds = 30 minutes)
redirecturl: inactive.html
#showmessage: 'You were inactive for too long.'
#- class: org.dynmap.TestComponent
# stuff: "This is some configuration-value"
# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false
# How often a tile gets rendered (in seconds).
renderinterval: 300
# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 300
# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2
# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 2
# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
# in more competition for CPU resources with other processes
usenormalthreadpriority: true
# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
saverestorepending: false
# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 30
# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true
# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
#hideores: true
# Optional - enabled BetterGrass style rendering of grass and snow block sides
#better-grass: true
# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
smooth-lighting: false
# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
# Has no effect on maps with explicit format settings
image-format: png
# use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
# correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
use-generated-textures: true
correct-water-lighting: true
# Control loading of player faces (if set to false, skins are never fetched)
#fetchskins: false
# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
#refreshskins: false
# Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
# default is 'newrose' (preserve pre-1.0 maps, rotate rose)
# 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
compass-mode: newnorth
### Mod block support ###
# Enable Industrial Craft 2 block rendering support (core, Advanced Machines, Charging Bench, Power Converters, Compact Solars, Nuclear Control)
#ic2-support: true
#ic2-advancesmachines-support: true
#ic2-chargingbench-support: true
#ic2-powerconverters-support: true
#ic2-compactsolars-support: true
#ic2-nuclearcontrol-support: true
# Enable BuildCraft block rendering support
#buildcraft-support: true
# Enable RedPower2 block rendering support
#redpower2-support: true
# Enable NetherOres block rendering support
#netherores-support: true
# Enable RailCraft block rendering support
#railcraft-support: true
# Enable Kaevator's Superslopes block rendering support
#superslopes-support: true
# Enabled ComputerCraft block rendering support
#computercraft-support: true
# Enabled LC Trees++ block rendering support
#lctrees-support: true
# Enable Forestry block rending support
#forestry-support: true
# Enable IronCheck block rendering support
#ironchest-support: true
# Enable TubeCraft block rendering support
#tubecraft-support: true
# Enable Ender Storage block rendering support
#enderstorage-support: true
# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
#webpage-title: "My Awesome Server Map"
# The path where the tile-files are placed.
tilespath: web/tiles
# The path where the web-files are located.
webpath: web
# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
webserver-bindaddress: 0.0.0.0
# The TCP-port the webserver will listen on.
webserver-port: 8123
# Maximum concurrent session on internal web server - limits resources used in Bukkit server
max-sessions: 30
# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
allow-symlinks: true
# Enable login support
login-enabled: true
# Require login to access website (requires login-enabled: true)
login-required: false
# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
timesliceinterval: 0.0
# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
maxchunkspertick: 200
# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
progressloginterval: 100
# Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
# Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
# setting this to equal or exceed the number of physical cores on the system.
#parallelrendercnt: 4
# Interval the browser should poll for updates.
updaterate: 2000
# If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more user's are logged in
fullrenderplayerlimit: 0
showplayerfacesinmenu: true
# Control whether players that are hidden or not on current map are grayed out (true=yes)
grayplayerswhenhidden: true
# Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
#sidebaropened: true
# Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
#http-response-headers:
# Access-Control-Allow-Origin: "my-domain.com"
# X-Custom-Header-Of-Mine: "MyHeaderValue"
joinmessage: "%playername% joined"
quitmessage: "%playername% quit"
spammessage: "You may only chat once every %interval% seconds."
# format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
# Control whether layer control is presented on the UI (default is true)
showlayercontrol: true
# Enable checking for banned IPs via banned-ips.txt (internal web server only)
check-banned-ips: true
# Default selection when map page is loaded
defaultzoom: 3
defaultworld: world
defaultmap: surface
# (optional) Zoom level and map to switch to when following a player, if possible
#followzoom: 3
#followmap: surface
# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
persist-ids-by-ip: true
# Messages to customize
msg:
maptypes: "Map Types"
players: "Players"
chatrequireslogin: "Chat Requires Login"
chatnotallowed: "You are not permitted to send chat messages"
# Set to true to enable verbose startup messages - can help with debugging map configuration problems
# Set to false for a much quieter startup log
verbose: false
So I'm having a big issue with running Dynmap since 1.6. My CPU usage climbs to over 50% after only a couple hours, and memory usage slowly increases until it hits 100% and have to restart the server instance. Usually memory usage never goes over 2GB (and that is only when Dynmap was doing a full render).
This is with only a handful of people on the server. It also causes lag when zombies appear on the screen, and FPS issues in game for all users. Gets glitchy too, with mobs not taking damage for 1-2 seconds when hit.
Disabling Dynmap fixes all issues. Only other mods running are GroupManager and Essentials, both up to date.
This happens with Alpha-2 and Alpha-3 for me. I have not reverted to an earlier version to see if that still has the issue. Previously on 1.5.2 everything was smooth as butter and it worked great.
Specs: Phenom II X4 Quad-Core @ 3.8 Ghz 16 GB DDR 1600 (8GB dedicated to server)
This is running an internal server that is accessed from the outside by my users. I receive the same issues and lag that I described connecting from my local network as they do connecting remotely.
Edit: I've since deleted all render data and done a full re-render under Alpha-3, and now the server is pegged at 100% RAM usage. Only way to free up the memory is to restart the server, then it slowly starts climbing back up and eventually hits 100% again. Gonna have to disable Dynmap til this is fixed.
Edit 2: Loaded my test server with the last 1.5.2 CraftBukkit and the latest Alpha-3 Dynmap, memory and CPU usage are normal.
Edit 3: I tried the latest build, Alpha-4, and the problem still exists. Eats up RAM til the server starts acting weird because there is no RAM left.
I have a server with an SSD running minecraft on it. It then has a normal hard drive other content is on. Is there any way to have Dynmap put the tile files on the normal drive c:\ but have the rest of Dynmap run on my SSD f:\ and still be able to access Dynmap via the simple http://ServerIpHere:PORT/ method or as soon as the map content is hosted on another drive do I need to set up a web server.
I asked this question the other day but I think it got buried because it was long and rambling and was posted a day before the 1.6 update.
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I am attempting to install Dynmap. I have MCPC Plus (1.4.7-R1.1 L67)
I am attempting to install Dynmap-1.7.1-forge-6.5.0, I think this is right. Nothing is happening.. No folders are generating. So I tried adding this: DynmapCBBridge-1.7. Nothing happened then either.. >.>
I am dropping them into the plugins directory, restarting the server. Like how you would with every other .jar plugin.
I've read through the instructions, but I think something is just not clicking. I might be a little burned out.
@Ayria: I had the same issue. I updated it to one of the 1.8 versions and it worked fine after that. Not sure if there is a 1.8 version for Tekkit but if there is give it a shot.
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---MoldySpore
"I...hope you know how very lucky you are to know me, because I am so incredibly incredible." ---Rectangular Business Man, 12 Oz. Mouse
@Ayria: I had the same issue. I updated it to one of the 1.8 versions and it worked fine after that. Not sure if there is a 1.8 version for Tekkit but if there is give it a shot.
Will I need the CB bridge with that? Or is that an always because of MCPC Plus?
What populates the forgeworlds.yml folder, I COMPLETELY deleted dynmap from my server and reinstalled it and it's still populating it with maps that don't exist.
Okay. So I think I might be on the right track. Possibly. Maybe..
I put the Dynmap-1.7.1-forge-6.5.0.jar in the /mods directory and the DynmapCBBridge-1.7.jar in the plugins directory and now the command for full render works... BUT.. I can't find any files generated. But I keep seeing this in the console:
[INFO] Full render of map 'surface' of 'World' in progress - 7900 tiles rendered (128.76 msec/tile, 76.96 msec per render)
>< Dunno what I've done wrong. I followed these directions:
Installation For Minecraft Server with Minecraft Forge, including MCPC-Plus and BukkitForge:
Download the latest recommended version which comes packaged as a JAR file. Copy the JAR file to the minecraft_server/mods directory. If an older Dynmap-*.jar or Dynmap-*.zip file is present in the mods/ directory, delete it (you do NOT need to delete older dynmap/ directories or their content). Start the server, and allow the plugin to initialize. Open browser, go to http://localhost:8123/ or http://ip-address-of-server:8123/. Check the minecraft_server/dynmap/ directory for the configuration files and one of the links below on how to further customize your settings.
Installation of DynmapCBBridge
If you are running a Forge-based server that also include Bukkit compatibility, such as MCPC-Plus or BukkitForge, you can install the DynmapCBBridge plugin in the 'plugins/' directory (in addition to installing the appropriate Forge-based Dynmap, as above). DynmapCBBridge will allow other Bukkit plugins that use the Dynmap API (such as Dynmap-WorldGuard or Dynmap-Essentials) to function with Dynmap for Forge.
I also can't get anyting when I follow the directions to view the map. But I may have to contact GameServers Hosting to fix that. Or maybe I've done something wrong and what not.
I have a server with an SSD running minecraft on it. It then has a normal hard drive other content is on. Is there any way to have Dynmap put the tile files on the normal drive c:\ but have the rest of Dynmap run on my SSD f:\ and still be able to access Dynmap via the simple http://ServerIpHere:PORT/ method or as soon as the map content is hosted on another drive do I need to set up a web server.
I asked this question the other day but I think it got buried because it was long and rambling and was posted a day before the 1.6 update.
You can put the map tiles anyplace you want - just update the 'tilespath' setting in configuration.txt with an absolute path to the new location.
So I'm having a big issue with running Dynmap since 1.6. My CPU usage climbs to over 50% after only a couple hours, and memory usage slowly increases until it hits 100% and have to restart the server instance. Usually memory usage never goes over 2GB (and that is only when Dynmap was doing a full render).
This is with only a handful of people on the server. It also causes lag when zombies appear on the screen, and FPS issues in game for all users. Gets glitchy too, with mobs not taking damage for 1-2 seconds when hit.
Disabling Dynmap fixes all issues. Only other mods running are GroupManager and Essentials, both up to date.
This happens with Alpha-2 and Alpha-3 for me. I have not reverted to an earlier version to see if that still has the issue. Previously on 1.5.2 everything was smooth as butter and it worked great.
Specs: Phenom II X4 Quad-Core @ 3.8 Ghz 16 GB DDR 1600 (8GB dedicated to server)
This is running an internal server that is accessed from the outside by my users. I receive the same issues and lag that I described connecting from my local network as they do connecting remotely.
Edit: I've since deleted all render data and done a full re-render under Alpha-3, and now the server is pegged at 100% RAM usage. Only way to free up the memory is to restart the server, then it slowly starts climbing back up and eventually hits 100% again. Gonna have to disable Dynmap til this is fixed.
Edit 2: Loaded my test server with the last 1.5.2 CraftBukkit and the latest Alpha-3 Dynmap, memory and CPU usage are normal.
Edit 3: I tried the latest build, Alpha-4, and the problem still exists. Eats up RAM til the server starts acting weird because there is no RAM left.
I test with 1GB heap, Essentials, Group Manager, and more, with 1.5.2 with no issues - just rendered a 8k x 8k map with that configuration.
I test with 1GB heap, Essentials, Group Manager, and more, with 1.5.2 with no issues - just rendered a 8k x 8k map with that configuration.
Right, it works GREAT in 1.5.2. The problem is I am running Craftbukkit 1.6.1, which is where the problem exists. If I roll back to 1.5.2 it works fine again. But my players are unwilling to give up their horses
I will have to try the latest 1.8 and see if it changes anything. But the most latest dev build it was still having the same problem. After a while it eats the entire amount of allocated RAM. 8GB in 3 hours. Eventually server acts funny because there is no more RAM left for it to use.
Right, it works GREAT in 1.5.2. The problem is I am running Craftbukkit 1.6.1, which is where the problem exists. If I roll back to 1.5.2 it works fine again. But my players are unwilling to give up their horses
I will have to try the latest 1.8 and see if it changes anything. But the most latest dev build it was still having the same problem. After a while it eats the entire amount of allocated RAM. 8GB in 3 hours. Eventually server acts funny because there is no more RAM left for it to use.
Misunderstood your edit - I'll give the same map a try on 1.6.1.
Edit: OK - I'm about 4 hours with CB #2807 (current CB 1.6.1-R0.1, as of this morning), JRE 1.7.0-17 64 bit, 1024M max heap, current Essentials and Group Manager, and Dynmap v1.8 release level, doing a fullrender on the flat and surface maps (in hires mode) of a 4000 radius circular map, with no issues. 112k tiles rendered on the surface map so far, flat map is finished, /mem reports Max 910MB, Allocated 340M, Free 113M, with 19.5-20.0 TPS. I'll keep it running until the fullrender finishes, but its behaving well.
Misunderstood your edit - I'll give the same map a try on 1.6.1.
Edit: OK - I'm about 4 hours with CB #2807 (current CB 1.6.1-R0.1, as of this morning), JRE 1.7.0-17 64 bit, 1024M max heap, current Essentials and Group Manager, and Dynmap v1.8 release level, doing a fullrender on the flat and surface maps (in hires mode) of a 4000 radius circular map, with no issues. 112k tiles rendered on the surface map so far, flat map is finished, /mem reports Max 910MB, Allocated 340M, Free 113M, with 19.5-20.0 TPS. I'll keep it running until the fullrender finishes, but its behaving well.
First off, thanks for taking the time to test and try to help me. Much appreciated. Donations coming your way as soon as I have the $
But anyway, it it is really strange how the bug manifests itself. I have a test server setup the same way as my main server. On there I did load the 1.8 w/ 1.6.1 craftbukkit, same version as yours. I let it finish a full render (hit almost 100% RAM usage during). After render completed RAM and CPU usage went down to normal levels (CPU 5-10%, RAM 7% of a 4GB max). I left myself logged into the server all night with the map up. When I woke up the next morning I saw it was still runinng well. No issues.
I then loaded that build onto my primary server, and within 3 hours it was @ 100% RAM usage after doing a fullrender. The only difference is that the primary server has players on there doing things during the night cycle. The night cycle is what the issue is. Every night cycle, the RAM usage increases about 5-10% and you don't get it all back after daytime comes. You lose a few % that you don't get back each time, and eventually after 3-4 hours of uptime with players on there, it will hit 100%.
It is very confusing, and hard to test on a server with nobody playing.
I have even loaded a fresh copy of 1.6.1 on a totally separate machine with same setup, and have the same results though. So I know this isn't something with my hardware. Even without Dynmap installed, nighttime on my server gets very glitchy when there are multiple players on killing zombies, etc. This is starting to feel like a Mojang issue and not a Dynmap issue.
The serer you tested on was Windows-based or Linux? All my machines are Windows. My main public server is Windows 2008 Server, and my test server is Windows 7 Ultimate. Both are x64. It seems only people who run Windows-based servers are seing this issue. Linux is unaffected from what I can tell.
I don't mean to sound like a giant noob but how exactly do I run this or use this. I know how to make a server etc. but is this an actual server.jar file or is this like the addon. Please reply soon cause it is very important.
I don't mean to sound like a giant noob but how exactly do I run this or use this. I know how to make a server etc. but is this an actual server.jar file or is this like the addon. Please reply soon cause it is very important.
Most plugins you just drop the.jar into the plugins folder and run your server. After you run your server with the plugin in the plugins folder for the first time, it generates a folder that will contain all the configuration files you need to modify.
Check the Wiki for dynmap to get all the info you need to configure it.
Also if you are new to plugins, you'd be best served going onto youtube and looking up a plugins and server tutorial.
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---MoldySpore
"I...hope you know how very lucky you are to know me, because I am so incredibly incredible." ---Rectangular Business Man, 12 Oz. Mouse
I will post my config in the spoilers and a link so maybe you can see the mistake but first let me explain what the problem is.
1 month ago I made the config that anyone could see the Dynmap but when a player logged in he could only see himself on the map.
I also added the seeall permissions to my Admin group se we were able to see everyone.
However I changed something and now it doesn't work anyone, even the permissions don't work. I can't see anyone on the map and when logged in nobody can see themselves.
# All map templates are defined in the templates directory
# The 'classic' FlatMap and KzedMap templates are used, which can be found in normal.txt, nether.txt, and skylands.txt
# To use these, do not set deftemplatesuffix (make sure deftemplatesuffix is commented, below)
# To use the HDMap very-low-res map templates as world defaults (normal-vlowres, nether-vlowres and skylands-vlowres), set value to vlowres
# The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and skylands-vlowres.txt
# To use the HDMap low-res map templates as world defaults (normal-lowres, nether-lowres and skylands-lowres), set value to lowres
# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and skylands-lowres.txt
# To use the HDMap hi-res map templates (these can take a VERY long time for initial fullrender), set value to hires
# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and skylands-hires.txt
deftemplatesuffix: vlowres
components:
- class: org.dynmap.ClientConfigurationComponent
- class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: false
webchat-interval: 5
hidewebchatip: false
trustclientname: false
includehiddenplayers: false
# (optional) if true, player login IDs will be used for web chat when their IPs match
use-player-login-ip: true
# (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
require-player-login-ip: false
# (optional) block player login IDs that are banned from chatting
block-banned-player-chat: true
# Require login for web-to-server chat (requires login-enabled: true)
webchat-requires-login: true
# If set to true, users must have dynmap.webchat permission in order to chat
webchat-permissions: true
# Limit length of single chat messages
chatlengthlimit: 256
# # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
# hideifshadow: 4
# # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
# hideifundercover: 14
# # (Optional) if true, players that are crouching/sneaking will be hidden
hideifsneaking: false
# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
protected-player-info: true
#- class: org.dynmap.JsonFileClientUpdateComponent
# writeinterval: 1
# sendhealth: true
# sendposition: true
# allowwebchat: false
# webchat-interval: 5
# hidewebchatip: false
# includehiddenplayers: false
# use-player-login-ip: false
# require-player-login-ip: false
# block-banned-player-chat: true
# hideifshadow: 0
# hideifundercover: 0
# hideifsneaking: false
# # Require login for web-to-server chat (requires login-enabled: true)
# webchat-requires-login: false
# # If set to true, users must have dynmap.webchat permission in order to chat
# webchat-permissions: true
# # Limit length of single chat messages
# chatlengthlimit: 256
- class: org.dynmap.SimpleWebChatComponent
allowchat: false
# If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
allowurlname: false
# Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
- class: org.dynmap.MarkersComponent
type: markers
showlabel: true
enablesigns: false
# (optional) add spawn point markers to standard marker layer
showspawn: false
spawnicon:
spawnlabel: ""
# (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
showofflineplayers: false
offlinelabel: "Offline"
offlineicon: offlineuser
offlinehidebydefault: true
offlineminzoom: 0
maxofflinetime: 30
# (optional) layer for showing player's spawn beds
showspawnbeds: false
spawnbedlabel: "Spawn Beds"
spawnbedicon: bed
spawnbedhidebydefault: true
spawnbedminzoom: 0
spawnbedformat: "%name%'s bed"
- class: org.dynmap.ClientComponent
type: chat
allowurlname: false
- class: org.dynmap.ClientComponent
type: chatballoon
focuschatballoons: false
- class: org.dynmap.ClientComponent
type: chatbox
showplayerfaces: true
messagettl: 5
# Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
#scrollback: 100
# Optiona; set maximum number of lines visible for chatbox
#visiblelines: 10
# Optional: send push button
sendbutton: false
- class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: true
# If true, show player body too (only valid if showplayerfaces=true
showplayerbody: false
# Option to make player faces small - don't use with showplayerhealth
smallplayerfaces: false
# Optional - make player faces layer hidden by default
hidebydefault: false
# Optional - ordering priority in layer menu (low goes before high - default is 0)
layerprio: 0
# Optional - label for player marker layer (default is 'Players')
label: "Players"
#- class: org.dynmap.ClientComponent
# type: digitalclock
- class: org.dynmap.ClientComponent
type: link
- class: org.dynmap.ClientComponent
type: timeofdayclock
showdigitalclock: true
#showweather: true
# Mouse pointer world coordinate display
- class: org.dynmap.ClientComponent
type: coord
label: "Location"
hidey: false
show-mcr: false
# Note: more than one logo component can be defined
#- class: org.dynmap.ClientComponent
# type: logo
# text: "Dynmap"
# #logourl: "images/block_surface.png"
# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
# # Valid positions: top-left, top-right, bottom-left, bottom-right
# position: bottom-right
- class: org.dynmap.ClientComponent
type: inactive
timeout: 300 # in seconds (1800 seconds = 30 minutes)
redirecturl: inactive.html
#showmessage: 'You were inactive for too long.'
#- class: org.dynmap.TestComponent
# stuff: "This is some configuration-value"
# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false
# How often a tile gets rendered (in seconds).
renderinterval: 300
# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 300
# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2
# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 2
# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
# in more competition for CPU resources with other processes
usenormalthreadpriority: true
# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
saverestorepending: false
# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 30
# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true
# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
#hideores: true
# Optional - enabled BetterGrass style rendering of grass and snow block sides
#better-grass: true
# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
smooth-lighting: false
# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
# Has no effect on maps with explicit format settings
image-format: png
# use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
# correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
use-generated-textures: true
correct-water-lighting: true
# Control loading of player faces (if set to false, skins are never fetched)
#fetchskins: false
# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
#refreshskins: false
# Customize URL used for fetching player skins (%player% is macro for name)
skin-url: "http://s3.amazonaws.com/MinecraftSkins/%player%.png"
# Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
# default is 'newrose' (preserve pre-1.0 maps, rotate rose)
# 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
compass-mode: newnorth
### Mod block support ###
# Enable Industrial Craft 2 block rendering support (core, Advanced Machines, Charging Bench, Power Converters, Compact Solars, Nuclear Control)
#ic2-support: true
#ic2-advancesmachines-support: true
#ic2-chargingbench-support: true
#ic2-powerconverters-support: true
#ic2-compactsolars-support: true
#ic2-nuclearcontrol-support: true
# Enable BuildCraft block rendering support
#buildcraft-support: true
# Enable RedPower2 block rendering support
#redpower2-support: true
# Enable NetherOres block rendering support
#netherores-support: true
# Enable RailCraft block rendering support
#railcraft-support: true
# Enable Kaevator's Superslopes block rendering support
#superslopes-support: true
# Enabled ComputerCraft block rendering support
#computercraft-support: true
# Enabled LC Trees++ block rendering support
#lctrees-support: true
# Enable Forestry block rending support
#forestry-support: true
# Enable IronCheck block rendering support
#ironchest-support: true
# Enable TubeCraft block rendering support
#tubecraft-support: true
# Enable Ender Storage block rendering support
#enderstorage-support: true
render-triggers:
#- playermove
#- playerjoin
- blockplaced
- blockbreak
- leavesdecay
- blockburn
- chunkgenerated
- blockformed
- blockfaded
- blockspread
- pistonmoved
- explosion
#- blockfromto
#- blockphysics
- structuregrow
- blockgrow
#- blockredstone
# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
#webpage-title: "My Awesome Server Map"
# The path where the tile-files are placed.
tilespath: web/tiles
# The path where the web-files are located.
webpath: web
# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
webserver-bindaddress: 0.0.0.0
# The TCP-port the webserver will listen on.
webserver-port: 8123
# Maximum concurrent session on internal web server - limits resources used in Bukkit server
max-sessions: 30
# Disables Webserver portion of Dynmap (Advanced users only)
disable-webserver: false
# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
allow-symlinks: true
# Enable login support
login-enabled: true
# Require login to access website (requires login-enabled: true)
login-required: false
# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
timesliceinterval: 0.0
# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
maxchunkspertick: 200
# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
progressloginterval: 100
# Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
# Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
# setting this to equal or exceed the number of physical cores on the system.
#parallelrendercnt: 4
# Interval the browser should poll for updates.
updaterate: 2000
# If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more user's are logged in
fullrenderplayerlimit: 0
showplayerfacesinmenu: true
# Control whether players that are hidden or not on current map are grayed out (true=yes)
grayplayerswhenhidden: true
# Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
#sidebaropened: true
# Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
#http-response-headers:
# Access-Control-Allow-Origin: "my-domain.com"
# X-Custom-Header-Of-Mine: "MyHeaderValue"
joinmessage: "%playername% joined"
quitmessage: "%playername% quit"
spammessage: "You may only chat once every %interval% seconds."
# format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
# Control whether layer control is presented on the UI (default is true)
showlayercontrol: true
# Enable checking for banned IPs via banned-ips.txt (internal web server only)
check-banned-ips: true
# Default selection when map page is loaded
defaultzoom: 3
defaultworld: world
defaultmap: surface
# (optional) Zoom level and map to switch to when following a player, if possible
#followzoom: 3
#followmap: surface
# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
persist-ids-by-ip: true
# Messages to customize
msg:
maptypes: "Map Types"
players: "Players"
chatrequireslogin: "Chat Requires Login"
chatnotallowed: "You are not permitted to send chat messages"
# Set to true to enable verbose startup messages - can help with debugging map configuration problems
# Set to false for a much quieter startup log
verbose: false
# Enables debugging.
#debuggers:
# - class: org.dynmap.debug.LogDebugger
http://sharetext.org/VF0j
This is with only a handful of people on the server. It also causes lag when zombies appear on the screen, and FPS issues in game for all users. Gets glitchy too, with mobs not taking damage for 1-2 seconds when hit.
Disabling Dynmap fixes all issues. Only other mods running are GroupManager and Essentials, both up to date.
This happens with Alpha-2 and Alpha-3 for me. I have not reverted to an earlier version to see if that still has the issue. Previously on 1.5.2 everything was smooth as butter and it worked great.
Specs: Phenom II X4 Quad-Core @ 3.8 Ghz 16 GB DDR 1600 (8GB dedicated to server)
This is running an internal server that is accessed from the outside by my users. I receive the same issues and lag that I described connecting from my local network as they do connecting remotely.
Edit: I've since deleted all render data and done a full re-render under Alpha-3, and now the server is pegged at 100% RAM usage. Only way to free up the memory is to restart the server, then it slowly starts climbing back up and eventually hits 100% again. Gonna have to disable Dynmap til this is fixed.
Edit 2: Loaded my test server with the last 1.5.2 CraftBukkit and the latest Alpha-3 Dynmap, memory and CPU usage are normal.
Edit 3: I tried the latest build, Alpha-4, and the problem still exists. Eats up RAM til the server starts acting weird because there is no RAM left.
"I...hope you know how very lucky you are to know me, because I am so incredibly incredible." ---Rectangular Business Man, 12 Oz. Mouse
I asked this question the other day but I think it got buried because it was long and rambling and was posted a day before the 1.6 update.
I am attempting to install Dynmap. I have MCPC Plus (1.4.7-R1.1 L67)
I am attempting to install Dynmap-1.7.1-forge-6.5.0, I think this is right. Nothing is happening.. No folders are generating. So I tried adding this: DynmapCBBridge-1.7. Nothing happened then either.. >.>
I am dropping them into the plugins directory, restarting the server. Like how you would with every other .jar plugin.
I've read through the instructions, but I think something is just not clicking. I might be a little burned out.
"I...hope you know how very lucky you are to know me, because I am so incredibly incredible." ---Rectangular Business Man, 12 Oz. Mouse
Will I need the CB bridge with that? Or is that an always because of MCPC Plus?
*Edit* I tried the one [here] with no luck.
I put the Dynmap-1.7.1-forge-6.5.0.jar in the /mods directory and the DynmapCBBridge-1.7.jar in the plugins directory and now the command for full render works... BUT.. I can't find any files generated. But I keep seeing this in the console:
>< Dunno what I've done wrong. I followed these directions:
I also can't get anyting when I follow the directions to view the map. But I may have to contact GameServers Hosting to fix that. Or maybe I've done something wrong and what not.
*Edit* Contacting them now..
Even if the links don't work, you can just google it can't you ? I bet it will take me 1 minute to find your link.
http://www.9minecraft.net/api-minecraft-forge/
You can put the map tiles anyplace you want - just update the 'tilespath' setting in configuration.txt with an absolute path to the new location.
This should be fixed in the current development builds
I test with 1GB heap, Essentials, Group Manager, and more, with 1.5.2 with no issues - just rendered a 8k x 8k map with that configuration.
Right, it works GREAT in 1.5.2. The problem is I am running Craftbukkit 1.6.1, which is where the problem exists. If I roll back to 1.5.2 it works fine again. But my players are unwilling to give up their horses
I will have to try the latest 1.8 and see if it changes anything. But the most latest dev build it was still having the same problem. After a while it eats the entire amount of allocated RAM. 8GB in 3 hours. Eventually server acts funny because there is no more RAM left for it to use.
"I...hope you know how very lucky you are to know me, because I am so incredibly incredible." ---Rectangular Business Man, 12 Oz. Mouse
Misunderstood your edit - I'll give the same map a try on 1.6.1.
Edit: OK - I'm about 4 hours with CB #2807 (current CB 1.6.1-R0.1, as of this morning), JRE 1.7.0-17 64 bit, 1024M max heap, current Essentials and Group Manager, and Dynmap v1.8 release level, doing a fullrender on the flat and surface maps (in hires mode) of a 4000 radius circular map, with no issues. 112k tiles rendered on the surface map so far, flat map is finished, /mem reports Max 910MB, Allocated 340M, Free 113M, with 19.5-20.0 TPS. I'll keep it running until the fullrender finishes, but its behaving well.
I have the same issue. How do you solved?. You can pass me the modified texture pack?.
Thank you
Try 1.8 - I fixed the issue I believe was causing the problem on the JohnSmith pack (and specifically tested it with that pack).
First off, thanks for taking the time to test and try to help me. Much appreciated. Donations coming your way as soon as I have the $
But anyway, it it is really strange how the bug manifests itself. I have a test server setup the same way as my main server. On there I did load the 1.8 w/ 1.6.1 craftbukkit, same version as yours. I let it finish a full render (hit almost 100% RAM usage during). After render completed RAM and CPU usage went down to normal levels (CPU 5-10%, RAM 7% of a 4GB max). I left myself logged into the server all night with the map up. When I woke up the next morning I saw it was still runinng well. No issues.
I then loaded that build onto my primary server, and within 3 hours it was @ 100% RAM usage after doing a fullrender. The only difference is that the primary server has players on there doing things during the night cycle. The night cycle is what the issue is. Every night cycle, the RAM usage increases about 5-10% and you don't get it all back after daytime comes. You lose a few % that you don't get back each time, and eventually after 3-4 hours of uptime with players on there, it will hit 100%.
It is very confusing, and hard to test on a server with nobody playing.
I have even loaded a fresh copy of 1.6.1 on a totally separate machine with same setup, and have the same results though. So I know this isn't something with my hardware. Even without Dynmap installed, nighttime on my server gets very glitchy when there are multiple players on killing zombies, etc. This is starting to feel like a Mojang issue and not a Dynmap issue.
The serer you tested on was Windows-based or Linux? All my machines are Windows. My main public server is Windows 2008 Server, and my test server is Windows 7 Ultimate. Both are x64. It seems only people who run Windows-based servers are seing this issue. Linux is unaffected from what I can tell.
"I...hope you know how very lucky you are to know me, because I am so incredibly incredible." ---Rectangular Business Man, 12 Oz. Mouse
Most plugins you just drop the.jar into the plugins folder and run your server. After you run your server with the plugin in the plugins folder for the first time, it generates a folder that will contain all the configuration files you need to modify.
Check the Wiki for dynmap to get all the info you need to configure it.
Also if you are new to plugins, you'd be best served going onto youtube and looking up a plugins and server tutorial.
"I...hope you know how very lucky you are to know me, because I am so incredibly incredible." ---Rectangular Business Man, 12 Oz. Mouse