also I've read in other places sometimes people can identify your problem by looking thru this here info you get (error reports) I've gotten a lot of these recently (but can't find any record of em) so here's some of the problem reports (that this chat has been going on about) from February
A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x4bdcc059, pid=412, tid=5172
#
# JRE version: 6.0_16-b01
# Java VM: Java HotSpot(TM) Client VM (14.2-b01 mixed mode windows-x86 )
# Problematic frame:
# C [OpenAL32.dll+0xc059]
#
# If you would like to submit a bug report, please visit:
# http://java.sun.com/webapps/bugreport/crash.jsp
#
--------------- T H R E A D ---------------
Current thread (0x48b1fc00): VMThread [stack] [id=5172]
Stack: [0x48bb0000,0x48c00000], sp=0x48bff9f4, free space=318k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C [OpenAL32.dll+0xc059]
C [OpenAL32.dll+0x103d0]
C [ntdll.dll+0x118a]
C [ntdll.dll+0x224ca]
C [kernel32.dll+0x1caae]
C [kernel32.dll+0x1cb26]
C [msvcr71.dll+0x8d04]
C [msvcr71.dll+0x8d11]
V [jvm.dll+0x1e925d]
V [jvm.dll+0x1e853e]
V [jvm.dll+0x1e888c]
V [jvm.dll+0x1e8cb2]
V [jvm.dll+0x173e5c]
C [msvcr71.dll+0x9565]
C [kernel32.dll+0xb729]
VM_Operation (0x4932f510): Exit, mode: safepoint, requested by thread 0x48f16400
Other Threads:
=>0x48b1fc00 VMThread [stack] [id=5172]
VM state:at safepoint (shutting down)
VM Mutex/Monitor currently owned by a thread: ([mutex/lock_event])
[0x003a55d0] Threads_lock - owner thread: 0x48b1fc00
Heap
def new generation total 36352K, used 2507K [0x02a70000, 0x051e0000, 0x07930000)
eden space 32320K, 7% used [0x02a70000, 0x02ce2fa8, 0x04a00000)
from space 4032K, 0% used [0x04df0000, 0x04df0000, 0x051e0000)
to space 4032K, 0% used [0x04a00000, 0x04a00000, 0x04df0000)
tenured generation total 483968K, used 105945K [0x07930000, 0x251d0000, 0x42a70000)
the space 483968K, 21% used [0x07930000, 0x0e0a6490, 0x0e0a6600, 0x251d0000)
compacting perm gen total 12288K, used 11894K [0x42a70000, 0x43670000, 0x46a70000)
the space 12288K, 96% used [0x42a70000, 0x4360db30, 0x4360dc00, 0x43670000)
No shared spaces configured.
Both machines that I try running the server on are dual-core. One is running vista 32bit and the machine I use is Win7 64bit, same issues.
The ONLY fix I found for it is by using the simpleserver wrapper....but why would this make it work? I would like to just run bukkit, not have to run bukkit through simpleserver :sad.gif:
NOTE: by using simpleserver, it allows for the world to spawn and you can do things, but it still lags very badly. without simpleserver, I get the "falling" glitch every time.
What type of machine are you using to connect to the servers? What type of machine is the client running on?
I tried both client and server running on the win7 64bit and using "localhost" to connect to it, and I tried with the server on the vista 32bit machine and the client on the win7 64bit machine, and with either case, I still got the glitch.
Also, I even dual-booted with ubuntu 10.10 64bit and my performance even dropped (client running in linux, with proprietary gfx drivers installed and sunjava installed, server running on the vista box), but I am still learning linux so it could be operator error on that part, or it could be that I installed linux using the wubi.exe installer instead of installing it properly (off of boot disk).
Also, for the record, 1.2 server ran just fine on the vista box. All that changed on that box was that minecraft_server was updated and that PC went from a wired connection to a wireless connection. I would like to believe the wireless is the culprit, but like I said before, I get the same result if both client/server software are running on the same machine.
For the fun of it, I shut down my 1.4 server, made a new folder, and uploaded 1.5_02 server to it. I remote desktoped to it (my vista machine), started 1.5_02 via the exe (normally I use the jar, but this was a quick test), closed the remote session, fired up my client on my win7 box, and now its running just fine?
For the fun of it, I shut down my 1.4 server, made a new folder, and uploaded 1.5_02 server to it. I remote desktoped to it (my vista machine), started 1.5_02 via the exe (normally I use the jar, but this was a quick test), closed the remote session, fired up my client on my win7 box, and now its running just fine?
Was this issue fixed in the 1.5_02 server update?
Tested it myself, didn't fix our problem. However the frame limit "fix' works for us so that might be interesting to note.
Granted, I did a simple test and it seemed to work, but to get the most "bang" out of it, you need to run the jar itself with the java params. so it runs smoothly. I have yet to test this out, but still, this issue is still there for others, and its a persistent issue at that.
I could understand if it was just 2 or three people that this thread would get looked over, but come on, there are dozens of people here with this same issue. As my high school teacher once said, "if one or two students fail, its the students issue. If most of the class fails, its the teachers issue." Same can be applied here......
My experience with this. I play with three other people and two of us, including me, are located in the USA and the others are in Europe. We always have experienced mysterious lag issues, especially if the server was hosted with my European friends and the SMP was unplayable for us when the leaf degrading feature was added. It was broken for all of us, no matter who hosted the server, for just about two months. By broken, I mean 30 - 40 seconds of latency for no specific reasons. We tested our internet speeds, systems, and have NO problem playing other games that are far more intense (or supposed to be) on our systems with NO lag issues. Saying that, the lag was fixed for us with 1.3ish and we were happy to be able to play with little to no lag issues. When the 1.4 update happened, the DAY Minecraft upgraded and added the new features was the day the game broke again. Once again 30-40 second lag, not for the person hosting, but the person who tries to play on the server. This is equally the same experience, if I host the game in the USA on my machine or my friends host the game on their machines (no matter what the system specs are). It is always the same, we join the game and instantly are thrown into rubber banding, 30-40 second latency, cannot interact with certain objects (because of the lag) and this is exactly what happened when the leaf degrading feature was added.
So, that is our experience and right now the game remains unplayable for us. We find it frustrating that there isn't a fix or even a real official "nod" or two about the issue. We also find it frustrating that some individuals seem to put blame on our systems and internet speeds when we can clearly state that is NOT the issue and it is indeed a server issue, not a hosting issue. (they wanted me to add that part lol..i'm spokes person for the group apparently) They also wanted me to add, that while we GET that it is in beta and expect issues, we also think that instead of continuing to add new content into the game, why not fix the previous issues before say adding weather and other blah blahs. We just want to be able to play...it really is as simple as that.
BUMP TO BE FIXED! Patch this in the next update mojang! This didn't happen in 1.2, and the last thing that actually interested me in the beta was the color cloth.
By the way, it is not my connection, I used my laptop to play, and it ran fine! (The reason I just don't use my laptop all the time is because it has FPS lag.
Joined in an effort to "chime in" on the experiences I'm personally having with this lag problem.
I'm personally not experiencing any lag, nor was a friend of mine who was over and connected to a server I set up on my personal network for six or so hours last night, but when my wife, who owns a laptop comparable to my friend's laptop, attempted to sign on and play with me today, she was getting something between five and 23 seconds of lag.
I've triple-checked that all the proper ports were open on both computers, updated her wireless and wired network drivers (tried both), and had her update Java to no avail. We even tried the "limit frames" trick that was posted here to no avail.
It's incredibly odd that two laptops with pretty much the same specs connected in the same way to a local server (ethernet through my router) are having two completely different things happening to them. The first, completely fine, the second, massively laggy.
Not sure what to do here, but at least I know that others are having the same problem so hopefully a fix will arrive soon!
- Have an core i3 4gb machine. Pre-beta, it ran 16 players with everything on and tons of mods with practically zero load. Like cpu usage at << 10% except for the occasional brief blip. Silky smooth.
- I recently brought the server back up with Beta 1.4 and 1.5. What I am seeing is a massive CPU spike that is proportional to the # of players. For me, once I hit about 5 players, I'm capped at 99% cpu for the server process, and the soul crushing lag begins for everyone. Seems to jump somewhat nonlinearly. At 2 players, we're at like 25%. At 4, it's like 80%. Above that, pinned at 99%.
- Turning off monsters and animals brings it right back down to expected levels.
- Turning on just monsters and it runs at 60% - 80% cpu with 5 people. Usable, but still ridiculous.
There is all sorts of terrible advice being given out about this issue on various threads. To me, the problem is very clear. The server code has some sort of horrible issue where it scales poorly with # of entities * # of players in the world.
This did not used to be the case
People building these monster servers and talking about ridiculous bandwidth requirements are doing a disservice to the community. There's simply not that much work for the server code to be doing - the simulation is trivial.
There is something algorithmically bogus in the code. Everything else has remained the same : # of entities, # of players, incoming and outgoing bandwidth requirements. What has changed is CPU load, and the toggle is simple : turn off monsters and animals.
Furthermore : from my experience, profiling with netlimiter, bandwidth requirements have not changed significantly. When people are moving, it can spike as high as 60-80kb/s (server streaming big blocks of the world to the client), but in general it hovers at about 10kb/s per person when they are just toodling around in the same area. Any cable modem can very easily handle 8+ players. I have awful upstream via Comcast, and it has never been an issue in the past when hosting an MC server. Based on the numbers, it still isn't,
This needs to be addressed. It's a code problem.
Rollback Post to RevisionRollBack
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A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x4bdcc059, pid=412, tid=5172
#
# JRE version: 6.0_16-b01
# Java VM: Java HotSpot(TM) Client VM (14.2-b01 mixed mode windows-x86 )
# Problematic frame:
# C [OpenAL32.dll+0xc059]
#
# If you would like to submit a bug report, please visit:
# http://java.sun.com/webapps/bugreport/crash.jsp
#
--------------- T H R E A D ---------------
Current thread (0x48b1fc00): VMThread [stack] [id=5172]
siginfo: ExceptionCode=0xc0000005, reading address 0x4bf1e730
Registers:
EAX=0x4bf1e730, EBX=0x4bdc0000, ECX=0x4bf021f0, EDX=0x088a0000
ESP=0x48bff9f4, EBP=0x48bffa50, ESI=0x4bf021d0, EDI=0x4bf021a0
EIP=0x4bdcc059, EFLAGS=0x00010202
Top of Stack: (sp=0x48bff9f4)
0x48bff9f4: 00000001 4bf021a0 4bdc6db2 4bf021a0
0x48bffa04: 00000000 4bdc6dee 4bf021a0 4bdc6e1f
0x48bffa14: 4bdd0328 4bdc0000 00000000 00000001
0x48bffa24: 5f6bd96c 00000000 48bffa70 001b4be8
0x48bffa34: 00000001 48bffa24 48bff608 48bffaf0
0x48bffa44: 4bdd1ff0 5c0ac50c 00000000 48bffa5c
0x48bffa54: 4bdd03d0 4bdc0000 48bffa7c 7c90118a
0x48bffa64: 4bdc0000 00000000 00000001 001b4be8
Instructions: (pc=0x4bdcc059)
0x4bdcc049: c7 46 0c 01 00 00 00 e8 4f f0 ff ff 8b 46 08 59
0x4bdcc059: 8b 08 50 ff 51 08 8b 46 04 85 c0 74 06 8b 08 50
Stack: [0x48bb0000,0x48c00000], sp=0x48bff9f4, free space=318k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C [OpenAL32.dll+0xc059]
C [OpenAL32.dll+0x103d0]
C [ntdll.dll+0x118a]
C [ntdll.dll+0x224ca]
C [kernel32.dll+0x1caae]
C [kernel32.dll+0x1cb26]
C [msvcr71.dll+0x8d04]
C [msvcr71.dll+0x8d11]
V [jvm.dll+0x1e925d]
V [jvm.dll+0x1e853e]
V [jvm.dll+0x1e888c]
V [jvm.dll+0x1e8cb2]
V [jvm.dll+0x173e5c]
C [msvcr71.dll+0x9565]
C [kernel32.dll+0xb729]
VM_Operation (0x4932f510): Exit, mode: safepoint, requested by thread 0x48f16400
--------------- P R O C E S S ---------------
Java Threads: ( => current thread )
0x5e84cc00 JavaThread "Thread-14" [_thread_blocked, id=5368, stack(0x4c6c0000,0x4c710000)]
0x48b99400 JavaThread "Thread-10" daemon [_thread_blocked, id=5780, stack(0x4bd70000,0x4bdc0000)]
0x4ade0400 JavaThread "Thread-9" daemon [_thread_blocked, id=724, stack(0x4bd20000,0x4bd70000)]
0x48b60800 JavaThread "Thread-8" daemon [_thread_in_native, id=3924, stack(0x4bcd0000,0x4bd20000)]
0x48f87000 JavaThread "Timer hack thread" daemon [_thread_blocked, id=2972, stack(0x495b0000,0x49600000)]
0x003a6400 JavaThread "DestroyJavaVM" [_thread_blocked, id=5232, stack(0x003b0000,0x00400000)]
0x48f16400 JavaThread "AWT-EventQueue-0" [_thread_blocked, id=1456, stack(0x492e0000,0x49330000)]
0x48eaa400 JavaThread "AWT-Shutdown" [_thread_blocked, id=5276, stack(0x49110000,0x49160000)]
0x48e90c00 JavaThread "Java2D Disposer" daemon [_thread_blocked, id=2228, stack(0x490c0000,0x49110000)]
0x48b40800 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=1792, stack(0x48d90000,0x48de0000)]
0x48b3a400 JavaThread "CompilerThread0" daemon [_thread_blocked, id=6028, stack(0x48d40000,0x48d90000)]
0x48b38c00 JavaThread "Attach Listener" daemon [_thread_blocked, id=6032, stack(0x48cf0000,0x48d40000)]
0x48b37800 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1236, stack(0x48ca0000,0x48cf0000)]
0x48b27800 JavaThread "Finalizer" daemon [_thread_blocked, id=4712, stack(0x48c50000,0x48ca0000)]
0x48b22c00 JavaThread "Reference Handler" daemon [_thread_blocked, id=5448, stack(0x48c00000,0x48c50000)]
Other Threads:
=>0x48b1fc00 VMThread [stack] [id=5172]
VM state:at safepoint (shutting down)
VM Mutex/Monitor currently owned by a thread: ([mutex/lock_event])
[0x003a55d0] Threads_lock - owner thread: 0x48b1fc00
Heap
def new generation total 36352K, used 2507K [0x02a70000, 0x051e0000, 0x07930000)
eden space 32320K, 7% used [0x02a70000, 0x02ce2fa8, 0x04a00000)
from space 4032K, 0% used [0x04df0000, 0x04df0000, 0x051e0000)
to space 4032K, 0% used [0x04a00000, 0x04a00000, 0x04df0000)
tenured generation total 483968K, used 105945K [0x07930000, 0x251d0000, 0x42a70000)
the space 483968K, 21% used [0x07930000, 0x0e0a6490, 0x0e0a6600, 0x251d0000)
compacting perm gen total 12288K, used 11894K [0x42a70000, 0x43670000, 0x46a70000)
the space 12288K, 96% used [0x42a70000, 0x4360db30, 0x4360dc00, 0x43670000)
No shared spaces configured.
Dynamic libraries:
0x00400000 - 0x00424000 C:\Program Files\Java\jre6\bin\javaw.exe
0x7c900000 - 0x7c9b2000 C:\WINDOWS\system32\ntdll.dll
0x7c800000 - 0x7c8f6000 C:\WINDOWS\system32\kernel32.dll
0x77dd0000 - 0x77e6b000 C:\WINDOWS\system32\ADVAPI32.dll
0x77e70000 - 0x77f03000 C:\WINDOWS\system32\RPCRT4.dll
0x77fe0000 - 0x77ff1000 C:\WINDOWS\system32\Secur32.dll
0x7e410000 - 0x7e4a1000 C:\WINDOWS\system32\USER32.dll
0x77f10000 - 0x77f59000 C:\WINDOWS\system32\GDI32.dll
0x76390000 - 0x763ad000 C:\WINDOWS\system32\IMM32.DLL
0x7c340000 - 0x7c396000 C:\Program Files\Java\jre6\bin\msvcr71.dll
0x6d800000 - 0x6da8b000 C:\Program Files\Java\jre6\bin\client\jvm.dll
0x76b40000 - 0x76b6d000 C:\WINDOWS\system32\WINMM.dll
0x6d7b0000 - 0x6d7bc000 C:\Program Files\Java\jre6\bin\verify.dll
0x6d330000 - 0x6d34f000 C:\Program Files\Java\jre6\bin\java.dll
0x6d290000 - 0x6d298000 C:\Program Files\Java\jre6\bin\hpi.dll
0x76bf0000 - 0x76bfb000 C:\WINDOWS\system32\PSAPI.DLL
0x6d7f0000 - 0x6d7ff000 C:\Program Files\Java\jre6\bin\zip.dll
0x6d000000 - 0x6d14a000 C:\Program Files\Java\jre6\bin\awt.dll
0x73000000 - 0x73026000 C:\WINDOWS\system32\WINSPOOL.DRV
0x77c10000 - 0x77c68000 C:\WINDOWS\system32\msvcrt.dll
0x774e0000 - 0x7761e000 C:\WINDOWS\system32\ole32.dll
0x773d0000 - 0x774d3000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.6028_x-ww_61e65202\comctl32.dll
0x77f60000 - 0x77fd6000 C:\WINDOWS\system32\SHLWAPI.dll
0x5ad70000 - 0x5ada8000 C:\WINDOWS\system32\uxtheme.dll
0x6d230000 - 0x6d284000 C:\Program Files\Java\jre6\bin\fontmanager.dll
0x74720000 - 0x7476c000 C:\WINDOWS\system32\MSCTF.dll
0x77b40000 - 0x77b62000 C:\WINDOWS\system32\apphelp.dll
0x755c0000 - 0x755ee000 C:\WINDOWS\system32\msctfime.ime
0x77c00000 - 0x77c08000 C:\WINDOWS\system32\VERSION.dll
0x68000000 - 0x68036000 C:\WINDOWS\system32\rsaenh.dll
0x769c0000 - 0x76a74000 C:\WINDOWS\system32\USERENV.dll
0x5b860000 - 0x5b8b5000 C:\WINDOWS\system32\netapi32.dll
0x6d610000 - 0x6d623000 C:\Program Files\Java\jre6\bin\net.dll
0x71ab0000 - 0x71ac7000 C:\WINDOWS\system32\WS2_32.dll
0x71aa0000 - 0x71aa8000 C:\WINDOWS\system32\WS2HELP.dll
0x64000000 - 0x64025000 C:\Program Files\Bonjour\mdnsNSP.dll
0x76d60000 - 0x76d79000 C:\WINDOWS\system32\Iphlpapi.dll
0x71a50000 - 0x71a8f000 C:\WINDOWS\System32\mswsock.dll
0x76f20000 - 0x76f47000 C:\WINDOWS\system32\DNSAPI.dll
0x76fb0000 - 0x76fb8000 C:\WINDOWS\System32\winrnr.dll
0x76f60000 - 0x76f8c000 C:\WINDOWS\system32\WLDAP32.dll
0x76fc0000 - 0x76fc6000 C:\WINDOWS\system32\rasadhlp.dll
0x6d630000 - 0x6d639000 C:\Program Files\Java\jre6\bin\nio.dll
0x605d0000 - 0x605d9000 C:\WINDOWS\system32\mslbui.dll
0x77120000 - 0x771ab000 C:\WINDOWS\system32\OLEAUT32.DLL
0x662b0000 - 0x66308000 C:\WINDOWS\system32\hnetcfg.dll
0x71a90000 - 0x71a98000 C:\WINDOWS\System32\wshtcpip.dll
0x49650000 - 0x496bb000 C:\Documents and Settings\Michael\Application Data\.minecraft\bin\natives\lwjgl.dll
0x5ed00000 - 0x5edcc000 C:\WINDOWS\system32\OPENGL32.dll
0x68b20000 - 0x68b40000 C:\WINDOWS\system32\GLU32.dll
0x73760000 - 0x737ab000 C:\WINDOWS\system32\DDRAW.dll
0x73bc0000 - 0x73bc6000 C:\WINDOWS\system32\DCIMAN32.dll
0x6d360000 - 0x6d366000 C:\Program Files\Java\jre6\bin\jawt.dll
0x69500000 - 0x6a209000 C:\WINDOWS\system32\nvoglnt.dll
0x4bb20000 - 0x4bb33000 C:\Documents and Settings\Michael\Application Data\.minecraft\bin\natives\jinput-dx8.dll
0x6ce10000 - 0x6ce48000 C:\WINDOWS\system32\DINPUT8.dll
0x688f0000 - 0x688f9000 C:\WINDOWS\system32\HID.DLL
0x77920000 - 0x77a13000 C:\WINDOWS\system32\SETUPAPI.DLL
0x76c30000 - 0x76c5e000 C:\WINDOWS\system32\WINTRUST.dll
0x77a80000 - 0x77b15000 C:\WINDOWS\system32\CRYPT32.dll
0x77b20000 - 0x77b32000 C:\WINDOWS\system32\MSASN1.dll
0x76c90000 - 0x76cb8000 C:\WINDOWS\system32\IMAGEHLP.dll
0x4bca0000 - 0x4bcb2000 C:\Documents and Settings\Michael\Application Data\.minecraft\bin\natives\jinput-raw.dll
0x4bdc0000 - 0x4bee9000 C:\Documents and Settings\Michael\Application Data\.minecraft\bin\natives\OpenAL32.dll
0x7c9c0000 - 0x7d1d7000 C:\WINDOWS\system32\SHELL32.dll
0x73f10000 - 0x73f6c000 C:\WINDOWS\system32\dsound.dll
0x72d20000 - 0x72d29000 C:\WINDOWS\system32\wdmaud.drv
0x72d10000 - 0x72d18000 C:\WINDOWS\system32\msacm32.drv
0x77be0000 - 0x77bf5000 C:\WINDOWS\system32\MSACM32.dll
0x77bd0000 - 0x77bd7000 C:\WINDOWS\system32\midimap.dll
0x73ee0000 - 0x73ee4000 C:\WINDOWS\system32\KsUser.dll
VM Arguments:
jvm_args: -Xms512m -Xmx1024m
java_command: C:\Documents and Settings\Michael\Desktop\GAMES\Minecraft.exe
Launcher Type: SUN_STANDARD
Environment Variables:
CLASSPATH=.;C:\Program Files\Java\jre6\lib\ext\QTJava.zip
PATH=C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\system32\WBEM;c:\Program Files\ATI Technologies\ATI.ACE\Core-Static;C:\Program Files\Common Files\Roxio Shared\DLLShared\;C:\Program Files\QuickTime\QTSystem\;C:\Program Files\Java\jre6\bin
USERNAME=Michael
OS=Windows_NT
PROCESSOR_IDENTIFIER=x86 Family 16 Model 2 Stepping 3, AuthenticAMD
--------------- S Y S T E M ---------------
OS: Windows XP Build 2600 Service Pack 3
CPU:total 3 (3 cores per cpu, 1 threads per core) family 16 model 2 stepping 3, cmov, cx8, fxsr, mmx, sse, sse2, sse3, mmxext, 3dnow, 3dnowext, sse4a
Memory: 4k page, physical 2097151k(2091420k free), swap 4194303k(4194303k free)
vm_info: Java HotSpot(TM) Client VM (14.2-b01) for windows-x86 JRE (1.6.0_16-b01), built on Jul 31 2009 11:26:58 by "java_re" with MS VC++ 7.1
time: Mon Feb 21 23:43:04 2011
elapsed time: 2855 seconds
I tried both client and server running on the win7 64bit and using "localhost" to connect to it, and I tried with the server on the vista 32bit machine and the client on the win7 64bit machine, and with either case, I still got the glitch.
Also, I even dual-booted with ubuntu 10.10 64bit and my performance even dropped (client running in linux, with proprietary gfx drivers installed and sunjava installed, server running on the vista box), but I am still learning linux so it could be operator error on that part, or it could be that I installed linux using the wubi.exe installer instead of installing it properly (off of boot disk).
Also, for the record, 1.2 server ran just fine on the vista box. All that changed on that box was that minecraft_server was updated and that PC went from a wired connection to a wireless connection. I would like to believe the wireless is the culprit, but like I said before, I get the same result if both client/server software are running on the same machine.
For the fun of it, I shut down my 1.4 server, made a new folder, and uploaded 1.5_02 server to it. I remote desktoped to it (my vista machine), started 1.5_02 via the exe (normally I use the jar, but this was a quick test), closed the remote session, fired up my client on my win7 box, and now its running just fine?
Was this issue fixed in the 1.5_02 server update?
Tested it myself, didn't fix our problem. However the frame limit "fix' works for us so that might be interesting to note.
http://ghoulifiedgaming.blogspot.com/
Agreed.
Granted, I did a simple test and it seemed to work, but to get the most "bang" out of it, you need to run the jar itself with the java params. so it runs smoothly. I have yet to test this out, but still, this issue is still there for others, and its a persistent issue at that.
I could understand if it was just 2 or three people that this thread would get looked over, but come on, there are dozens of people here with this same issue. As my high school teacher once said, "if one or two students fail, its the students issue. If most of the class fails, its the teachers issue." Same can be applied here......
http://ghoulifiedgaming.blogspot.com/
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So, that is our experience and right now the game remains unplayable for us. We find it frustrating that there isn't a fix or even a real official "nod" or two about the issue. We also find it frustrating that some individuals seem to put blame on our systems and internet speeds when we can clearly state that is NOT the issue and it is indeed a server issue, not a hosting issue. (they wanted me to add that part lol..i'm spokes person for the group apparently) They also wanted me to add, that while we GET that it is in beta and expect issues, we also think that instead of continuing to add new content into the game, why not fix the previous issues before say adding weather and other blah blahs. We just want to be able to play...it really is as simple as that.
http://ghoulifiedgaming.blogspot.com/
That.
I'm personally not experiencing any lag, nor was a friend of mine who was over and connected to a server I set up on my personal network for six or so hours last night, but when my wife, who owns a laptop comparable to my friend's laptop, attempted to sign on and play with me today, she was getting something between five and 23 seconds of lag.
I've triple-checked that all the proper ports were open on both computers, updated her wireless and wired network drivers (tried both), and had her update Java to no avail. We even tried the "limit frames" trick that was posted here to no avail.
It's incredibly odd that two laptops with pretty much the same specs connected in the same way to a local server (ethernet through my router) are having two completely different things happening to them. The first, completely fine, the second, massively laggy.
Not sure what to do here, but at least I know that others are having the same problem so hopefully a fix will arrive soon!
- Have an core i3 4gb machine. Pre-beta, it ran 16 players with everything on and tons of mods with practically zero load. Like cpu usage at << 10% except for the occasional brief blip. Silky smooth.
- I recently brought the server back up with Beta 1.4 and 1.5. What I am seeing is a massive CPU spike that is proportional to the # of players. For me, once I hit about 5 players, I'm capped at 99% cpu for the server process, and the soul crushing lag begins for everyone. Seems to jump somewhat nonlinearly. At 2 players, we're at like 25%. At 4, it's like 80%. Above that, pinned at 99%.
- Turning off monsters and animals brings it right back down to expected levels.
- Turning on just monsters and it runs at 60% - 80% cpu with 5 people. Usable, but still ridiculous.
There is all sorts of terrible advice being given out about this issue on various threads. To me, the problem is very clear. The server code has some sort of horrible issue where it scales poorly with # of entities * # of players in the world.
This did not used to be the case
People building these monster servers and talking about ridiculous bandwidth requirements are doing a disservice to the community. There's simply not that much work for the server code to be doing - the simulation is trivial.
There is something algorithmically bogus in the code. Everything else has remained the same : # of entities, # of players, incoming and outgoing bandwidth requirements. What has changed is CPU load, and the toggle is simple : turn off monsters and animals.
Furthermore : from my experience, profiling with netlimiter, bandwidth requirements have not changed significantly. When people are moving, it can spike as high as 60-80kb/s (server streaming big blocks of the world to the client), but in general it hovers at about 10kb/s per person when they are just toodling around in the same area. Any cable modem can very easily handle 8+ players. I have awful upstream via Comcast, and it has never been an issue in the past when hosting an MC server. Based on the numbers, it still isn't,
This needs to be addressed. It's a code problem.