The Meaning of Life, the Universe, and Everything.
Join Date:
4/27/2011
Posts:
154
Minecraft:
Vahkiti
Xbox:
Vahkiti
PSN:
Vahkiti
Member Details
Right, so here's the deal. I've been posting here for months about various incarnations of this issue, all of which have lead to dead ends. I've waited patiently for a new snapshot to come around and magically fix this ethereal problem to no avail, and I've tried everything from killing everything to erasing all command blocks, and no combination of either has solved the issue on their own. I'm getting tired of it. I love this game. Enough to have kept the same world going since beta 1.5. I'm not a newb to this kind of world breaking issue, since that kind of dedication takes at least a basic understanding of MCEdit and other tools. But this? This is beyond me. I am at a loss.
So what is this diabolical problem? Well it's two things: First, I get profuse server style lag whether it be in single player, or on an actual server. This started a few months ago, and to the best of my recollection, neither I, nor my other players did anything to cause such an untraceable overload. In singleplayer, it spikes my RAM usage well over 1.5gb, which it never does otherwise. I have tested previous suggestions by other users to no avail, and definitively ruled out issues such as MC-91676. At this point, I can only assume it's related to MC-94438, which currently has no known specific cause..
On top of that, there are many messages spamming the console including things such as:
[Server] Server thread/WARN Keeping entity Chicken that already exists with UUID 08c9bb1f-4979-4cc6-92a4-b844ee0aa135
[Server] Server thread/WARN Can't keep up! Did the system time change, or is the server overloaded? Running 5364ms behind, skipping 107 tick(s)
[Server] INFO Using : vm@5b6b6ef8
[Server] INFO Not using : vm@5154c235
As far as I know, the latter two messages are something to do with servers run on a virtual machine, but the message is in SP as well. As for the UUID issue, this is not resolved by killing everything either. It's also worth noting that on a server, the use of flight, high powered jump potions, or Elytra, coupled with the lag, now results in the server forcibly teleporting you back, and spitting out a; "(PLAYER) Moved too quickly!" error.
My system specs are as follows:
CPU: AMD FX-6100 Hex-Core
GPU: NVidia GeForce GTX 550 ti
RAM: 4gb
OS: Windows 10 x64
JRE: 1.8.0_25
My server is run through BisectHost, which has been very nice until this problem began. The only specs I know for certain are that it's on Budget Plan #4, and has 2gb of ram. However often times, even being half as powerful as my PC, it still performs better than SP.
I BELIEVE I have narrowed the issue down to ONE region file. I have attached a rar file containing the map and that one region. If anybody can take a look at it and finally help me put this nonsense to rest, I would be very grateful. If it helps anyone, last night in a final attempt to triangulate the problem myself, I made a grid based on data obtained while searching for it with friends. The legend is as follows:
Brown: Main Spawn chunk
Purple: Spawn chunks
Cyan: Non-entity processing "lazy chunks"
Orange: Approximate area of effect based on accumulated data
Red: Areas where the lag started while coming into the map from far away
White: What we THOUGHT was the issue
The log file from a forced debug crash can also be seen below:
java.lang.Throwable
at bcc.ay(SourceFile:1682)
at bcc.s(SourceFile:1603)
at bcc.au(SourceFile:949)
at bcc.a(SourceFile:390)
at net.minecraft.client.main.Main.main(SourceFile:122)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 16w03a
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 218631600 bytes (208 MB) / 494788608 bytes (471 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 16w03a
LWJGL: 2.9.4
OpenGL: GeForce GTX 550 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 359.06, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: BIONICLE Songs.zip (incompatible), Crash Twinsanity OST.zip (incompatible), Journey Pack.zip (incompatible)
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 6x AMD FX(tm)-6100 Six-Core Processor
I'm replying here because anything I say on the tracker triggers the *don't discuss here* intervention. Biased mod who only intervenes on me, strangely. He always says "@All" but I seem to be the only one triggering it!
I encounter that issue EVERY time entity pathfinding is involved and is unresolvable. Example: Have some adult cows in a pen and breed them into a couple of offsprings. The babies will pathfind to the adult cows. But if you prevent them from reaching, the pathfinding will get unresolved, CPU and RAM usage will skyrocket to saturation and the game becomes unplayable.
Zombies also seem to be quite harsh on this, because they track you from very far. If the terrain is uneven and has a lot of obstacles, their pathfinding becomes a spaghetti dish, server lags badly.
I've also seen this issue when a villager desperately tries to reach a nearby village, but can't.
I'm replying here because anything I say on the tracker triggers the *don't discuss here* intervention. Biased mod who only intervenes on me, strangely. He always says "@All" but I seem to be the only one triggering it!
I encounter that issue EVERY time entity pathfinding is involved and is unresolvable. Example: Have some adult cows in a pen and breed them into a couple of offsprings. The babies will pathfind to the adult cows. But if you prevent them from reaching, the pathfinding will get unresolved, CPU and RAM usage will skyrocket to saturation and the game becomes unplayable.
Zombies also seem to be quite harsh on this, because they track you from very far. If the terrain is uneven and has a lot of obstacles, their pathfinding becomes a spaghetti dish, server lags badly.
I've also seen this issue when a villager desperately tries to reach a nearby village, but can't.
I'm not sure about Zombies, but I can tell you Villagers are probably a mess on our server. We used to have a few hundred hobos living in a condemned train tunnel, but I cleared that out in light of all this. Aside from that, we also have an underground "village", but whether or not the Villagers actually fully recognize it as such is yet to be determined.
I would suggest not using 1.9.x because its still not a full release, I'd stick to 1.7.x because even 1.8.x does not have an official essentials plugin and if it does not have the essentials plugin it'd be even more difficult to make a factions, prison, sky block, etc.
I would suggest not using 1.9.x because its still not a full release, I'd stick to 1.7.x because even 1.8.x does not have an official essentials plugin and if it does not have the essentials plugin it'd be even more difficult to make a factions, prison, sky block, etc.
I... never said I had any use for essentials? Besides, 1.7 doesn't have features of 1.8 that are now integral in certain functions on the server. Nevermind going back from 1.9 snapshots which I used to make a fully featured vanilla permissions system. I am aware that snapshots are buggy and not really fit for everyday use, which is why I'm not going completely insane rambling about Mojang being incompetent or whatever. I would just like to figure out what exactly is causing this issue with this build so that maybe when the official release DOES come out, it will have been recognized, assigned, and fixed.
Villagers do a lot of pathfinding too. Me and my friend were fiddling with an auto breeder on my server last evening, and the lag created was unbearable, We had to break blocks 5-6 times each. It was taking around 10 secs for our chats to go through. The server crashed very badly 4 times in around 2.5 hours, with data loss (inventory not saved etc.).
I almost wish the issue makes it into the final release and bring down their Realms servers, so they can see it for themselves first hand! After two full months of this issue, they don't even seem to acknowledge it yet.
I wish Dinnerbone would get back to Minecraft development. He was the one who introduced this issue. Debugging someone else's code is not like debugging our own. He also introduced the anti-cheat system that broke the portals, and causes a lot of rubberbanding (-player moved too quickly-).
I still wonder what was so wrong about the old AI so that they totally screwed it up like that. I agree the new skellies are very nice, but apart from that there's not much difference in mob behaviour, except for cooking cpu's.
On my control panel, the CPU meter is at 100% permanently, even when I'm alone. I tried running 1.8.9 and it won't go above 50% under relatively heavy tasks.
I would suggest not using 1.9.x because its still not a full release, I'd stick to 1.7.x because even 1.8.x does not have an official essentials plugin and if it does not have the essentials plugin it'd be even more difficult to make a factions, prison, sky block, etc.
In my case, I run a snapshot server. I had a post on the bug tracker explaining why real-world feedback is needed. It's true that snapshots are unreliable, buggy, and shouldn't be used on live servers. But on the other hand, live servers are necessary for real-world feedback. Snapshots can't be tested exclusively in singleplayer. So yes, I run snapshots on a live server. Have done so for over 2 years now. I've provided quite a lot of feedback to the bug tracker and I hope I have contributed my share to help better the thing!
Villagers do a lot of pathfinding too. Me and my friend were fiddling with an auto breeder on my server last evening, and the lag created was unbearable, We had to break blocks 5-6 times each. It was taking around 10 secs for our chats to go through. The server crashed very badly 4 times in around 2.5 hours, with data loss (inventory not saved etc.).
I almost wish the issue makes it into the final release and bring down their Realms servers, so they can see it for themselves first hand! After two full months of this issue, they don't even seem to acknowledge it yet.
I wish Dinnerbone would get back to Minecraft development. He was the one who introduced this issue. Debugging someone else's code is not like debugging our own. He also introduced the anti-cheat system that broke the portals, and causes a lot of rubberbanding (-player moved too quickly-).
I still wonder what was so wrong about the old AI so that they totally screwed it up like that. I agree the new skellies are very nice, but apart from that there's not much difference in mob behaviour, except for cooking cpu's.
On my control panel, the CPU meter is at 100% permanently, even when I'm alone. I tried running 1.8.9 and it won't go above 50% under relatively heavy tasks.
I think the worst thing about villager AI currently is how prone to Murphy's Law they become. Currently, my server is only active for three of my friends, and we quite often go for months at a time without playing, but I may forget to turn the server off. During that time, if there is so much as a 1x2 hole in the ground in the remote vicinity of a village, literally ALL of the villagers will have found a way to get trapped in it by the time we get back. Before I got fed up and made a command block to constantly make all villagers and item frames invulnerable, (item frames on the inside or outside walls of surface buildings are like goddamn lightning rods on our server. >->) the entire population of my underground village found a way to clip through the floor of an apartment and burned to death in the mayor's fireplace. I think it was mostly something to do with carpet and doorways making unstable hitboxes or something, but still.. O-o
But anyways, that's one reason we THOUGHT the areas outlined in white on my grid were the issue. 3/4 of those areas were high concentrations of villagers that had gotten trapped in confined spaces, and just sort of left there. However evidently, I inadvertently deleted a bunch of command blocks in addition to them, which, when restored, brought the lag back. I KNOW that neither those blocks themselves, nor the entities on their own are the issue. I almost want to say that deleting them collectively, simply frees up enough resources that the game can function with the REAL problem still very much present. It's like cutting off a limb to treat blood pressure issues.
By the way, as far as cpu and ram usage is concerned, I want to put things in perspective here: The amount of ram vanilla Minecraft uses on my system with this bug present is almost DOUBLE the average usage when running Sonic Aether's Unbelievable Shaders on 1.8. That... simply makes no goddamn sense.
From the sound of things, there doesn't seem to be a definitive cause of that either, so that is another dead end for now I guess. Both seem to have at least SOME relation to mob pathfinding, but even deleting my custom mobs and all the circuitry to do with them doesn't help in the slightest. I even deleted all liquids AND mobs that have any sort of pathfinding AI to no avail.
From the sound of things, there doesn't seem to be a definitive cause of that either, so that is another dead end for now I guess. Both seem to have at least SOME relation to mob pathfinding, but even deleting my custom mobs and all the circuitry to do with them doesn't help in the slightest. I even deleted all liquids AND mobs that have any sort of pathfinding AI to no avail.
What I think happens here is that entities and mobs have their pathfinding code run in separate threads. These threads get caught up in an endless loop for some reason and remain alive and running even after their parent entity no longer exist, never exiting the deadly loop (rogue threads). The only remaining fix is a server (or game) restart.
That's just an hypothesis though. I have no idea how the game is actually coded. But I do feel the code base is gradually becoming a tangled dish of spaghettis.
What I think happens here is that entities and mobs have their pathfinding code run in separate threads. These threads get caught up in an endless loop for some reason and remain alive and running even after their parent entity no longer exist, never exiting the deadly loop (rogue threads). The only remaining fix is a server (or game) restart.
That's just an hypothesis though. I have no idea how the game is actually coded. But I do feel the code base is gradually becoming a tangled dish of spaghettis.
Well at least in my case, that falls flat right away since neither killing all entities with pathfinding AI, nor restarting the server fixes things. Restarting SLIGHTLY alleviates the lag, but only to the point where the game goes from so slow that the sun won't come up, to just fast enough that it's playable if literally the only thing you want to do is stay in one spot and build a thing.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/27/2011
Posts:
154
Minecraft:
Vahkiti
Xbox:
Vahkiti
PSN:
Vahkiti
Member Details
For anyone with the same level of knowledge who may wish to assist, here is some new info coped from user "Jono" on the comment thread for MC-94438: (Where I also posted this topic)
I tried messing around with your posted region file.
I haven't been able to pinpoint the source of the lag for sure, but it isn't due to path finding.
It doesn't help that the offending tick in the debug profiler is "unspecified". (levels/map/tick/tickPending/ticking/unspecified)
On a fresh map created with the latest snapshot, this tick uses only 0.20%.
With your region file, that tick uses 68%!
I can kill all entities with /kill @e, and some of the lag goes away as well as the console spam. However, not all of the lag is gone and the problem is still with the unspecified tick, whatever that is used for...
I want to try and see if I can recreate this with a fresh map. Unfortunately, problems like this have been caused in the past by using older maps with newer versions of the game, which really sucks if that is the case here.
I can probably say for certain that it's not an issue with it being an old map. While it IS true that the terrain here is absolutely ancient by Minecraft standards, in the interest of keeping it clean, corruption, and border-free, I have many times completely regenerated the map with MCEdit, including one time recently under the assumption that this issue was a corrupted chunk. It was not.
Essentially, the world itself is a 3008x3008 box covered on all sides by a stone wall, and 40 chunks of barrier blocks replacing air going inwards from there to prevent the wall being visible. Players can still get to the outside via the rail system, but not by land. ANYWAYS, the point of all of this, is that from time to time, I use MCEdit to prune the outlying chunks, and copy the entire map as a schematic, only to reimport it into a blank world. So while the map itself is technically very old, from a real world standpoint, the data that makes it up has been completely regenerated at least 10 times since then.
Right, so here's the deal. I've been posting here for months about various incarnations of this issue, all of which have lead to dead ends. I've waited patiently for a new snapshot to come around and magically fix this ethereal problem to no avail, and I've tried everything from killing everything to erasing all command blocks, and no combination of either has solved the issue on their own. I'm getting tired of it. I love this game. Enough to have kept the same world going since beta 1.5. I'm not a newb to this kind of world breaking issue, since that kind of dedication takes at least a basic understanding of MCEdit and other tools. But this? This is beyond me. I am at a loss.
So what is this diabolical problem? Well it's two things: First, I get profuse server style lag whether it be in single player, or on an actual server. This started a few months ago, and to the best of my recollection, neither I, nor my other players did anything to cause such an untraceable overload. In singleplayer, it spikes my RAM usage well over 1.5gb, which it never does otherwise. I have tested previous suggestions by other users to no avail, and definitively ruled out issues such as MC-91676. At this point, I can only assume it's related to MC-94438, which currently has no known specific cause..
On top of that, there are many messages spamming the console including things such as:
As far as I know, the latter two messages are something to do with servers run on a virtual machine, but the message is in SP as well. As for the UUID issue, this is not resolved by killing everything either. It's also worth noting that on a server, the use of flight, high powered jump potions, or Elytra, coupled with the lag, now results in the server forcibly teleporting you back, and spitting out a; "(PLAYER) Moved too quickly!" error.
My system specs are as follows:
My server is run through BisectHost, which has been very nice until this problem began. The only specs I know for certain are that it's on Budget Plan #4, and has 2gb of ram. However often times, even being half as powerful as my PC, it still performs better than SP.
I BELIEVE I have narrowed the issue down to ONE region file. I have attached a rar file containing the map and that one region. If anybody can take a look at it and finally help me put this nonsense to rest, I would be very grateful. If it helps anyone, last night in a final attempt to triangulate the problem myself, I made a grid based on data obtained while searching for it with friends. The legend is as follows:
The log file from a forced debug crash can also be seen below:
---- Minecraft Crash Report ----
// You're mean.
Time: 1/24/16 8:43 PM
Description: Manually triggered debug crash
java.lang.Throwable
at bcc.ay(SourceFile:1682)
at bcc.s(SourceFile:1603)
at bcc.au(SourceFile:949)
at bcc.a(SourceFile:390)
at net.minecraft.client.main.Main.main(SourceFile:122)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bcc.ay(SourceFile:1682)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bmp['Vahkiti'/839, l='MpServer', x=138.12, y=42.00, z=150.47]]
Chunk stats: MultiplayerChunkCache: 975, 975
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (141,69,149), Chunk: (at 13,4,5 in 8,9; contains blocks 128,0,144 to 143,255,159), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 274529635 game time, 334995 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 573 total; [xo['Mushmoore'/53, l='MpServer', x=26.94, y=71.00, z=28.28], xq['entity.ItemFrame.name'/58, l='MpServer', x=42.97, y=70.50, z=100.50], xq['entity.ItemFrame.name'/59, l='MpServer', x=42.97, y=70.50, z=96.50], xq['entity.ItemFrame.name'/60, l='MpServer', x=43.50, y=68.50, z=216.03], xq['entity.ItemFrame.name'/61, l='MpServer', x=40.50, y=68.50, z=216.03], xq['entity.ItemFrame.name'/62, l='MpServer', x=40.50, y=68.50, z=210.97], xq['entity.ItemFrame.name'/63, l='MpServer', x=43.50, y=68.50, z=210.97], xq['entity.ItemFrame.name'/65, l='MpServer', x=41.97, y=68.50, z=276.50], wi['Horse'/75, l='MpServer', x=59.69, y=69.00, z=74.97], yq['Creeper'/76, l='MpServer', x=62.50, y=21.00, z=90.50], zi['Zombie'/77, l='MpServer', x=62.50, y=21.00, z=90.50], xq['entity.ItemFrame.name'/78, l='MpServer', x=50.03, y=70.50, z=96.50], xq['entity.ItemFrame.name'/79, l='MpServer', x=50.03, y=70.50, z=100.50], wh['RevengeDog'/82, l='MpServer', x=63.03, y=71.00, z=152.03], wa['TomLeon'/84, l='MpServer', x=59.50, y=68.00, z=218.72], xq['entity.ItemFrame.name'/85, l='MpServer', x=54.50, y=73.50, z=264.03], xq['entity.ItemFrame.name'/86, l='MpServer', x=53.50, y=73.50, z=264.03], xq['entity.ItemFrame.name'/87, l='MpServer', x=54.50, y=69.50, z=259.97], xq['entity.ItemFrame.name'/88, l='MpServer', x=50.03, y=68.50, z=276.50], yc['item.item.arrow'/96, l='MpServer', x=75.88, y=69.00, z=92.16], zm['Livepool'/98, l='MpServer', x=68.88, y=69.00, z=85.59], aal['Arrow'/99, l='MpServer', x=77.03, y=71.03, z=92.63], aal['Arrow'/100, l='MpServer', x=77.03, y=70.66, z=92.06], yc['item.item.bone'/101, l='MpServer', x=78.56, y=69.00, z=92.44], yc['item.item.rottenFlesh'/102, l='MpServer', x=76.16, y=69.00, z=91.88], zi['Zombie'/103, l='MpServer', x=79.22, y=69.00, z=117.53], wh['RevengeDog'/106, l='MpServer', x=73.13, y=71.00, z=154.13], wh['RevengeDog'/107, l='MpServer', x=71.38, y=71.00, z=152.28], wh['RevengeDog'/108, l='MpServer', x=70.03, y=71.00, z=154.34], wh['RevengeDog'/109, l='MpServer', x=69.16, y=71.00, z=154.28], wh['RevengeDog'/110, l='MpServer', x=69.41, y=71.00, z=149.22], wh['RevengeDog'/111, l='MpServer', x=65.22, y=71.00, z=149.25], wh['RevengeDog'/112, l='MpServer', x=71.63, y=71.00, z=150.56], wh['RevengeDog'/113, l='MpServer', x=66.69, y=71.00, z=145.41], wh['RevengeDog'/114, l='MpServer', x=68.28, y=71.00, z=149.72], wh['RevengeDog'/115, l='MpServer', x=70.47, y=71.00, z=150.31], wh['RevengeDog'/116, l='MpServer', x=68.22, y=71.00, z=153.25], wh['RevengeDog'/117, l='MpServer', x=71.38, y=71.00, z=155.47], wh['RevengeDog'/118, l='MpServer', x=70.13, y=71.00, z=155.22], wh['RevengeDog'/119, l='MpServer', x=70.13, y=71.00, z=151.28], wh['RevengeDog'/120, l='MpServer', x=66.50, y=71.00, z=150.72], wh['RevengeDog'/121, l='MpServer', x=71.59, y=71.00, z=151.47], xq['entity.ItemFrame.name'/123, l='MpServer', x=64.97, y=73.50, z=266.50], xq['entity.ItemFrame.name'/124, l='MpServer', x=64.97, y=72.50, z=266.50], 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Retry entities: 0 total; []
Server brand: vanilla
Server type: Integrated singleplayer server
Stacktrace:
at bkq.a(SourceFile:365)
at bcc.b(SourceFile:2503)
at bcc.a(SourceFile:399)
at net.minecraft.client.main.Main.main(SourceFile:122)
-- System Details --
Details:
Minecraft Version: 16w03a
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 218631600 bytes (208 MB) / 494788608 bytes (471 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 16w03a
LWJGL: 2.9.4
OpenGL: GeForce GTX 550 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 359.06, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: BIONICLE Songs.zip (incompatible), Crash Twinsanity OST.zip (incompatible), Journey Pack.zip (incompatible)
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 6x AMD FX(tm)-6100 Six-Core Processor
I'm replying here because anything I say on the tracker triggers the *don't discuss here* intervention. Biased mod who only intervenes on me, strangely. He always says "@All" but I seem to be the only one triggering it!
I encounter that issue EVERY time entity pathfinding is involved and is unresolvable. Example: Have some adult cows in a pen and breed them into a couple of offsprings. The babies will pathfind to the adult cows. But if you prevent them from reaching, the pathfinding will get unresolved, CPU and RAM usage will skyrocket to saturation and the game becomes unplayable.
Zombies also seem to be quite harsh on this, because they track you from very far. If the terrain is uneven and has a lot of obstacles, their pathfinding becomes a spaghetti dish, server lags badly.
I've also seen this issue when a villager desperately tries to reach a nearby village, but can't.
I'm not sure about Zombies, but I can tell you Villagers are probably a mess on our server. We used to have a few hundred hobos living in a condemned train tunnel, but I cleared that out in light of all this. Aside from that, we also have an underground "village", but whether or not the Villagers actually fully recognize it as such is yet to be determined.
I would suggest not using 1.9.x because its still not a full release, I'd stick to 1.7.x because even 1.8.x does not have an official essentials plugin and if it does not have the essentials plugin it'd be even more difficult to make a factions, prison, sky block, etc.
I... never said I had any use for essentials? Besides, 1.7 doesn't have features of 1.8 that are now integral in certain functions on the server. Nevermind going back from 1.9 snapshots which I used to make a fully featured vanilla permissions system. I am aware that snapshots are buggy and not really fit for everyday use, which is why I'm not going completely insane rambling about Mojang being incompetent or whatever. I would just like to figure out what exactly is causing this issue with this build so that maybe when the official release DOES come out, it will have been recognized, assigned, and fixed.
Villagers do a lot of pathfinding too. Me and my friend were fiddling with an auto breeder on my server last evening, and the lag created was unbearable, We had to break blocks 5-6 times each. It was taking around 10 secs for our chats to go through. The server crashed very badly 4 times in around 2.5 hours, with data loss (inventory not saved etc.).
I almost wish the issue makes it into the final release and bring down their Realms servers, so they can see it for themselves first hand! After two full months of this issue, they don't even seem to acknowledge it yet.
I wish Dinnerbone would get back to Minecraft development. He was the one who introduced this issue. Debugging someone else's code is not like debugging our own. He also introduced the anti-cheat system that broke the portals, and causes a lot of rubberbanding (-player moved too quickly-).
I still wonder what was so wrong about the old AI so that they totally screwed it up like that. I agree the new skellies are very nice, but apart from that there's not much difference in mob behaviour, except for cooking cpu's.
On my control panel, the CPU meter is at 100% permanently, even when I'm alone. I tried running 1.8.9 and it won't go above 50% under relatively heavy tasks.
In my case, I run a snapshot server. I had a post on the bug tracker explaining why real-world feedback is needed. It's true that snapshots are unreliable, buggy, and shouldn't be used on live servers. But on the other hand, live servers are necessary for real-world feedback. Snapshots can't be tested exclusively in singleplayer. So yes, I run snapshots on a live server. Have done so for over 2 years now. I've provided quite a lot of feedback to the bug tracker and I hope I have contributed my share to help better the thing!
I think the worst thing about villager AI currently is how prone to Murphy's Law they become. Currently, my server is only active for three of my friends, and we quite often go for months at a time without playing, but I may forget to turn the server off. During that time, if there is so much as a 1x2 hole in the ground in the remote vicinity of a village, literally ALL of the villagers will have found a way to get trapped in it by the time we get back. Before I got fed up and made a command block to constantly make all villagers and item frames invulnerable, (item frames on the inside or outside walls of surface buildings are like goddamn lightning rods on our server. >->) the entire population of my underground village found a way to clip through the floor of an apartment and burned to death in the mayor's fireplace. I think it was mostly something to do with carpet and doorways making unstable hitboxes or something, but still.. O-o
But anyways, that's one reason we THOUGHT the areas outlined in white on my grid were the issue. 3/4 of those areas were high concentrations of villagers that had gotten trapped in confined spaces, and just sort of left there. However evidently, I inadvertently deleted a bunch of command blocks in addition to them, which, when restored, brought the lag back. I KNOW that neither those blocks themselves, nor the entities on their own are the issue. I almost want to say that deleting them collectively, simply frees up enough resources that the game can function with the REAL problem still very much present. It's like cutting off a limb to treat blood pressure issues.
By the way, as far as cpu and ram usage is concerned, I want to put things in perspective here: The amount of ram vanilla Minecraft uses on my system with this bug present is almost DOUBLE the average usage when running Sonic Aether's Unbelievable Shaders on 1.8. That... simply makes no goddamn sense.
I think it's close to MC-94451
From the sound of things, there doesn't seem to be a definitive cause of that either, so that is another dead end for now I guess. Both seem to have at least SOME relation to mob pathfinding, but even deleting my custom mobs and all the circuitry to do with them doesn't help in the slightest. I even deleted all liquids AND mobs that have any sort of pathfinding AI to no avail.
What I think happens here is that entities and mobs have their pathfinding code run in separate threads. These threads get caught up in an endless loop for some reason and remain alive and running even after their parent entity no longer exist, never exiting the deadly loop (rogue threads). The only remaining fix is a server (or game) restart.
That's just an hypothesis though. I have no idea how the game is actually coded. But I do feel the code base is gradually becoming a tangled dish of spaghettis.
Well at least in my case, that falls flat right away since neither killing all entities with pathfinding AI, nor restarting the server fixes things. Restarting SLIGHTLY alleviates the lag, but only to the point where the game goes from so slow that the sun won't come up, to just fast enough that it's playable if literally the only thing you want to do is stay in one spot and build a thing.
For anyone with the same level of knowledge who may wish to assist, here is some new info coped from user "Jono" on the comment thread for MC-94438: (Where I also posted this topic)
I can probably say for certain that it's not an issue with it being an old map. While it IS true that the terrain here is absolutely ancient by Minecraft standards, in the interest of keeping it clean, corruption, and border-free, I have many times completely regenerated the map with MCEdit, including one time recently under the assumption that this issue was a corrupted chunk. It was not.
Essentially, the world itself is a 3008x3008 box covered on all sides by a stone wall, and 40 chunks of barrier blocks replacing air going inwards from there to prevent the wall being visible. Players can still get to the outside via the rail system, but not by land. ANYWAYS, the point of all of this, is that from time to time, I use MCEdit to prune the outlying chunks, and copy the entire map as a schematic, only to reimport it into a blank world. So while the map itself is technically very old, from a real world standpoint, the data that makes it up has been completely regenerated at least 10 times since then.