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PseudoKnight
MemberHeh. Ya, he can be pretty arrogant. Did you know he visited the site once?
I suppose I’ll just run a script every 5-10 mins that turns /save-on, waits 5 secs, /save-all, waits 5 sec and /save-off? Not sure what would be ideal, that’s why I was asking. It could be that just running them one right after each other would work fine. I don’t even think I need to run save-all with save-on, but it’s all so unclear.
I wonder if NoLagg saving feature would help. It saves regularly into a cache and then periodically saves that to the files on another thread… or something.
Global auto-saver
Since asynchronous chunk saving is now implemented internally, it is no longer a problem to save entire worlds frequently. You can set auto-save intervals in the configuration. If used with an interval higher than 400 ticks (20 seconds) it will use a scheduled task instead of the internal saver to prevent chunks never getting saved. Another benefit is that player information is also auto-saved, preventing your players losing their inventory state.
It also adds a new interval: a world save WRITE interval. Writing is now buffered internally, but when the server crashes all this data would be gone. The saving component will ensure that world data is updated every other time. This can help prevent you losing a lot of progress in your world.
PseudoKnight
MemberNefyoni is also taking Java classes, last I heard. We have a bunch of coders here, though not all of them are familiar with Java.
It’s interesting to see interest in Java get renewed with Android and Minecraft. I sort of wish MC was C++ based with a scripting layer for API/modding.
Personally, I can mostly read it and fix some bugs, but I don’t dare write in it. I understand the appeal of a cross-platform language, but I really hate Java as an end-user and the language (despite a couple nice features) seems a little annoying. Maybe if I was an OO programmer it’d be cake, but I’m more of a function-focused PHP programmer.
PseudoKnight
MemberIt would basically store our own personal set of username/passwords. The password could be an IP, I guess. It would be nice if I could use worldguard’s method of authentication, because then you could put the password in the url, but that would require manually adding each person myself. Instead, what most auth plugins do is they lock you in place or prevent you from otherwise doing anything on the server until you type in your password. I could store your last known IP address and when in offline mode I would check the IP for that account and kick if it doesn’t match. That wouldn’t solve it for everyone, but it would be a simple 90% stopgap that wouldn’t require anything complex. Not sure how easy IP spoofing is, if at all possible.
PseudoKnight
MemberThe new build 2322 doesn’t seem to fix it, though it might save just a slight bit faster. The reason this has me concerned is that anything I experience on my computer could easily be significantly amplified on a server with 20 people on it. Though on a hopeful side, our server has SSD, which I can’t say the same for my computer. I just have a fast magnetic HDD.
I figured out that stargate keeps chunks loaded for each stargate. I compared chunks loaded with and without stargate on. The difference is just above the number of stargates, which I imagine is due to some stargates overlapping chunk boundaries. I’m not sure where in the code this is happening. Maybe they all “open” at the start and then it never unloads them?
Remember how I said /save-all didn’t lag it? Well, it didn’t occur to me that this particular 45-second interval was tied to save-on/off. (Save-off was confusing in the past. At a certain point I couldn’t tell the difference between it on/off, and there was no way to return its state. There was also a bug that made the feature not work for a while.) Someone in the bug report reminded me of that. I’ve used save-off in the past. It was necessary over a year ago to reduce lag. So I tried it here and lo and behold… it stopped the lag. I’m already doing a save-all interval on our server. If I make it /save-on \ /save-all \ /save-off then it won’t lag, and it frees up the memory that save-off builds up.
I think with this new information I’m comfortable with going ahead with updating late tonight. I still think Drakia needs to look into this issue for the general public, even if it’s not his fault.
Oh, can you look at /save-on /save-off and /save-all? I’m not exactly sure what’s going on here. I’m trying to figure out what each of these actually do. worldserver.canSave makes no sense to me. Here’s a couple key sections:
https://github.com/Bukkit/CraftBukkit/blob/d787ef29f304352cfb0c464f6d95eeb3dc7ab491/src/main/java/net/minecraft/server/ConsoleCommandHandler.java#L66
https://github.com/Bukkit/CraftBukkit/blob/8cb963939fb930c7efab3fceef8e32297bbfc8a1/src/main/java/net/minecraft/server/MinecraftServer.java#L299PseudoKnight
MemberSomething to do with Stargate and the 45-second (900 tick) chunk save interval. It might be exacerbating craftbukkit chunk load/unload issues, we’re not sure.
PseudoKnight
MemberMore in-sync backup didn’t help.
Tried fresh config and no existing stargates — worked smoothly.
PseudoKnight
MemberI tracked it down to Stargate plugin. Debug messages weren’t helpful. Going to try getting a more in-sync backup of the worlds.
PseudoKnight
MemberI don’t seem to get the spike lag if I remove all plugins but Multiverse plugins. I’m going to continue testing to see which one it is. I’m pretty sure it’s craftbukkit related, but something might be triggering it.
PseudoKnight
MemberThe /home replacement is only difficult in that I need to convert all the homes over. I’m not excited about storing all that data, but it looks like CMDBook stores even more than I would.
RE:MCMA, I’m currently only using a few features in it — console, start/stop/restart, schedule. It does make certain things more convenient because it’s a wrapper.
I wouldn’t use a plugin for cities. I want to scale it up slowly, but the important component right now is the warps. Maybe I could get rid of /spawn at some point, too.
PseudoKnight
MemberThat’s nothing like Hunger Games.
Interestingly, one of the common features of the Hunger Games game mode in Minecraft is chests littered about with items in them, but that doesn’t present itself in the movie at all.
PseudoKnight
MemberThe compass-to-base idea would only work in a randomly generated terrain. Same if the materials are gathered from the world. I’m not sure if this is desirable or not. It’s just as possible to have a large area with predefined structures, each containing a piece of the recipe (or contraption). It would certainly make the game much more replayable instead of event orientated. Not sure which you’re going for.
PseudoKnight
MemberI’ll start with things I can and can’t do, regardless of whether I think they’re the best way of doing this mode.
CAN
– custom recipe
– compass pointing
– team colors using wool as helmets
– kill streak bonuses
– preventing a team from accessing a chest
– causing explosion if player has an item in their inventory for period of timeCAN’T
– multiple compass targets for a playerPseudoKnight
MemberI’m not sure why you put this in the Hunger Games thread. I moved it to its own thread, if that’s all right.
I’m liking where you’re going with this. It’s a very minecraft-themed CTF, almost — combining a flag with the crafting. It’s very appropriate. Since I like this idea, I’m going to get into some specifics.
PseudoKnight
MemberJust had a thought. If you guys want to thumbs-up any particular item up there, I can use those votes to prioritize them.
PseudoKnight
MemberI’ve watched the movie now. (spoilers) Pretty much what I had expected, though with more “fancy” makeup and artificiality in the setting. :p Why are people trying to emulate a sadistic dystopian event again? I mean, we do that all the time in gaming, I suppose… but did people really come away from that movie (or book) and think “man, I wish I was a tribute and got stabbed in my sleep” or even worse “it’d be so much fun to mess with people in life or death situations and bet on their survival”. heh.
I’m still thinking about survival modes, but just not themed under the “Hunger Games” intellectual property. Wouldn’t it be missing the message of the movie, if any?
PS. Anybody notice that their stated percentage of people that die due to natural causes turned out to be way off? Just in the first few minutes and most people were dead due to fighting. I guess watching someone starve to death isn’t entertaining.
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