Low tps started to haunt server (timings)

Discussion in 'Performance Tweaking' started by Eyadish, Jun 4, 2017.

  1. In the last week/weeks low tps have started to haunt our server. We have tried to find out if it's one players base that is the issue, but it seems so random. The tps can go up and down fast and can go from 19+ to 15 in a second sometimes. We have tried to have our eyes on it, we disabled dynmap beacuse we thought it could be that.

    We had timings with 1500 entities that was bad, and timings with 1400 entities that was good. So it makes no sense for us at all.

    https://timings.spigotmc.org/?url=jojihisaya
     
  2. Gaxan

    Supporter

    Post your start up flags, run paper spigot and post timings 2.
    Are you using shared hosting, dedicated or vps?
     
  3. We have run the server at 16 view distance and at a stable 19+ before, we have reduced it to 10 to try and help. As it seems to be a new issue for us, we are not really interested in lowering it to 4.

    We are using the BisectHosting premium package, so my guess is it's shared hosting.

    Can't really give an answer to our startup flags, and I/we have to look into paper spigot. First time hearing of it.
     
  4. So we changed a littlebit to PaperSpigot and got 18 people on, and the tps didn't drop below 19. Switched back to Spigot and tps dropped to below 18 directly.(with less people on)
    https://timings.aikar.co/?id=81cb2f5e69be4714ad34ec4ef9e91705
     
  5. Gaxan

    Supporter

    Area 512,0 has an excessive amount of entities.
     
  6. Mean chunk 512, 0 or cords?

    Was no (less then 10) entities at both locations.

    Edit: Oh wait, in the report. I am guessing that is spawn + surrounding area. Not sure if it's detailed of what cords that area is beacuse I think it's a pretty large area when looking at the numbers (more then we have in our spawn)
     
  7. electronicboy

    IRC Staff

    lots of boats in an area somewhere? Whatever you're doing with command blocks appears to be contributing too
     
  8. You mean the 130 boats? Ye that is part of a farm that isn't normally loaded. We just loaded some heavy stuff when doing the test.

    How do you see that the command blocks is contributing too? Have a hard time to understand how to read it, but we have had the command blocks since 1.9 so haven't been an issue then really. It's moving over to functions in 1.12
     
  9. electronicboy

    IRC Staff

    v2 timings are a lot more in depth than Spigots, it means that sometimes stuff that didn't really appear to be a problem, you can see how much of an impact they have on your server overall, e.g. on ticks where the server has lagged, repeating command blocks have taken up to 8ms per tick.

    for the boats, it more looks like they're colliding, which causes additional load as this has to be processed, event fired, etc, etc... really doesn't do all too well with performance.

    Understanding and learning how to use timings is highly a case of experience and understanding the server, knowing a bit about how java itself works too can be highly beneficial for some cases. beyond that, it's all about understanding how timings is laid out, aikar has a video somewhere that goes over how timings v2 works, but beyond that it's just a case of gaining experience. e.g. a tick is going to always show as taking 100% of a tick, or; ideally, less than 100% of the allotted time for a tick. in your timings case, the alloted % time for a tick is 121%, which means that you're going over the 50ms that a tick is allowed to take, which = lag!

    these figures can quickly add up, e.g. tickEntities is naturally expensive, but at 50% of a tick is a cause for concern to me, ideally that should be at 30% max!

    Also, don't reset timings, v2 timings are actually hurt by doing that, just leave them running and turned on
     
  10. So PaperSpigot have been running great for us, much better then Spigot. Been having the timings on as you recommended, but damn too easy to reset with a /timings on.

    The server is filled with so many random people, so we will never be able to keep optimal performance, so we can't hunt every little bit that is too much, it is just when something goes completly wrong. But I do have a few questions about the timings and regions.

    When looking at the entities, it can sometime show huge numbers, but it seems to be influenced by how many "Seen" the area have. Is the correct way to view it by dividing it by the "seen" (not always perfect)?

    Here is our latest timings too, helped us to understand that someone had spawned to much chicken. But you can see the normal trend of the server.
    https://timings.aikar.co/?id=0c4de066331b420d8e46cf0550fcb0c9
     
  11. Gaxan

    Supporter

    Sorry, it's -512,0 and yes it is cords. If you go to that area (the area or region is 512 blocks) you should find a ridiculous amount of chest, hoppers, comparators etc.
    Code (Text):

    -512,0 (Area Seen 13 times)
    Totals: 15011 Entities - 76812 — Tile Entities - Summary:
    ENDERMITE: 1EXPERIENCE_ORB: 2WITCH: 2ZOMBIE_VILLAGER: 3SLIME: 3MULE: 4BAT: 4PIG_ZOMBIE: 6EVOKER: 6ENDERMAN: 9GREEN_SHULKER_BOX: 10GRAY_SHULKER_BOX: 12VINDICATOR: 12ORANGE_SHULKER_BOX: 13MAGENTA_SHULKER_BOX: 13YELLOW_SHULKER_BOX: 13LIME_SHULKER_BOX: 13LEASH_HITCH: 13SHULKER: 13ENDER_CRYSTAL: 13PISTON_MOVING_PIECE: 15SQUID: 21BLUE_SHULKER_BOX: 23SILVER_SHULKER_BOX: 24ARROW: 25LLAMA: 26SPIDER: 30WHITE_SHULKER_BOX: 33DAYLIGHT_DETECTOR: 35BROWN_SHULKER_BOX: 44FISHING_HOOK: 53RED_SHULKER_BOX: 57DONKEY: 57ENCHANTMENT_TABLE: 65STANDING_BANNER: 65MINECART_CHEST: 66IRON_GOLEM: 67BEACON: 76COMMAND: 91JUKEBOX: 98COMMAND_REPEATING: 117CREEPER: 121SKELETON: 135MOB_SPAWNER: 141BREWING_STAND: 151BOAT: 153MINECART_HOPPER: 203NOTE_BLOCK: 219DROPPED_ITEM: 220ARMOR_STAND: 241SKELETON_HORSE: 263ZOMBIE: 275PURPLE_SHULKER_BOX: 318MINECART: 336SKULL: 368HORSE: 387COW: 414PIG: 446COMMAND_CHAIN: 494FLOWER_POT: 603DAYLIGHT_DETECTOR_INVERTED: 753SHEEP: 936VILLAGER: 943ENDER_CHEST: 1024DISPENSER: 1030PAINTING: 1068CHICKEN: 1137WALL_BANNER: 1194DROPPER: 1354OCELOT: 1378WOLF: 1414REDSTONE_COMPARATOR_OFF: 1967SIGN_POST: 2324ITEM_FRAME: 4505FURNACE: 5001TRAPPED_CHEST: 6634HOPPER: 9811WALL_SIGN: 17120CHEST: 25489
     
     
    #12 Gaxan, Jun 6, 2017
    Last edited: Jun 6, 2017