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Bug Report | Performance issues? #210
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I tested the plugin recently with around 120 players which worked fine on 1.21. There are several things you could try:
While I had no issues running 120 players, I didn't have ~500 chunks loaded. As a last resort you can look into increasing netty threads. The lags are not due to falling TPS, but congestion in the netty threads. Increasing the amount might help, but I am unsure how Minecraft handles the amount of threads. Apart from Minecraft it might also be interesting to know what server resources you have. A slow cpu and/or memory might be disadvantageous as well |
I'll try "decrease the tracker amount in the Config.yml to 1" but how to "use more performant GC settings" i don't what it is. Also, My cpu when almost 100% after installing the plugin tho and I think you can check my spark and see my server resources. Here: https://spark.lucko.me/iyfguGitVB |
Spark is not very good at showing issues apart from normal bukkit thread utilization. Can you report a async-profiler report for me? This is a lot better to debug and understand possible bottlenecks |
Is "async-profiler report" a built-in paper? Or a the top one when I search up "async-profiler" |
The latter. It is an external tool for the JVM |
It's gonna be so hard. Since I don't know about it at all |
Send me the generated report |
Try to see if |
While that might be true, it certainly doesn't show more information than async profiler. But we can try first |
I don't think I can get the "async-profiler". Because I'm using a Minecraft hosting. Not VPS or smth. |
@Fastechgaming Can you try this and post the new spark report here? |
https://spark.lucko.me/27CHFz1Z5u |
https://spark.lucko.me/pnGWkaO9tH |
Both reports have cardinal installed? I don't quite know how to read that, but it seems that packet events being used twice may be the main issue. What do you think @jonesdevelopment ? |
Your EventManager is taking up >30% of the Netty thread. @micartey |
That is wrong 👀 |
Ah, now I understand. It is not the percentage of the percentage... |
I am currently not seeing any optimizations I could make. While the Event System is the bottleneck, this is only the case because there is the entire invocation of the checks and stuff. I think the main issue is not the event system, but that you use 3 anticheats. I tested Cardinal with 100 players and it worked fine. |
I see. Well it is fine when I use Themis as bedrock anticheat. I'll remove Vulcan for now. Since I use it for Aim check only. |
I have remove my 2 other anticheat and only use your. Everyone on my server say the server lag badly. Like after 1-3mn lag for 10s. CPU usage updown updown. And this one is without Cardinal Anticheat plugin but with my 2 other anticheat. Everything is fine. Both have the same 1h55mn uptime(I didn't realise that) also around 60players. Here's 90players online without any lagg using my 2anticheat.
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Also, when it's lag sometimes. It flags everyone badly. 30% off them getting kicked because of false flags
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I made some smaller optimizations, but I am not sure how big the impact would be. Did you decrease the tracker amount as mentioned previously? |
I did set it to 1 |
Did you try it with the newer version (simply restart your server with Cardinal) |
latest (6).log |
Should work now |
latest (7).log |
2025-01-31-6.log |
I pushed a fix. Can you try again? It is currently only a workaround but when this solves the exceptions I at least know where to look at. |
[02:08:40 ERROR]: Could not pass event PlayerQuitEvent to Cardinal v1.0.0 This spam in my console |
Should be fixed |
Information
After installing the plugin and reaching 30+ players online, my server started using a lot of CPU, almost hitting 100%. This caused players to experience high ping and frequent false flags on the server. Here's the spark profile: https://spark.lucko.me/iyfguGitVB
When does the bug occure?
When players online 30+
Cardinal Version
5.1.1-alpha-nightly-efacf8d2
Spigot Version
1.20.4
Additional information
No response
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