I keep getting the can't keep up message when more than 1 player is on. And traveling by boat is impossible. You suddenly hit land like the server can't keep track on your location.
[Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 10379ms behind, skipping 207 tick(s)
I've checked the server when the message appears, none of the cores on the cpu reaches 100%, there's plenty of ram available and the disk read/write activity got loads of capacity. The server should be good enough to run this.
I started running it on a vmware server, with 4 cores and 6GB ram. I've tried running it on Ubuntu, and finally I moved it to a standalone server where it's running now. Nothing helped.
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It is a lot better on version 1.7.5 but we still get some of the messages when only 2 players is online.
Is this still a concern in the current Minecraft version 14w30c or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Still getting the messages.
Did a test with 14w32d now, and the can't keep up message shows up even without players logged in.
I get these errors, lots of them, when I'm discovering new parts of the world. It can even become so much that it never ends. I reached land and began walking around, it kept lagging and the server kept reporting that error. I solved it by logging out and logging back in on the server. I think fast traveling is causing it.
I suggest making chunk generation threaded and separate from the normal ticking of the game. The machine itself is not under heavy load. The latency is fine (one Linksys SE2800, gigabit switch) between the gigabit interfaces of the client and server.
The boat is also out of sync and I crash into land that I'm not even close to. The boat breaks by the coast but I, the player, end up where I, the client, think I was. The boat also keeps glitching, like microstuttering when I travel. It sometimes lags when I slow down and stop and then resume travel instantly or just dropping speed near to standing still or when I travel att full speed for longer periods.
Once it start complaining about "Can't keep up!", leaving the boat and going on foot doesn't solve it. It will keep warning as long as you travel.
This seems to be two issues combined. Boat gets out of sync and traveling far and fast causes chunk generation to clog up the server. The chunk generation should be run in separate threads, one thread for each chunk being generated.
I have a 8 core Avaton C2750 and the CPU is very cool (as if it was idle) but the server threads clog up with chunk generation.
I'm currently running 14w34b. I had the same problems in 14w32a.
Running it on FreeBSD 10.0-RELEASE (64-bit), OpenJDK 8 64-bit JRE and 8 GC threads as well as 4 GB of RAM allocated.
This seems to be easily reproducable. The devs should explore the world by traveling by boat really fast and see where the server spends its valuable time.
More threading should be a part of the solution, making the server scale better with multi CPU and multi CPU core enviroments, allowing large servers with lots of players.
Confirmed, ongoing issue.
JUST after boot...
22.10 17:36:28 [Server] Query Listener #1/INFO Query running on 162.244.164.11:56141
22.10 17:36:32 [Server] Server thread/WARN Can't keep up! Did the system time change, or is the server overloaded? Running 2353ms behind, skipping 47 tick(s)
I already removed any command blocks that might be hogging ticks. We don't have very much redstone, no command blocks as mentioned, nobody logged in yet, but we've only four players at most. MCProHosting, Stone plan (1 Gb). This is an ongoing issue with 1.9 snapshots, this latest was 15w43b.
Is this still a concern in the current Minecraft version 14w11b or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases. - bot