You know what... You just fail...
You're completely missing my ORIGINAL POINT regardless...
Whether or NOT your Processor is "identical" to my Server host's Processor is irrelevant at this point.
Because what started this WHOLE FUCKING THING, is your attack on me for stating what I FOUND TO WORK FOR ME!
I never stated that an upgrade what NEEDED FOR YOU or ANYONE else. Don't get bent out of shape because MY PROBLEM is gone, and yours is not. It is no reason to come attack me because I've found MY solution.
Right... And here you're limiting the WHOLE OF THE INTERNET to just this tiny little section of it...
Yup..
Well you keep on, doing whatever it is you do... I'm sure it will get real far...
Whatever floats your damn boat at this point...
You need to wake the fuck up and learn to READ shit before you get your panties in a damn bunch and attack people attempting to report THEIR resolutions for a problem THEY were experiencing!
It's starting to become clear now why people don't bother to share their "fix" with the public, for people like you who get all hot-headed and pissed the fuck off because you want a damn magical fix just for you!
The issue has gone away. It is not happening ANY MORE. That is the part I've been getting at...
And as far as your facepalm there.. No where did you say exactly what Processor you were using, now did you?
Yes in laziness I did not go and look for the "most up-to-date" of Processors, because it's quite simply not my job to do so.
You fail to see the point that anything designed specifically for handling such loads is going to be better suited than something that is not.
Direct Counter Part or not. It is still designed for a Desktop/Home Computer load, than dealing with Many Players + Any Plugins/Mods you have on that server of yours.
What has me gritting my teeth here, is the FACT that you are barking at me that the issue "is not resolved". I never said that whatever issue this is, IS resolved, now did I?
All I stated was that FOR ME, this upgrade worked!
So again.... Back the fuck off, and learn to read carefully before you decide to jump at me!
It is NOT my fault that My Choice to Upgrade to a Better Processor for my Server fixed MY issue, and NOT YOURS.
Okay, so I have looked up the comparison of the i5 and the lowest Xeon processor my Host is offering me....
Overall, looks my hosts LOWEST OFFERED Xeon FOR SERVERS is better off than any i7 (i5 at lower performance) FOR DESKTOPS.
So maybe you wanna look again at the differences before coming back at me and trying to turn it around?
In ANY case, a SERVER related Hardware is going to be BETTER than a DESKTOP/LAPTOP Hardware because it is Designed for handling such things as servers!
Now you wanna turn around tell me that your SINGLE PLAYER is experiencing this lag issue, FINE! But as far as a SERVER goes, obviously the SERVER Hardware is going to be better than your Desktop!
Besides that fact, Desktop hosted Servers are NOT intended to host Many players to begin with.. Unless your plan is to fry your machine!
So again... Step back off your soap box, and stop barking at me because you're pissed off your Desktop Hardware is crapping out compared to Server Hardware!
To be fair... I've compared those i7's to best SERVER CPU my host offers as well...
http://www.cpu-world.com/Compare/494/Intel_Core_i7_i7-4770K_vs_Intel_Xeon_E3-1270_v3.html
Sure you're not seeing a HUGE difference in these comparisons.. So lets make a few things clear about that last comparison, shall we?
Turbo Frequency (MHz) is higher on the Server Hardware.
Turbo Boost makes your computer faster when it needs it...
Unlocked multiplier, while the i7 has it, the Xeon in this example doesn't it...
Xeon already "over clocks" as needed, not putting any strain on the CPU that doesn't need to be there at any given time.
Xeon runs a PCIe 3.0, the i7 a PCIe..
PCIe 3.0 features a number of interface architecture improvements, but communicates at the same interface speeds used in PCIe 2.0. PCIe 3.0 achieves twice the communication speeds of PCIe 2.0 through various architecture and protocol management improvements.
The Xeons my host runs also uses 2 DIMMs per channel on their CPU...
DIMMs have separate contacts on each side of the board, which provides twice as much data as a single SIMM.
The command address and control signals are buffered on the DIMMs. With heavy memory requirements, this will reduce the loading effort of the memory.
(I could find nothing on the i7 of whether it uses DIMMs or SIMMs)
@ David
I completely agree that Mojang should(ve) updated the requirements for Hardware if that were the case, but keeping everything up-to-date and what-not can be both time consuming and difficult when you are unaware of such needs immediately.
Running my server, I often fall behind on writing updates for changes and things that occur, you can't expect them to be updated immediately all the time.
Lets look at all the other games we've seen, I'll use my long-time favorite World of Warcraft for this example...
Each release of Expansion has required players to update/upgrade their Hardware in order to play the game comfortably, especially once Mists of Pandaria released.
Updates/upgrades to games is inevitable, and requirements to Update the Hardware, even Software is bound to happen. It's how such things progress and evolve into something better.
If this did not occur, games would fall heavily out of date and then top getting better in many aspects.
@anthony
Did you perhaps think there isn't anything to resolve? That perhaps 1.7's new coding and rewrite now requires you to have a more powerful system? Simple as that?
This issue has been resolved FOR ME. I did not say that everyone is magically all better should they upgrade, now did I?
It was merely a suggestion as that is what resolved it for me.
And you misunderstood me. The i5/i7 happened to weaker than what they told me they were actually running.
So by the sounds of it, you're still hung up that an i5/i7 could run a 1.7 server with no trouble, should Mojang fix some kind of bug.
Which in case, if the previous host was infact running a more powerful processor than the i5/i7 and STILL could not handle it, I think you're pretty boned.
I never had an issue with the Zombie Pathfinding before 1.7 either, so again I have to start thinking that it's just your systems that are struggling to handle it.
Do us all a favor and don't come at me with your misunderstanding assumptions, cause all it's gonna do is start a flame-war.
I have switched to a Host with better offered Processors:
Xeon E3-1230v3
Xeon E3-1245v2
Xeon E3-1270v2
Xeon E3-1270v3
And even decreased my RAM as this host was slightly more expensive. I am now running on 4GB of ram, on a Linux based Operating System.
My server is no longer experiencing any of the lag it was before, even with more active players online than when the lag was making it unplayable on the previous Host.
I do believe that it was based on the Processor in my case. The reduction in RAM hasn't made any effect on my server but I do believe the better Processor(s) has.
Previous Host claims to have been running a very weak server Processor and not the i5 or i7 they had listed on their information page. So anyone attempting to run 1.7 on a non-server Processor (i5 or i7) I feel really bad for you.
I believe you will continue to suffer your continual lag problems due to the new coding and connection write of 1.7.
At this point all I can suggest is getting a better Processor for your server, and I strongly suggest avoiding running a 1.7 server on a home/desktop system.
@ Anthony Hamilton-Thompson
I was restarting my server every 12 hours before...
I was forced to have it set to a minimum of every 5 hours restart, because it was just absolutely unbearable.
There was even a day or two where I had it restarting every 3 hrs or so because it would become unplayable at all..
Well considering that these were relating/triggering the error reports I was originally posted, posting them here was entirely valid.
But as far as the CPUs, it's very possible. The 1.6.4 world we were running had no troubles what-so-ever but the instant I threw on 1.7 it started.
It turns out the host I am using has the wrong Processors to run a server anyway. On the Minecraft IRC chat I am told that my server is being run on a Desktop CPU and that it is more than likely the source of the lag we're experiencing...
Just a heads up for all you Home-Hosted Server Owners out there, it's probably your CPU can't handle it?
I am currently looking into switching Hosts at the moment that can provide my server with a proper CPU unit.
While my server is no longer suffering from random bouts of lag, I am noticing an error based on player Disconnections.
Here is what I have found and figured so far...
Excuse for the long post here...
I noticed a difference in the way players log out and one of them causes a Lag error to pop in console. Here is what I am seeing..
Player Disconnects with the X on the Minecraft Game:
05.11 21:53:00 [Disconnect] User VIther has disconnected, reason: TranslatableComponent{key='disconnect.genericReason', args=[Internal Exception: java.io.IOException: Connection reset by peer], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null}}
Player Disconnects with the Quit Game button in the Minecraft Menu:
05.11 22:03:06 [Disconnect] User VIther has disconnected, reason: TextComponent{text='Disconnected', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null}}
The differences in these displays:
"TranslatableComponent{key='disconnect.genericReason', args=[Internal Exception: java.io.IOException: Connection reset by peer], siblings=[]"
"TextComponent{text='Disconnected', siblings=[]"
I watched Lag Spikes flare up when players logout with the X on their game client and not when they use the Disconnect Button in the Menu.
I had this particular player test it for me to be sure, and compared it to recent logout methods of other players who had quit the server and when a lag flared up.
05.11 21:56:40 [Server] Server thread/WARN Can't keep up! Did the system time change, or is the server overloaded? Running 11757ms behind, skipping 235 tick(s)
05.11 21:55:46 [Server] Server thread/WARN Can't keep up! Did the system time change, or is the server overloaded? Running 11808ms behind, skipping 236 tick(s)
05.11 21:55:17 [Server] Server thread/INFO SUPERxBlacky left the game
05.11 21:55:17 [Disconnect] User SUPERxBlacky has disconnected, reason: TranslatableComponent{key='disconnect.genericReason', args=[Internal Exception: io.netty.handler.timeout.ReadTimeoutException], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null}}
This one appears to be a Netty issue though, and it did cause some lag to pop up, probably the worst I have seen so far to be honest.
@ Anthony Hamilton-Thompson
I am still waiting for details, but they said they'd be happy to provide them... Will post when I have those for you.
My host does in fact use Multicraft.
I am not sure any of the details exactly or any of the specifics other than what I have listed above, but I will ask about the flags you have mentioned.
I am afraid they have gone for the day and I won't be able to get back with any answers until tomorrow. But I have asked for more details on the changes and will share what I get in return.
Hmm it appears that our server console was set to read directly from the server log before hand, and the change my host did this last time was simply set it to read directly from the Java console instead.
I'm not seeing anymore, let alone constant Lag Errors and the players are reporting no instances of experiencing in lag since this was done. .
Perhaps looking into whether your server is reading from the server log or Java console would be a good idea.
I believe that it might be a struggle issue there with the server trying to handle everything atop of saving&reading the log file atop of everything else. Especially since 1.7 puts out so much more than previous versions so far?
This is just a speculation though, so don't quote me on it. ;P
Still watching to make sure our problem has stopped. Will have a relatively conclusive idea come tomorrow afternoon.
Well it appears that the lag my server was suffering has stopped. At least for now anyway.. I am unsure what was done to stop it, my host made a "minor change" and I've asked them to disclose what that was so that I can share with you all...
But we've been lag free for the past 2 1/2 hrs with an average of 7/8 active players, and at this point the console would normally be flooded with the Lag Errors. 😃
I do hope whatever was done has solved it at least for the most part if not entirely. I plan to continue watching to keep an eye on it.
When I know more I will comment again with my findings/information for everyone.
At first my server host thought it was our map too, but being stubborn we tried everything else first.
When it came down to it, we tried a new map for an hour, still the same lag and with less players even for most of the testing period.
I was both frustrated and relieved with this as I didn't exactly want to have to rebuild the spawn I had put in on our original map.
I believe that the hosting service staff have some more ideas today to try. Otherwise, I guess we're just in waiting to hear from Mojang what they find out?
If I find a solution to our lag issues outside of a Bug-Fix from Mojang, I will be sure to share here what fixed it for me.
@Nathaniel Wartsworth
I didn't have any problems running 1.6 servers even with 50+ plugins on my server with it's RAM.
It could possibly be that your server was overloaded with your plugins and the players? If the lag your experiencing is both day and night I wouldn't think that it was due to Zombie's having trouble in their path-findings and such.
The lag I am having with my server, is a vanilla world without Plugins due to unavailability at the moment, and it comes and goes in spurts. Sometimes it's fine for a few minutes, then it spikes really bad for a few minutes and sometimes hours at a time. So bad even that attempting to even ride a horse will freeze you up for a few minutes mid ride before you're able to move again.
I don't think you're problem with 1.6 is the same with 1.7's lag. I'd take a look at the memory your using on the server and such with the plugins on your 1.6 world(s).
Especially if you have any out-dated plugins. Those will cause a heavier draw on your server's resources than one that is updated for your version of CraftBukkit or whatever.
Do share any findings plz? I've been trying to solve this for a two weeks or so...
Generated this world we're on with a snapshot, and even a new world didn't do it. :\
No we can have players with excellent connection online and still have the problem.
What stumps me, is we didn't have this issue at all when we were running a 1.6 map this didn't start happening until the 1.7 map
This tends to happen more and more frequently on my hosted server. From time to time everyone online will get this error and be booted off the server for what appears to be no reason at all. We're all using different connections as we're all scattered through out different states of the USA and even countries.
Today has been particularly bad especially and we just don't know what to do about it.
I've been hunting all over the place trying to find a way to make this happen at least a little less with no luck