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Post by deauth0r on Dec 26, 2019 22:54:52 GMT
ik i created a suggestion like 2 seconds ago but i just thought about this
most lag machines are no bigger than a single chunk, and i'm pretty sure it's possible to detect intensive activity from a chunk.
my suggestion is if a chunk or multiple chunks are processing things that cause the server to lag, stop processing ticks for the said chunk. i'm not entirely sure how lag machines here work (im used to the piston and sand ones from 2b2t) but this should be effective in stopping lag machines
also maybe alert the admins again lmao
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Post by Polaris Seltzeris on Dec 26, 2019 23:12:32 GMT
Seems like a common-sense measure on paper, but I don't know how that can theoretically be detected. You might be able to create an "activity frequency" for each chunk low-level based on what events are triggered by a chunk, and if the frequency grows too rapidly (compare the frequency between ticks) or the frequency is just too high then you can stop ticking the chunk. Depends on how low-level the developers are willing to go though, although if there is a higher-level way than what I described or just an easier way then that can be done instead. Might even be able to reset the chunk automatically if there are too many activities.
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super
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Post by super on Dec 26, 2019 23:36:51 GMT
if we're able to find a way to get individual chunk data, this could absolutely be implemented.
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StevenNL2000
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Post by StevenNL2000 on Dec 26, 2019 23:40:42 GMT
You are correct that most lag machines are not larger than 16x16, but that doesn't mean they will be in a single chunk because you can align them with the chunk borders in any way you want. You could even build lag machines in such a way that you stay below the threshold of each individual chunk, but the total machine still causes lag. However, that might be too advanced for the people we want to counter with this.
As for the actual method of stopping the lag, I have a feeling that stopping the ticking of a chunk that is in the middle of active terrain leads to glitches so weird that you end up in a "the cure is worse than the disease" situation. There are milder forms of reducing the activity in a chunk, though. Resetting chunks (as suggested by Wilee) just seems like a great way to grief entire chunks at once to me.
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Post by deauth0r on Dec 26, 2019 23:45:57 GMT
@polaris
seems like a pretty good way of detecting chunk activity, how about if the amount goes up suddenly (signalling the activation of a lag machine) notick the chunk and immediately alert the staff team on discord
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Post by Polaris Seltzeris on Dec 26, 2019 23:47:18 GMT
Resetting chunks (as suggested by Wilee) just seems like a great way to grief entire chunks at once to me. It depends on whether you want the server to be alive but a certain chunk to be reset or the server to be offline but with the chunk intact, depending on the severity. You can also go even further low-level and reset certain blocks, it's not impossible.
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Post by Polaris Seltzeris on Dec 26, 2019 23:47:59 GMT
@polaris seems like a pretty good way of detecting chunk activity, how about if the amount goes up suddenly (signalling the activation of a lag machine) notick the chunk and immediately alert the staff team on discord That's possible, but only if the developers are able to go low-level like that.
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Post by deauth0r on Dec 26, 2019 23:48:38 GMT
justmenickyou are correct but i think most people who bring lag machines on the server won't think to put it inbetween chunk borders, correct me if im wrong tho
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Post by Polaris Seltzeris on Dec 26, 2019 23:50:41 GMT
justmenick you are correct but i think most people who bring lag machines on the server won't think to put it inbetween chunk borders, correct me if im wrong tho I believe chunks are divided into sections in which case I'm pretty sure it's possible to check multiple sections (of multiple chunks?) regardless of the borders.
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Post by deauth0r on Dec 26, 2019 23:52:44 GMT
^this
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StevenNL2000
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Post by StevenNL2000 on Dec 27, 2019 0:13:52 GMT
justmenick you are correct but i think most people who bring lag machines on the server won't think to put it inbetween chunk borders, correct me if im wrong tho I believe chunks are divided into sections in which case I'm pretty sure it's possible to check multiple sections (of multiple chunks?) regardless of the borders. Technically correct, but this suggestion is becoming more complicated by the minute. I would like to see what's possible with our development resources first.
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Lv_
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Post by Lv_ on Dec 27, 2019 11:43:06 GMT
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?Robin
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Post by ?Robin on Dec 28, 2019 15:08:48 GMT
@polaris seems like a pretty good way of detecting chunk activity, how about if the amount goes up suddenly (signalling the activation of a lag machine) notick the chunk and immediately alert the staff team on discord That's possible, but only if the developers are able to go low-level like that. i'm pretty much the only one who modified the PaperSpigot repository/files, and well, I don't think I could even do that unless like we read from TPS states or something like that (then that would be a TFM issue) i'm not paying 10 euros nor is anyone here for a plugin like that js
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Lv_
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Post by Lv_ on Dec 28, 2019 15:36:51 GMT
That's possible, but only if the developers are able to go low-level like that. i'm pretty much the only one who modified the PaperSpigot repository/files, and well, I don't think I could even do that unless like we read from TPS states or something like that (then that would be a TFM issue) i'm not paying 10 euros nor is anyone here for a plugin like that js I've already payed the 10 euros, if you want it just hmu on discord.
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Post by Polaris Seltzeris on Dec 28, 2019 18:52:07 GMT
That's possible, but only if the developers are able to go low-level like that. i'm pretty much the only one who modified the PaperSpigot repository/files, and well, I don't think I could even do that unless like we read from TPS states or something like that (then that would be a TFM issue) If it's possible, you can compare TPS states to before/after chunk activity to be able to determine which chunk is causing lag.
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