#Server keeps going over 10GB limit and Timing out/Crashing

1 messages · Page 1 of 1 (latest)

wooden rune
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Okay, so I've brought this up before, about my server getting above 10GB in memory (Its a 10GB server), so eventually it just times everyone out once it hits 10.5 or so.
I was first using JVM arguments such as -Xms and -Xmx to see if that'd help, which it did not.
I was told by a dev to try to use no args, which I don't think worked as its still going well over 10GB

The modpack devs have stated that all it should need is 4GB, and I've tried allocating at least 6GB. No dice.

I've looked at Spark, and it seems that the RAM used for the pack is maybe 6-7GB, however I was also told the analytic in the Pebble dashboard combines Cache as well. So that must mean there's at least 3-4GB of cache being used.

Is there not a way to better clean that up, or maybe something else I can do? I can try adding more memory leak fixes if thats the case, though I have the mod for it, I don't think its really detecting a leak
Any ideas?

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I'd prefer to not buy extra RAM, but I suppose if I have to

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It does seem to steadily increase, so feels like even if I got a 20GB package for example, it'd just eventually catch up and time out

wooden rune
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When it gets past 10, it eventually does yes.
Though what's been happening lately is that it works fine, but then times out, erasing about a couple minutes of in game progress

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Granted, we are having issues when people travel and load/generate chunks, but I'm frankly okay with that. I can understand that lagging, and would prefer not to pregen them (unless that could overall fix it)

dapper holly
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#support message

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I'd also try pregenning a bit to see whether that helps

wooden rune
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About how much do you recommend (the heaplimiter setting. Ik you said 300/900, but is one more preferred over the other?

dapper holly
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Not really, its mostly a try it and see

wooden rune
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Also we have a modpack with numerous dimensions, so, that might be rough pregenerating on all of them (we're usually only in 2 at a time)

neat vortex
wooden rune
patent spokeBOT
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@wooden rune, you just advanced to level 3 !

wooden rune
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Still a bit if a problem. A friend of mine who asked in the #ai-support is wanting to try setting a schedule to restart when it hits the memory limit, but I feel like that's just going to add numerous restarts.
It hits/goes over 10GB almost all the time now, so we'd likely see a restart every hour or two when people are playing

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I also don't know if that's for the old scheduler or if the new one can do that, but I'll check in a bit.

Otherwise any other ideas besides heap limiter? That didn't seem to help

dapper holly
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Could you send a spark report over?

wooden rune
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I might have some older ones, that do the same thing, unless you want a fresh one with something specific in mind

dapper holly
wooden rune
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Tbf, it's not exactly a crash, more like the whole server freezes. The analytics are still being measured when this happens, but it's basically just hanging to where even pressing stop or restart does nothing. Only force killing

dapper holly
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hm, I wonder whether removing the neruina mod would help, even though it's supposed to help

wooden rune
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I was considering that myself, but it is possible (given the entity part mentions its not Neruina's fault) that entities themselves or something else could be doing it.
Sort of a symptom rather than a cause

It's something we could attempt I suppose.., but unsure

strong ocean
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Neruina is a wrapper for all entity tick functions, meaning that all the time spent doing entity ticks gets attributed to neruina instead of what's actually causing the ticks to take a long time.

Normally the game will call the vanilla tick handler, which runs all the ticks for all entities. With neruina, the game is calling the neruina tick wrapper, which is calling the vanilla tick handler, which is running all of the entity ticks. Neruina isn't actually making things take more time to run than if it weren't installed, but since it's the first thing getting called, Spark is giving it all the credit for the vanilla tick functions.

proud panther
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Maybe underlocation of ram could help? Setting the max ram in java args to something like (actual ram-1.5G)

wooden rune
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Though, frankly the "feature" of auto crashing a server when things look rough is rather stupid

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So either way, not a huge loss for me. Never used the mod before, not going to care if its not there.

The only deal is just figuring out what else does it, and since there's no mod alive that can actually tell you what is specifically using the most RAM mode wise, nothing is going to tell me without trial and error, which is not going to be helpful

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Especially since Spark only tells of whats being allocated, while there is something outside of the allocation being insane. From the sounds of it, Cache being generated it possibly the insane factor. Spark only detects maybe 4GB or so of the allocated being used heavily, while Pebble says its can be up to 10.5 (which I've been told includes cache too)

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So that's one of the only random issues it could be

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But I'm trying some other things too. I had Bluemap installed and deleted it to see if that'd help. Initially, yes. Eventually? no

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Still same problem ends up arising

strong ocean
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You usually need to fix that with an external save editor

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No idea what's causing your issue though

wooden rune
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If anyone wants to even give this a shot and troubleshoot, the pack the server is using is Prominence II RPG 2.8.7
Nothing we've tried seems to be helping honestly. We added some things that'd help with Chunk loading/saving/generating, but overall it doesn't seem to do much.

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It at least dies once a day now, but we've had less people playing as much