The 2.0 versions of LagAssist are now considered fully stable, and it is heavily recommended to upgrade. LagAssist had very few bug reports from version 2.3.0, and most of them were minor. Still, if you have any bugs, make sure to contact me on discord for me to fix them.
LagAssist is a plugin created to help manually and automatically reduce lag. It includes many tools that can be used to locate lag sources and remove them. It also includes various benchmark features, that will help you plan your infrastructure ahead.
LagAssist is also light-weight, consuming only 0.4% of ticks with 100 players online, while also retaining a lot of features.
- lagassist.use - Use the LagAssist GUI & Commands
- lagassist.reload - Have the ability to reload the plugin.
- lagassist.chunkanalyser - Allow the use to the chunkanalyser feature of lagassist (Also needs lagassist.use)
The lag monitor analyses the server performance and runs measures according to the server tps. It is fully configurable, allowing clients to configure everything from the monitor's frequency, and what measures will get executed depending on the server tps.
It shows different messages to the players and staff, helping staff know what measures have been executed, while not offering confidential informations to the player (configurable).
The chunkalayser helps find laggy chunks based on a predefined score table. You can set different score ratings for each normal & tile entity. Running the command will list the chunks with the highest score. You can click each chunk to teleport to it.
This feature is highly advanced and will highly help you to find lag sources along with useful info to mitigate it.
allows you to check the score for the current chunk. This feature is pretty usefull to check areas which might seem laggy, superpopulated, etc.
The lagmap is a simple way to visualize server performance. It helps to monitor lag spikes and find when the server starts lagging.
The LagMeter is a minimal lag-visualizer that can help you monitor lag while doing other tasks.
It will even show when the server is recovering from a lagspike by running tick calculations faster.
LagOverview is a simple yet detailed look into system information. It can help to find out what may be causing lag spikes on the hardware-level; help monitor how much shared hosts oversell, and more.
A Lag-Overview is shown each time you use /tps.
The Redstone-Culler is one of the most advanced features of LagAssist. It is fully configurable, and you can set it to do anything from simply disabling Redstone-machines each time the Redstone is culled to checking how many times observers tick and removing the ones that pass a certain rate.
It is very useful for preventing Redstone lag, as the "breaker" setting can be changed to defer creating large and inefficient farms while leaving simple, efficient farms intact.
I highly recommend it for servers where redstone is widely available, such as: Creative, Survival, Factions, Skyblock, etc.
The benchmark system offers important details about your machine, along with an approximation of how many players you will be able to keep. It gets the CPU data from Passmark's CpuBenchmark site by simulating a browser, and the memory information from your process and uses an advanced algorithm to find how many players you will be able to keep.
It also shows you information about your download and upload speed from any FTP server you want. The default one is highly reliable and fast, so you can make sure that the benchmark will be right wherever you are in the world.
Note: The benchmark system relies on getting the cpu name from the system. Java doesn't offer any easy way to do it, so i had to create my own efficient and compact system to get the CPU name. The system is OS-Dependent. Currently, only Windows, Linux and MacOS is implemented (if you run on another kind of system, PM me and i'll add it with your help).
Client-Side Optimizer (NEW):
The client optimizer allows players to have higher FPS during some high-load activities like cannoning, stacking sand, etc. It uses packet interception in order to hide laggy features for players, and thus allows them to have higher FPS without altering the gameplay too much. I've seen large improvements with Client-side lag. Not only that, but players can even configure what they want enabled and what not using a very nice & easy GUI; using a custom command that can be configured by you.
Resource link: https://www.spigotmc.org/resources/lagassist-advanced-performance-solution.56399/