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#!/bin/bash # Startup for minecraft when using a lot of memory for # dynamic maps for re-rendering. cd "$( dirname "$0" )" # This is set for 2-3 players. ## Important: Higher "New" / "Eden" generally improves performance with little to no penalty. ## Garbage collection in Eden depends on the living objects (which are important), not on junk. ## Higher heap/"tenured" means longer garbage collections. Garbage collecting here depends on ## the size of tenured space -- so the more junk, the longer. ## unused="\ -XX:+PrintHeapAtGC -XX:+PrintTenuringDistribution \ -XX:+PrintCommandLineFlags -XX:+PrintGCDetails -Xloggc:GC.log \ -XX:+CITime -XX:+PrintCompilation \ -XX:+ExplicitGCInvokesConcurrentAndUnloadsClasses \ -XX:+TraceClassLoading -XX:+TraceClassUnloading \ " # 7% min free is too low. # No indication that "max free" is even listened to -- I've never seen the heap shrink. # Remember the goal: Memory when needed, but keep the number of pages allocated low enough that # swap does not clobber the other running programs. # # If you have a 1 or 2 processor system: add incremental. # ** UPDATE: Looks like incremental may help a lot more than it should. # Need to test -- one feedback so far that it makes big help on a 8 CPU system # # Dynamic map wants a very large amount. It looks like it wants survivor size # of at least 40 *2 = 80 mib; that's up from the previous 12.5. # Correction: During render, it wants at least 60, if not 70 * 2 = 120 to 150 mib. For both survivors, # plus another 400+ for eden. That's crazy. # # Update: At least 100 MB during render, for temporaries. So survivor space of 200 MB... # # The best way to think of "survivor size": How much temporary stuff will you have at a time. If you use # more temporary stuff than this, some of it will be considered "permanent". # # Old was: New 100, survivor 6, so 6+2=8 pieces. Each is 12.5. Target survivor is half that -- 6.25. We want 35 # instead of 6.25, or 70 instead of 12.5. Thats ... a lot. # # If we have 6 pieces -- 2 survivors, and 4 for eden -- and each piece is 70, that's 420Mib for new. # Survivor ratio is 6-2 = 4. # # If you don't like doing that calculation, tell oracle to fix sun's old stuff. # So lets see if we can play with dynmap. # 200 per survivor, 600 for eden. # That's 1 gig for new, survivor ratio 3. # -Xms165m -Xmx500m \ # -XX:NewSize=100m -XX:SurvivorRatio=6 \ java \ -d32 -server \ -XX:CompileThreshold=3000 \ -XX:+UseConcMarkSweepGC -XX:+UseParNewGC \ -XX:MaxHeapFreeRatio=20 \ -XX:MinHeapFreeRatio=12 \ -XX:NewSize=1g -XX:SurvivorRatio=3 \ -Xms1300m -Xmx2000m \ -XX:MaxTenuringThreshold=4 \ -XX:+PrintHeapAtGC -XX:+PrintTenuringDistribution \ -XX:+PrintCommandLineFlags -XX:+PrintGCDetails -Xloggc:GC.log \ -jar server-myst-ebxl.jar nogui test144-final exit 0 # -XX:ParallelCMSThreads=n # Comments for that java line: ** WARNING -- BADLY OUT OF DATE ** java \ -d32 -server \ # For up to 2.5 GB servers -XX:+UseConcMarkSweepGC -Xincgc \ # define the garbage collector -XX:ParallelGCThreads=4 \ # Parallel GC -Xms300m -Xmx1g \ # Start the server with 300MB. Go up to 1 GB. -XX:NewSize=300m \ # Use 300 MB for "new" (eden plus survivor spaces). # This means about 650 MB max for long-term. # Observed behavior is around 350mb long-term when the server is stable. # Things to figure out: # How much memory to give to eden (for new and short lived objects) versus survivor # How many times an object "survives" before being promoted # Tune for the "normal" case of players moving over approximately a 3x3 to 5x5 chunk area # (Remember, the game loads r=9 chunks around you for normal (that's 17x17 chunks) # up to r=15 for far (31x31!!!!) for far. Yes, you can and probably will move to new areas # and flush it all, but that is rare. Tune for the common. # Keep in mind: 31x31 * 16x16 * 80 (average world height) * 4 bytes per location # is 75MiB! -- 16x16x4 = 1MiB, 31*31*80 is 76880 # That's minimum long-term memory just for sitting in one chunk # Now consider that each time you change a chunk boundary, 16x16x4 x 31x80 -- one row of 31 new chunks # is loaded into short term space -- 2MB added to short term/removed from long term every time you move a little. # # Now consider that 4 bytes per location is probably a low estimate. # And, this doesn't take into account animals living in those chunks # Animals = longterm, hostile mobs = short term. # A large farm will raise this amount. # # Bottom line: Moving over 40x40 blocks in your base can be 4 chunks by 4 chunks # or approximately 16 rows of new data. That's about half of the long-term data for sitting still. -XX:+PrintGCHeapAtGC -XX:+PrintTenuringDistribution -XX:MaxTenuringThreshold=6 \ -XX:+PrintCommandLineFlags -XX:+PrintGCDetails -Xloggc:GC.log \ # Log and collect info -XX:PermSize=65m -XX:MaxPermSize=95m \ # Classes, VM overhead, etc. Raise this if you add mods. -jar server-myst-ebxl.jar nogui main # The server file ## java -Xms1250m -Xmx1250m -d32 -server -XX:+PrintGCHeapAtGC -XX:+PrintCommandLineFlags -XX:+PrintGCDetails -Xloggc:GC.log -XX:+PrintGCTimeStamps -jar server-myst-ebxl.jar nogui main ## -XX:ParallelGCThreads=8 -XX:+TraceClassUnloading -XX:+UseParallelGC # -Xms1g -Xmx1g -XX:PermSize65m -XX:MaxPermSize65m -Xmn100m
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