Marketplace/Gameplay/SC Plugin 2

SC Plugin 2

minecraftFreev1.0.0

Description

create a velocity plugin based on:

🔧 2. SERVER STABILITY & PERFORMANCE — EXPANDED
A stable minigame network must handle bursty load, multiple platforms, and VR timing sensitivity without dropping below 20 TPS.

🏗️ 2.1 Architecture & Scalability
🖧 Multi-Server Architecture (Required)
A single JVM instance cannot support:
Multiple minigames simultaneously


Load surges


Multiple platform quirks


Use:
Proxy Layer: Velocity (recommended) or BungeeCord


Game Layer: One server per minigame instance


Lobby Layer: Always-online hub(s)


Cluster Model
Players → Proxy → Lobby → Minigame Instances → Databases & APIs

🌱 Horizontal Scaling (Scale-Out)
Do not scale vertically past diminishing returns.
Options:
Static Pool: A preset number of minigame servers


Dynamic Autoscaling: Add/remove minigame nodes based on:


Player queue lengths


Round countdown timing


CPU/TPS load


Autoscaling methods:
Kubernetes (complex but powerful)


AWS Fargate, Azure Container Apps, GCP GKE


Custom script + Docker swarm


🔀 Load Balancing Rules
Distribute players across servers evenly


Prefer warm servers (avoid lag spikes on newly booted nodes)


Keep capacity reserve (20–40% headroom)



🧱 2.2 Resource Isolation & Process Separation
🧩 Why isolation matters
One bad plugin or lag spike in a minigame instance should never:
Crash the whole network


Tank lobby performance


Drop VR frame rates


✔️ Recommended Resource Boundaries
Separate JVM for: Each world-based minigame


Dedicated JVM for: Lobby/hub


Optional dedicated JVM for: Economy, chat sync, stats collectors


🗂️ Containerization Benefit (Optional but Ideal)
Using Docker/Podman or similar:
Limits CPU share per instance


Limits memory usage


Simplifies restarting crashed minigames


Supports safe rollbacks


🧠 JVM Configuration Musts
-Xms ≈ 75–90% of -Xmx (avoid heap resizing)


GC tuned for latency, not throughput:


ZGC or G1GC preferred


Disable huge page surprises


Set per-plugin resource watchdog timeout



📊 2.3 Monitoring, Metrics & Observability
🖥️ Track These Live
System Metrics
CPU per instance


RAM usage and growth rate


Disk I/O and bottlenecks


Network traffic per node


Minecraft Metrics
TPS


MSPT (milliseconds per tick)


Player count


Chunks loaded & entity count per world


Packet throughput


VR-Specific Observations
Tick jitter tolerance


Packet delivery latency


Hit timing variance


🛠️ Monitoring Tools
Prometheus + Grafana (industry standard)


Velocity Logging Extensions


Paper Timings (last-resort profiling)


Spark Profiler (deep plugin profiling)


🚨 Alerting Triggers
Send alerts when:
TPS < 18 sustained > 30 seconds


MSPT > 50 ms


CPU > 90% for > 2 mins


Memory swap risk detected


Crash loops detected



🦾 2.4 Tick Optimization, Lag Mitigation & Tuning
🎯 Core TPS Goal
20 TPS = smooth play
<18 TPS = visible jitter
<15 TPS = VR sickness risk
🔩 Paper/Purpur Settings (Critical)
Cap entity AI tick rates


Reduce hopper ticks


Lower redstone update frequency (if redstone exists at all)


Disable TNT priority unless minigame uses it


Use async chunk generation whenever safe


📦 Entity Control
For public servers:
Max entities per chunk


Cap mobs per minigame (dynamic spawn rates)


Sweep dropped items aggressively:


Shorten item despawn


Merge item stacks


🌍 Chunk Strategy
Limit max view distance


Java players: 8–10


Bedrock players: 5–8 (they request more by default)


Use:


Async chunk loading


Chunk pre-gen before launch


Disallow random exploration in minigames to avoid unpredictable chunk loads


✈️ Player Movement/Teleport Stress
Avoid mass teleports in single tick (stagger operations)


Pre-load spawn chunks for teleport destinations



🛡️ 2.5 Fault Tolerance & Automatic Recovery
🔁 Robust Restart Strategy
Crash-monitor watchdog


Detect JVM death


Auto-restart instance


Auto-reallocate players to fallback lobby


Rolling server restarts


Memory leak containment


Restart every X hours or at low-pop hours


🎯 Player Experience Safeguards
Transfer players safely:


Mid-game → backup server if possible


Or grant compensation rewards


🧯 Fail Closed, Not Open
If load exceeds threshold:
Deny new joins


Slow non-essential tasks


Shed background jobs


🧪 Canary Servers
Test new builds in a hidden or staff-only minigame


Monitor:


TPS deviation


Crash rate


Memory leak signatures



⚙️ 2.6 Plugin & Code Performance
🏁 Performance First Design Rules
No plugin should:


Do heavy file I/O synchronously


Run long loops on main thread


Make unbounded list copies every tick


🔀 Async vs Sync Boundaries (Important!)
Move these async:
Database writes


Stats sync


Web hooks


Scoreboard update aggregation


NPC movement AI calculations (if possible)


Do not move:
World interactions


Block breaks/place


Entity spawn mechanics


🔒 Safe Plugin Upgrade Workflow
Deploy to test environment


Run load simulation


Timings + spark profiling


Promote to prod


Monitor critical metrics first hour



🎮 2.7 Cross-Play & VR-Specific Performance Factors
👓 VR Constraints
VR players rely on:
Low-latency input


Smooth state sync


Predictable movement resolution


Server must:
Avoid rubberbanding at all cost


Prioritize movement packets


Avoid network compression delays > acceptable thresholds


🎮 Bedrock vs Java Performance Mismatch
Bedrock clients:
Send more movement packets


Have global reach assumptions


Expect shorter input → action latency


Mitigate:
Packet consolidation where safe


Tick interpolation compensation


Per-platform tuning:


Projectile physics


Knockback timing


Jump arc validation



📌 SUMMARY: STABILITY = ENGINEERING FOR SPIKES
A great minigame network:
expects lag before players feel lag,


isolates failures,


scales horizontally,


and optimizes for predictability, not peak throughput.



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Percival Haldewyn

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Percival Haldewyn

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downloads

Versionv1.0.0
Platformminecraft
Typepaper
Minecraft VersionMC 1.20
CategoryMinecraft Plugins > Gameplay
Published on31/01/2026
Last update21/04/2026
Free