Ok to start off, i did create a totally new fresh server to make sure this was not a misbehaving mod.
Only 1.7.2 vanilla server, and forge
Also i tried this with forge 1065 through 1082 and get the same results.
The server itself is a local only machine on a 100mbit switch with static IP address
no router or anything.
Yes, it was given internet access initially to download libraries and such
Server has 1gb of ram set aside for server, server running on its own CPU
Server only hosts, at most 3 local clients
Same server running MC 1.6.4 and forge 1.6.4 9.11.1.965 and 17 mods has 0 issues
Clients have been freshly set up to match server exactly, even the config files were copied from server to clients so as to be 100% the same
First i will describe what happens.
Server starts up without issue
Client 1 joins, all is well
client 1 could play on the server for hours, no issues
client 1 can go to any chunk in the world, no issues.
Enter client 2
If client 1 and client 2 stay in the same initial spawn area, they can play around for a long time with no issues, but eventually after a long time the server will begin lagging
The lag appears to be in the talking BACK to the clients, even chat lags
you can see clients talk in the server console immediately, but the clients do not see it sometimes for a minute of more.
This lag of course affects any other interactions with the world.
Now to make this happen a lot faster, simply have one of the clients start walking into other chunks
It seems like the more chunks they move away from the initial the faster it gets bad
If you /tp one of the clients to a far off chunk, it becomes instantly lagged
if you keep the clients logged in eventually the server screen will begin spewing the same error message just mass scrolling the screen with it
And eventually the server will become browse-able but not connectable.
If you kill one of the clients and send them back to the initial chuck, that player no longer has lag, but the other client does, if other client outside spawn area remains in world, it will eventually kill the server.
Now i want to note....
As a control test, i took a freshly loaded client, added ONLY forge
had client create a world, join it and open it to LAN
had 1 also fresh loaded client join.
All was perfect.
Had 2 clients join, got same results as server.
It seems 2 or more network connections to the host/server is what causes or triggers this
Adding mods only made the eventual happen a little faster
Running pure vanilla with out forge, the issue never happens.
java.io.IOException: An established connection was aborted by the software in your host machine
is an error that appears the moment lag sets in, in the server console, not on the clients
Also this error spews a lot too
Exception in server tick loop java.lang.NullPointerException:
obviously the errors are longer than just that
I am setting up the server and clients again from scratch to get fresh clean logs to post here
But if anyone sees this and it's something obvious, advice would be greatly appreciated
I will be back in a bit with new logs