This section we will attempt to help you how to determine if the server is lagging and what tools are available to you has a player to find this.
There are many types of lag and many way it can be caused.
Lag Spikes - The most common form and most commonly complained about server lag is what we call lag spikes. Sometimes the lag spikes can be client side only though so see below if it's only affecting you and nobody else
This generally happens when a portion of the map is being generated and the server must use most if not all of the cpu power available to it to do this.
It generally only lasts for a few seconds but can be very annoying for players.
There is unfortunately not much we can do about this other then pregenerating the map, however in most cases we have opted not to do this as we have seen other problems caused by pregenerating maps (Chunk errors, excessive disk time when saving, extra uneeded overhead in backups etc.)
A good tool to determine if it's a lag spike is to use the /ping command. It will respond back to you when it can so if there is a delay here you know it's some form of either a lag spike or client delay (See below)
TPS Lag - The next common form of server lag is TPS lag. Again the most common reason for this is world generation and next common would be too many entities on the map (Mobs)
You will notice block rubberbanding when trying to break blocks if there is tps lag and/or machines will be running slower then normal. An easy way to determine if there is tps lag is to use the /tps command, this will respond back with a set of numbers. If you see 20 here there is no current tps lag, 15-20 is slight lag and staff may look into to see if there are any big causes, less then 15 then will be looked into and the urgency on that is based on how low it actually is. Tps can actually dip very low if it's due to worldgen however this is only temporary and recovers within minutes normally.