Commit graph

74 commits

Author SHA1 Message Date
Aikar
ad73c0eb38 Many fixes and improvements to chunk prioritization
I believe this brings us back to stable. A lot of complexity was
learned about juggling priorities.

We were essentially promoting more chunks to urgent than really
needed to be urgent.

So this commit adds a lot more logic to juggle neighbor priorities
and demote their priority once they meet the requirements needed of
them.

This greatly improves the performance of "urgent" chunks".

Fixes #3410
Fixes #3426
Fixes #3425
Fixes #3416
2020-05-22 00:46:44 -04:00
Aikar
33246e0ba0 Many improvements to chunk prioritization and bug fixes
Fixed a few bugs, and made numerous improvements.
Fixed issue where a sync chunk load could have its ticket removed and the
priority ticket could expire...
Still not perfect there but better than before.

Also fixed few other misc issues such as watchdog cpu usage, chunk queue update
had risk of double enqueue due to it no longer being a set.

Added much more information about chunk state to watchdog prints.

I see some more room for improvement even, but this is much better than before.

Fixes #3407
Fixes #3411
Fixes #3395
Fixes #3389
2020-05-20 05:11:57 -04:00
Aikar
e14f7e171f Implement Chunk Priority / Urgency System for Chunks
Mark chunks that are blocking main thread for world generation as urgent

Implements a general priority system so that chunks that are sorted in
the generator queues can prioritize certain chunks over another.

Urgent chunks will jump to the front of the line, ensuring that a
sync chunk load on an ungenerated chunk does not lag the server for
a long period of time if the servers generator queues are filled with
lots of chunks already.

This massively reduces the lag spikes from sync chunk gens.

Then we further prioritize loading order so nearby chunks have higher
priority than distant chunks, reducing the pressure a high no tick
view distance holds on you.

Chunks in front of the player have higher priority, to help with
fast traveling players keep up with their movement.

This commit also improves single core cpu scenarios in that we will
now automatically disable Async Chunks as well as Minecrafts thread
pool.

It is never recommended to use async chunks on a single CPU as context
switching will be slower than just running it all on main.

This also bumps the number of server worker threads by default too.
Mojang does not utilize the workers in an effecient manner, resulting
in them using barely any sustained CPU.

So give it more workers so more chunks can be processed concurrently

This change also improves urgent chunk loading, so players flying into
unloaded chunks will hurt a little bit less (but still hurt)

Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 04:01:53 -04:00
Aikar
90072b811c Foundational work for Future Memory usage improvements
This commit doesn't do much on its own, but adds a new Java Cleaner API
that lets us hook into Garbage Collector events to reclaim pooled objects and
return them to the pool.

Adds framework for Network Packets to know when a packet has finished dispatching
to get an idea when a packet is done sending to players.

Rewrites PooledObjects impl to properly respect max pool size and remove
almost all risk of contention.

Bumps the Paper Async Task Queue to use 2 threads, and properly shuts it down on shutdown.
2020-05-16 21:38:19 -04:00
Aikar
7ead67800e Fix collision checks on spawning hanging entities and null on async chunk loads
getCubes will now always load chunks
getChunk with gen false will now not throw error

Fixes #3368
Fixes #3364
2020-05-14 04:58:47 -04:00
Aikar
80a570d89f Fix missing flag pass for isUrgent 2020-05-10 23:31:36 -04:00
Aikar
56d8694bd9 Add Urgent API for Async Chunks API and use it for Async Teleport
This also cleans up the implementation of Async Chunks to get rid of most
Consumer callbacks and instead return futures.

This lets us propogate errors correctly up the future chain
(barring one isn't lost even deeper in the chain...)

So exceptions can now bubble to plugins using getChunkAtAsync
2020-05-09 22:30:28 -04:00
Aikar
8c7b991317 Don't create region files for chunk checks - mistake on upstream merge
Accidently handled a conflict wrong in a previous upstream merge and set wrong param.
2020-05-08 18:22:37 -04:00
Aikar
1127deb87d Rebuild all patches using the new rebuild pattern 2020-05-06 05:48:49 -04:00
stonar96
30d007b163 Anti Xray cleanup
Undo the accidental renaming of a method in e45e15c
Aikar wanted to rename DataPalette#getDataBits(T object) to getOrCreateIdFor
in e45e15c but he also accidentally renamed
ChunkPacketInfo#getDataBitsIndex(int chunkSectionIndex) to
getOrCreateIdForIndex.

Remove chunk-edge-mode and chunk loading entirely from Anti-Xray
The chunk-edge-mode is broken since several versions.
Loading chunk neighbors for chunk edge obfuscation isn't needed anymore.
Unlike in previous versions, these are under normal circumstances already loaded
at the time we need them (plugins for example can bypass this).

Use the modified methods and constructors everywhere
Anti-Xray provides support for the default nms methods and constructors,
which where modified by Anti-Xray to avoid breaking stuff (plugins)
which somehow uses these methods.
However, the modified versions of those methods and constructors should be used
where possible.
2020-05-06 04:35:20 -04:00
Spottedleaf
fbe8958237 Use distance map to optimise entity tracker / Misc Utils
Use the distance map to find candidate players for tracking.

This also ports a few utility changes from Tuinity
2020-05-06 03:44:47 -04:00
Aikar
b06cb423cb Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
b999860d SPIGOT-2304: Add LootGenerateEvent

CraftBukkit Changes:
77fd87e4 SPIGOT-2304: Implement LootGenerateEvent
a1a705ee SPIGOT-5566: Doused campfires & fires should call EntityChangeBlockEvent
41712edd SPIGOT-5707: PersistentDataHolder not Persistent on API dropped Item
2020-05-01 18:03:47 -04:00
Aikar
f42b510b51 Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
220bc594 #486: Add method to get player's attack cooldown
21853d39 SPIGOT-5681: Increase max plugin channel size
5b972adc Improve build process
b55e58d9 Note which custom generator is missing required method

CraftBukkit Changes:
893ad93b #650: Add method to get player's attack cooldown
ef706b06 #655: Added support for the VM tag jansi.passthrough when processing messages sent to a ColouredConsoleSender.
e0cfb347 SPIGOT-5689: Fireball.setDirection increases velocity too much
94cb030f SPIGOT-5673: swingHand API does not show to self
b331a055 SPIGOT-5680: isChunkGenerated creates empty region files
e1335932 Improve build process
a8ec1d60 Add a couple of method null checks to CraftWorld
ce66f693 Misc checkstyle fixes
8bd0e9ab SPIGOT-5669: Fix Beehive.isSedated

Spigot Changes:
2040c4c4 SPIGOT-5677, MC-114796: Fix portals generating outside world border
ab8f6b5a Rebuild patches
e7dc2f53 Rebuild patches
2020-04-27 03:34:45 -04:00
Aikar
0762c51996 Clean up Timings and Async Chunk Configs
Renames a bunch of timings to be more appropriate for the new environment.

Many things dealt with sync loads which wasn't correct anymore.
adjusted timings to be a little bit more accurate here.

Also cleaned up old 1.13 async chunks configs so people won't keep
thinking they can change some of those configs when they can't.
2020-04-26 02:05:41 -04:00
Aikar
879269f221 Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.

Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.

This guarantees that your chunk will load with at most around 1ms delay.

Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...

Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.

Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.

This is now fixed.

Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.

Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".

This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.

It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.

We solve this by ensuring new additions do not enter the currently iterated queue.

Each depth level will have its own queue.

Fixes #3220
2020-04-25 23:47:29 -04:00
Aikar
9c59e219f6 Improve Async Login so pending connections dont get exposed
We still keep vanilla process of waiting for existing session to be removed before logging in
by storing a separate map of pending.

also fire the callback using executor incase further recursion causes any trouble
2020-04-24 05:33:33 -04:00
Aikar
2fb3e5fb88 Fix loading spawn chunks when async chunks is off
I feel sorry for those who need to do this, and now feel sorry more
since back to slow startups again.

There is keep-spawn-loaded-range in paper.yml to reduce the range to
mitigate this if you must keep async chunks off.
2020-04-22 05:47:35 -04:00
Ytnoos
f7e48582b5 Revert "Re-track players that dismount from other players" 2020-04-22 00:06:30 +02:00
Spottedleaf
d77bc736a0 Improve async login (#3189)
Add helper functions to ChunkProviderServer to make this easier
for other uses

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2020-04-19 10:58:02 -07:00
Aikar
9fc8102ef5 Load Spawn Chunks Asynchronously and Spiral Out
Ensures absolute center is first in priority
Speeds up server startup
2020-04-19 06:01:07 -04:00
Spottedleaf
973a5271c3 Port 04-Util.patch from Tuinity (#3136) 2020-04-12 22:34:18 -07:00
Aikar
73e413e403 Improve the don't save entities patch per leafs feedback 2020-04-12 18:29:52 -04:00
Aikar
bc1203ad20 Restore preventing saving bad entities patch to full effect 2020-04-12 16:50:50 -04:00
Aikar
0d4cde25b6 Allow shutting down server during a watchdog hang gracefully
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.

If a server is deadlocked, a server owner can send SIGUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.

Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
2020-04-12 15:56:03 -04:00
Aikar
cb8f1dcc40 Don't delay chunk unloads during entity ticking
Leaf informed me this could cause ordering issues.

So, the risk if this occurring is lowered now anyways, but if an
entity causes a sync chunk load, it could process an unload...

We will tackle the problem better in a future commit

Also fixed another async-chunks=false issue
2020-04-12 00:42:28 -04:00
Aikar
6ad6ec1ac9 Fix Disabling Asynchronous Chunks
This fix is for the few people who are using such low end systems that
asynchronous chunk loading hurts them rather than helping.

The previous build made paper crash if you turned off async chunks, and
this fixes that issue.
2020-04-11 17:15:41 -04:00
Aikar
98218db96f Use dedicated thread for main thread blocking chunk loads
In most cases, this change won't benefit much. However, there
exists the possibility that your Chunk Task threads are all busy
doing super slow work such as converting chunks.

If this occurs, the main thread blocking tasks, even at highest priority,
has to wait for some thread to become available.

This change gives us a waiting thread used only for main thread blocking
tasks, as well as an increased thread priority level, so that the OS
will give priority to this thread over the other threads.

This is more about guarantees, and won't be any real performanc boost
to anyone who has low or fast activity on their chunk tasks anyways.

But not all of us force upgrade our worlds, and this can be a life saver.

also reordered some patches because multiple PR's were merged.
2020-04-11 04:40:00 -04:00
Aikar
497043e491 Remove incorrect IO flush for save-all that doesn't have flush parameter
The entire reason the if statement exists is to only flush and print when done if flag is true

This avoids /save-all from hurting as much as it was before, such as from backup plugins.
2020-03-31 03:15:34 -04:00
Aikar
01be191ab7 Fix many issues with dupe uuid resolve patch
This was not applied correctly, and would completely blow up chunk entity
registration if this feature was turned off....

Additionally, change how the entities are removed to be more consistent with other code.

Surface some of the logs indicating there is a problem as we are having so many issues with
entities that we don't need to be surpressing logs like that.
2020-03-31 02:52:12 -04:00
Shane Freeder
a2407225da Don't duplicate velocity entry into hidden-configs
also, rebuild patches
2020-03-31 05:21:27 +01:00
Shane Freeder
2420200c9b Update hidden-configs 2020-03-30 03:52:56 +01:00
Shane Freeder
ed80c4e6a5 Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
564ed152 #482: Add a DragonBattle API to manipulate respawn phases etc
9f2fd967 #474: Add ability to set other plugin names as provided API so others can still depend on it

CraftBukkit Changes:
fc318cc1 #642: Add a DragonBattle API to manipulate respawn phases etc
796eb15a #644: Fix ChunkMapDistance#removeAllTicketsFor not propagating ticket level updates
a6f80937 SPIGOT-5606: call BlockRedstoneEvent for fence gates

Spigot Changes:
a03b1fdb Rebuild patches
2020-03-26 02:37:20 +00:00
Spottedleaf
93c88ab706 Timings changes (#3044)
* Timings changes

- Increment entity tick count only when an entity ticks
- Remove chunk inhabited timer
- Try finally entity timings

* Add activated entity ticks

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2020-03-18 23:03:32 -07:00
Spottedleaf
00fb9ccbd3 Optimise ticklistserver (#2957) 2020-03-18 05:17:28 -07:00
Shane Freeder
564195d1bd Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
6148fca7 SPIGOT-5484: Add more spawn tick settings

CraftBukkit Changes:
fc249340 SPIGOT-5484: Add more spawn tick settings

Spigot Changes:
6de3d4be Rebuild patches
2020-03-10 11:01:15 +00:00
Shane Freeder
dda965a869 Updated Upstream (CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
7f61a252 #640: Fix chunk load/unload callbacks for chunk load cancellations
2020-03-07 08:47:53 +00:00
Shane Freeder
a3cce96f9b Reduce chunk range timers 2020-03-02 19:56:04 +00:00
Shane Freeder
29f7d23c82 Reduce PlayerNaturallySpawnCreaturesEvent calls 2020-02-29 23:39:00 +00:00
Zach Brown
00156eda4d Stop stripping private use block Unicode from signs
Fixes GH-2943
2020-02-10 22:35:46 -06:00
Zach Brown
c98952aa60 Update upstream B/CB
--- work/Bukkit
Submodule work/Bukkit 6a4242cb..337955e3:
  > SPIGOT-5468: Improve Beehive TileEntity API
  > #473: Add an API for passing the heightmap to getHighestBlockAt* method

--- work/CraftBukkit
Submodule work/CraftBukkit 807a677e..708be695:
  > SPIGOT-5468: Improve Beehive TileEntity API
  > #624: Add an API for passing the heightmap to getHighestBlockAt* method
  > MC-135989, SPIGOT-5564: Don't kick players for flight while riptiding

This deprecates the Paper getHighestBlockAt HeightMap APIs now that
Bukkit has added their own. These methods will stick around long enough
for people to migrate. Their API is pretty much the same as ours,
migration should be quick and easy.
2020-02-08 18:32:48 -06:00
Shane Freeder
03d18a3fcd Updated Upstream (CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
807a677e SPIGOT-5558: Fix World#getHighestBlockAt, previously off by +1
2020-02-03 01:54:02 +00:00
Shane Freeder
e349de0c78 Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
6a4242cb #468: Allow delegation of certain elements to Vanilla when using a custom ChunkGenerator
c6697f90 SPIGOT-5559: Add EntityPotionEffectEvent causes for PATROL_CAPTAIN and WITHER_ROSE
9c1fa040 #467: Add method to remove a recipe by its key
3961d1aa Add nb-configuration.xml to .gitignore

CraftBukkit Changes:
d70084e5 Remove unused seed in CustomChunkGenerator
8a66d4c7 #619: Allow delegation of certain elements to Vanilla when using a custom ChunkGenerator
c2dc19d3 Craftbukkit -> CraftBukkit
ae45e092 SPIGOT-5559: Add EntityPotionEffectEvent causes for bee, raiders and wither rose
00980376 #618: Add method to remove a recipe by its key

Spigot Changes:
c574e08b Rebuild patches
13c24cc4 Rebuild patches
2020-02-02 11:53:48 +00:00
Spottedleaf
b4124adee3 Fix getChunkAtIfCachedImmediately (#2915) 2020-01-28 17:26:07 -08:00
Shane Freeder
29fe2d1e2f Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
93e39ce1 Clarify documentation regarding getMaterial with legacyName = true
c3aeaea0 Improve dependency tracker
14c9d275 Add support for transitive depends in load access warning
c8afe560 SPIGOT-5526: Add EntityEnterBlockEvent
6bb6f07d SPIGOT-5548: Show error that hints towards plugins misusing reflection
ed75537d SPIGOT-5546: Fix bad depend access using wrong provider in message
4e4c0ee9 Fix buggy classloader warning triggering for all classes
89586a4c Print warning when loading classes from depends that have not been specified
d4fe9680 Fix bug where disablePlugin could remove ConfigurationSerializable classes from other plugins
85e683b7 Add additional checkstyle checks
612fd8e1 Correct max page count in BookMeta docs
fa8a9781 Correct max title length in BookMeta docs

CraftBukkit Changes:
ab13a117 SPIGOT-5550: Cancelled ProjectileLaunchEvent still plays sound for eggs
44016b1d SPIGOT-5538: Using javaw to run GUI prints input error
e653ae76 SPIGOT-5526: Call EntityEnterBlockEvent for bees trying to enter hives
6515ea49 SPIGOT-5537: Bee nests generated by growing trees near flower have no bees
d82b3149 Remove unused CraftWorld.getId method
10763a88 Change some block == AIR checks to isAir to catch CAVE_AIR

Spigot Changes:
f2c1cd15 Rebuild patches
bcd458ad Reformat patches
2020-01-28 19:43:57 +00:00
Spottedleaf
6745971d4e Performance patches prerequisite (#2802)
Prereq changes for the coming storm of performance patches.
Includes optimising incremental saving
2020-01-27 16:16:53 -08:00
Spottedleaf
9774f1ff47 1.15.2 update (#2887)
Functional GUI fix added by billygalbreath
2020-01-21 18:02:07 -08:00
Spottedleaf
5c206c7b04 Full chunk debug on incremental watchdog (#2868) 2020-01-18 09:50:23 -08:00
Spottedleaf
026b28b171 Add more chunk debug to watchdog (#2851)
print chunk holder status, useful for indicating what steps the
server has gone through after loading chunks from disk

Also rebuild patches (cat...)
2020-01-12 13:06:05 -08:00
Spottedleaf
724664fc5f Fix race condition with regionfile being closed right after getting one (#2812)
Occurs when 1 thread retrieves a regionfile, and then the
regionfile is closed due to it being thrown out of cache.
2020-01-09 17:42:33 -08:00
Shane Freeder
69f05b3132 Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
5d4de46e Fix checkstyle.xml formatting
adf331f1 SPIGOT-5496: API to create and manipulate hardcore worlds

CraftBukkit Changes:
c727dc2a Fix checkstyle.xml formatting
e7202cd4 SPIGOT-5496: API to create and manipulate hardcore worlds
9820cd2d MC-151364, SPIGOT-5494: Feeding dolphin hangs if generate-structures=false
2020-01-05 23:08:18 +00:00