Commit graph

4649 commits

Author SHA1 Message Date
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
Mariell
b4f1f6fc59 Fix data version check for ItemStack serialization (#3394)
The expected version should be equal to or newer than the one stored.

Although Aikar claims he did this on accident (and NOT my ligatures!), I
claim this is all a big conspiracy by followers of the Taco cult.
2020-05-18 19:24:06 +02:00
Aikar
7f4b4fb32b Fix race condition reintroduced in Prioritize class loader patch 2020-05-18 01:18:44 -04:00
Mariell Hoversholm
96bb9740fa Add Raw Byte ItemStack Serialization
Serializes using NBT which is safer for server data migrations than bukkits format.
2020-04-30 16:59:24 +02:00
Spottedleaf
aba7b389ab Allow server startup for those poor people running <1G Xmx
Clamp logic for poolsize so we dont pass zero
2020-05-16 21:06:19 -07:00
Spottedleaf
ab609796e6 Fix cases where no-tick < tick view distance 2020-05-16 20:53:09 -07:00
MeFisto94
0ceb05a8fc Workaround for Client Lag Spikes (MC-162253)
When crossing certain chunk boundaries, the client needlessly
calculates light maps for chunk neighbours. In some specific map
configurations, these calculations cause a 500ms+ freeze on the Client.

This patch basically serves as a workaround by sending light maps
to the client, so that it doesn't attempt to calculate them.
This mitigates the frametime impact to a minimum (but it's still there).
2020-05-12 23:11:30 +02:00
Mariell Hoversholm
d994e4651c Add option for console having all permissions
Overrides permissions set to default false (which op does not get)
2020-05-16 10:13:01 +02:00
Mariell Hoversholm
dcd9ddf8e0 Add permission for command blocks 2020-05-16 10:06:05 +02:00
Mariell Hoversholm
969db3e0c5 Prioritise own classes where possible
This adds the server property `Paper.DisableClassPrioritization` to disable
prioritization of own classes for plugins' classloaders.

This value is by default not present, and this will therefore break any
plugins which abuse behaviour related to not using their own classes
while still loading their own. This is often an issue with failing to
relocate or shade properly, such as when shading plugin APIs like Vault.

A plugin's classloader will first look in the same jar as it is loading
in for a requested class, then load it. It does not re-use other
plugins' classes if it has the chance to avoid doing so.

If a class is not found in the same jar as it is loading for and it does
find it elsewhere, it will still choose the class elsewhere. This is
intended behaviour, as it will only prioritise classes it has in its own
jar, no other plugins' classes will be prioritised in any other order
than the one they were registered in.

The patch in general terms just loads the class in the plugin's jar
before it starts looking elsewhere for it.
2020-04-27 18:32:30 +02:00
kickash32
0de6c6f86a Check portal restrictions when entering end gateways 2020-05-16 04:31:26 -04:00
Josh Roy
0219f4acd4 Fix NPE when temp ip bans expire (#3373) 2020-05-16 23:26:49 -04:00
Max Lee
acbe459f57 Add missing mob goals for API (#3367) 2020-05-17 04:19:24 +01:00
Mariell Hoversholm
ee99320810 Ensure no-tick view is not smaller than ticking VD
Fixes #3372.
2020-05-16 10:38:48 +02:00
MiniDigger | Martin
792993faca Expand Pathfinding API with more options 2020-05-16 15:15:11 +02:00
MiniDigger | Martin
8743a66ca2 Fix usage of vanilla goals 2020-05-16 15:25:40 +02:00
kickash32
77323d14ca Drop Leads from nether portals - Fixes #3226 2020-05-16 04:31:53 -04:00
Spottedleaf
459f6194e8 Reduce MutableInt and Vec3d allocations, use ArrayDeque 2020-05-16 22:05:14 -04:00
Aikar
378ac3e7f3 Optimize NibbleArray to use pooled buffers
Massively reduces memory allocation of 2048 byte buffers by using
an object pool for these.

Uses lots of advanced new capabilities of the Paper codebase :)

Targets 3072 * 8 buffers per 1GB of heap memory up to a max consideration
of 6GB of heap (any more over 6GB won't give more nibble pool)

You can control the 3072 number by setting -DPaper.nibbleBucketSize=2048

Remember this number is * 8 then * heap memory in GB

That is 98304 objects for 4GB of memory, at 2064 bytes roughly, meaning 194MB

You may also control max number of pooled objects directly instead of any
dynamic calculation using -DPaper.maxNibblePoolSize=1024000

While this will use more old generation by a tad bit, allocation rate will drop
significantly, causing less young generation GC's.

This commit has gone through extensive testing for over a day and confident
it no longer has any issues with light corruption.
2020-05-16 21:41:56 -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
Spottedleaf
4e7644ce04 Handle CraftPlayer#setSpectatorTarget better
Use a proper teleport for teleporting to entities in different
worlds.

Validate that the target entity is valid and deny spectate
requests from frozen players.

Also, make sure the entity is spawned to the client before
sending the camera packet. If the entity isn't spawned clientside
when it receives the camera packet, then the client will not
spectate the target entity.
2020-05-14 18:05:00 -05:00
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
49aa9c42db Protect Bedrock and End Portal/Frames from being destroyed
This fixes exploits that let players destroy bedrock by Pistons, explosions
and Mushrooom/Tree generation.

These blocks are designed to not be broken except by creative players/commands.
So protect them from a multitude of methods of destroying them.

A config is provided if you rather let players use these exploits, and let
them destroy the worlds End Portals and get on top of the nether easy.
2020-05-14 03:16:31 -04:00
Aikar
47f11f19a5 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:
ffc8e4ca SPIGOT-5716: Clarify documentation of MultipleFacing

CraftBukkit Changes:
d07a78b1 SPIGOT-5716: Clarify documentation of MultipleFacing
46a13860 SPIGOT-5718: Block.BreakBlockNaturally does not reflect tool used
214ffea9 SPIGOT-5727: GameRule doImmediateRespawn cannot be set per-world

Spigot Changes:
2f5d615f SPIGOT-5730: Modernise inventory patch
a2bdb119 SPIGOT-5679: Add config option for end portal activation sound

Closes #3352
2020-05-12 01:27:03 -04:00
Aikar
92497a1b5d Fix Pathfinding and obscure glitchy buggy 0 tick farms
I swear the crap that stuff will abuse to make stuff happen is insane.

Hash codes apparently changing behavior of stuff based on its value, so
reverting e9fcee1190

Fixes #3346
Fixes #3341
2020-05-11 21:18:11 -04:00
Aikar
c0441b6262 Optimize Pathfinder - Remove Streams / Optimized collections
I utilized the IDE to convert streams to non streams code, so shouldn't
be any risk of behavior change. Only did minor optimization of the
generated code set to remove unnecessary things.

I expect us to just drop this patch on next major update and re-apply
it with the IDE again and re-apply the collections optimization.

Optimize collection by creating a list instead of a set of the key and value.

This lets us get faster foreach iteration, as well as avoids map lookups on
the values when needed.
2020-05-11 04:24:38 -04:00
Aikar
f3def69920 Optimize Hoppers - Major performance improvement
Removed streams from hoppers and also fixed a mistake in the logic.
When this patch was ported to 1.14/1.15, a line of code was put in
the wrong place which disabled a significant portion of the improvement.

Replaced usages of streams in isEmpty and itemstack checks
Replaced usage of streams in pulling loop
Replaced usage of streams in Lootable Inventory isEmpty() check
Only check for refilling Lootable Inventory when accessing first slot, not all

All of these in general were pretty significant hits, so this single commit
is going to cause tacos to magically appear in front of you every day.

🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮

Nom Nom Nom
If you hate taco's, you're not allowed to use this improvement.

Also ignore the renames, pulled a lot of PR's.
2020-05-11 03:42:32 -04:00
Omer Uddin
7506508641 Fix PotionEffect API Ignoring Icon bug
Fixes #3142
2020-05-11 00:44:27 -04:00
Omer Uddin
d116dbd6dc Fix EntityRaider picking up items when they shouldn't be able
Fixes #2205
2020-05-11 00:41:15 -04:00
Aikar
924d46ea01 Add a TELEPORT ticket when changing dimensions
This should fix any remaining issues around collision issues on
chunk edges when changing dimensions sending to Y 256
2020-05-10 23:58:04 -04:00
Aikar
80a570d89f Fix missing flag pass for isUrgent 2020-05-10 23:31:36 -04:00
Josh Roy
6df55d9c05 Potential bed api (#3339) 2020-05-11 00:19:04 -04:00
Spottedleaf
aff206ef81 Optimize WorldBorder collision checks and air
Port part of leafs changes from Tuinity, will worry about rest later with larger changes coming
2020-05-10 22:49:58 -04:00
Aikar
02dcaa0af7 Wait for Async Tasks during shutdown
Server.reload() had this logic to give time for tasks to shutdown,
however shutdown did not...

Adds a 5 second grace period for any async tasks to finish and warns
if any are still running after that delay just as reload does.

Closes #3337
2020-05-10 22:17:55 -04:00
Aikar
1c0dde5df5 Ensure Entity AABB's are never invalid
If anything used setPositionRaw, it left potential for an AABB
to be left stale at their old location, which could cause massive
AABB boxes if movement ever then got called on the new position.

This guarantees any time we set the entities position, we also
update their AABB.
2020-05-10 22:14:47 -04:00
Aikar
b74f95d9f9 Properly remove Entities from current chunk
We store a reference to the chunk the entity is currently in, so use it
to more accurately unregister it in chunkCheck

Should maybe fix some entity loss issues.
2020-05-10 05:52:31 -04:00
Aikar
a26aabf9d0 Fix teleporting onto a chunk line
Obscure detail in that if you teleport right on a chunk line, it
adds +1 to your collision check and will check the unloaded neighbor.

but the call to load the chunk then returned null if it was pending unload, such
as the load we did in Player List

However we want gen=true for players here anyways, so use getType
2020-05-10 05:36:35 -04:00
Aikar
ee714e312d Send LOGIN protocol packets immediately - Fix disconnect during async prelogin 2020-05-10 03:12:05 -04:00
Aikar
bd2a5095d3 Don't use our modified chunk checks for collision in world gen
Fixes issues with errors in logs on generating chunks
2020-05-10 02:26:21 -04:00
Aikar
5eea746c78 Allow loading entities current chunk if needed to fix collision checks
Having trouble reproducing this myself, but this should do it.
2020-05-10 01:04:45 -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
04becc8a1c Ensure chunks loaded on respawn for suffocation check 2020-05-09 21:13:30 -04:00
Aikar
f36b2a2c05 Remove some Streams usage in Entity Collision
While there is more down the collision system, remove some of the wrapping
Spliterator stuff as even this wrapper stream has shown up in profiling.

With other collision optimizations, we might also even avoid inner streams too.
2020-05-09 19:18:26 -04:00
JellySquid
3229702834 Implement JellySquid's Entity Collision optimisations patch
This patch replaces the vanilla collision code for both block and entity collisions with faster implementations by JellySquid, used originally in her Lithium mod.

Optimizes Full Block voxel collisions, and removes streams from Entity collisions

Original code by JellySquid, licensed under GNU Lesser General Public License v3.0
you can find the original code on https://github.com/jellysquid3/lithium-fabric/tree/1.15.x/fabric (Yarn mappings)

Ported by
Co-authored-by: Zoutelande <54509836+Zoutelande@users.noreply.github.com>

Touched up by Aikar to keep previous paper optimizations
2020-04-22 17:11:50 +02:00
Aikar
f0b502d564 Optimize Collision to not load chunks
The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.

Treat an unloaded chunk as a collision for entities, and also for players if
the "prevent moving into unloaded chunks" setting is enabled.

If that setting is not enabled, collisions will be ignored for players, since
movement will load only the chunk the player enters anyways and avoids loading
massive amounts of surrounding chunks due to large AABB lookups.

Fixes #3321
2020-05-09 15:47:08 -04:00
Aikar
7c9097159c Fix ChunkCache .getXIfLoaded to use the local chunks in the cache
It was calling back out to world for it, we already have them.

Also use the nocache method for building the chunk cache too.
2020-05-09 14:58:08 -04:00
Aikar
2c648ff35f Don't toString block unless actually showing the message
This is causing MASSIVE performance issues with hoppers and block states
in general.
2020-05-09 13:55:41 -04:00
Aikar
2a0201d137 Add Spawn Entity SpawnReason API
So you can specify why an entity is spawning, ie NATURAL
2020-05-09 13:11:43 -04:00
Aikar
d816beaced MC-183249: Don't generate Carving Masks BitSet unless needed
This was using SIGNIFICANT amounts of memory allocating many
long[]'s for BitSets for every ProtoChunk in the cache that had
been unloaded and reloaded.

This will result in a nice memory reduction.
2020-05-09 12:13:29 -04:00
Aikar
e9fcee1190 Improve BlockPosition hashCode/equals
Actually showed up in profiling as decent time spent here...

Noticed y/z was missing its final that it use to have, when x had it. some how
must of got messed up on some update. though people suggest this shouldn't of
mattered anyways, but lets put it back for safety.

Added cache of hashcode, as well as optimized the hash code using larger primes.
Also stored the long value of the x/y/z so that for equals we can compare a single long,
as well as have that long value cached for .asLong()
2020-05-09 10:59:29 -04:00