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68 lines
3.3 KiB
Diff
68 lines
3.3 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Shane Freeder <theboyetronic@gmail.com>
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Date: Fri, 3 Sep 2021 15:50:25 +0100
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Subject: [PATCH] Do not process entity loads in CraftChunk#getEntities
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This re-introduces the issue behind #5872 but fixes #6543
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The logic here is generally flawed however somewhat of a nuance,
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upstream uses managedBlock which is basically needed to process
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the posted entity adds, but, has the side-effect of processing any
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chunk loads which has the naunce of stacking up and either causing a
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massive performance hit, or can potentially lead the server to crash.
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This issue is particularly noticable on paper due to the cumulative efforts
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to drastically improve chunk loading speeds which means that there is much more
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of a chance that we're about to eat a dirtload of chunk load callbacks, thus
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making this issue much more of an issue
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diff --git a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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index 07dfe575dea0f41a75bb9dad0ee2d541e983f6d7..f194dbf29fefab6c94fe5aa11f565349499f4706 100644
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--- a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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+++ b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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@@ -127,46 +127,6 @@ public class CraftChunk implements Chunk {
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this.getWorld().getChunkAt(x, z); // Transient load for this tick
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}
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- PersistentEntitySectionManager<net.minecraft.world.entity.Entity> entityManager = this.getCraftWorld().getHandle().entityManager;
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- long pair = ChunkPos.asLong(x, z);
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-
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- if (entityManager.areEntitiesLoaded(pair)) { // PAIL rename isEntitiesLoaded
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- return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this
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- }
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-
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- entityManager.ensureChunkQueuedForLoad(pair); // Start entity loading
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-
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- // SPIGOT-6772: Use entity mailbox and re-schedule entities if they get unloaded
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- ProcessorMailbox<Runnable> mailbox = ((EntityStorage) entityManager.permanentStorage).entityDeserializerQueue;
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- BooleanSupplier supplier = () -> {
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- // only execute inbox if our entities are not present
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- if (entityManager.areEntitiesLoaded(pair)) {
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- return true;
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- }
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-
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- if (!entityManager.isPending(pair)) {
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- // Our entities got unloaded, this should normally not happen.
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- entityManager.ensureChunkQueuedForLoad(pair); // Re-start entity loading
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- }
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-
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- // tick loading inbox, which loads the created entities to the world
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- // (if present)
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- entityManager.tick();
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- // check if our entities are loaded
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- return entityManager.areEntitiesLoaded(pair);
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- };
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-
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- // now we wait until the entities are loaded,
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- // the converting from NBT to entity object is done on the main Thread which is why we wait
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- while (!supplier.getAsBoolean()) {
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- if (mailbox.size() != 0) { // PAIL rename size
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- mailbox.run();
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- } else {
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- Thread.yield();
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- LockSupport.parkNanos("waiting for entity loading", 100000L);
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- }
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- }
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-
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return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this
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}
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