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Paper/Spigot-Server-Patches/0438-Improved-Watchdog-Support.patch

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34 KiB
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
From: Aikar <aikar@aikar.co>
Date: Sun, 12 Apr 2020 15:50:48 -0400
Subject: [PATCH] Improved Watchdog Support
Forced Watchdog Crash support and Improve Async Shutdown
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
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...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
This also moves all plugins who register "delayed init" tasks to occur just before "Done" so they
are properly accounted for and wont trip watchdog on init.
diff --git a/src/main/java/com/destroystokyo/paper/Metrics.java b/src/main/java/com/destroystokyo/paper/Metrics.java
index 0b9e689d57705965721b5c55bc45d36657f360e4..dee00aac05f1acf050f05d4db557a08dd0f301c8 100644
--- a/src/main/java/com/destroystokyo/paper/Metrics.java
+++ b/src/main/java/com/destroystokyo/paper/Metrics.java
@@ -92,7 +92,12 @@ public class Metrics {
* Starts the Scheduler which submits our data every 30 minutes.
*/
private void startSubmitting() {
- final Runnable submitTask = this::submitData;
+ final Runnable submitTask = () -> {
+ if (MinecraftServer.getServer().hasStopped()) {
+ return;
+ }
+ submitData();
+ };
// Many servers tend to restart at a fixed time at xx:00 which causes an uneven distribution of requests on the
// bStats backend. To circumvent this problem, we introduce some randomness into the initial and second delay.
diff --git a/src/main/java/net/minecraft/CrashReport.java b/src/main/java/net/minecraft/CrashReport.java
index d0fdb9ce57b22a1f582cddec9afcc35b75d58cc6..9b7a51890c667601b195ff15b2bf0d6c76c7f19f 100644
--- a/src/main/java/net/minecraft/CrashReport.java
+++ b/src/main/java/net/minecraft/CrashReport.java
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@@ -257,6 +257,7 @@ public class CrashReport {
}
public static CrashReport a(Throwable throwable, String s) {
+ if (throwable instanceof ThreadDeath) com.destroystokyo.paper.util.SneakyThrow.sneaky(throwable); // Paper
while (throwable instanceof CompletionException && throwable.getCause() != null) {
throwable = throwable.getCause();
}
diff --git a/src/main/java/net/minecraft/SystemUtils.java b/src/main/java/net/minecraft/SystemUtils.java
2021-03-16 14:04:28 +01:00
index 397194b3e90c9df39cfae17b401c7ac891b0dbb7..61b4c42e95994343772a91640b243b8e8224e09b 100644
--- a/src/main/java/net/minecraft/SystemUtils.java
+++ b/src/main/java/net/minecraft/SystemUtils.java
2021-03-16 14:04:28 +01:00
@@ -130,6 +130,7 @@ public class SystemUtils {
return SystemUtils.f;
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
}
+ public static void shutdownServerThreadPool() { h(); } // Paper - OBFHELPER
public static void h() {
a(SystemUtils.e);
a(SystemUtils.f);
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
2021-03-16 16:50:45 +01:00
index ed5712cc7c070f44500e5c1a1d41cd26bdd13fec..fe3fe04981a0cc1ddeac2e030ee754baae4e8409 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
2021-03-16 16:50:45 +01:00
@@ -270,7 +270,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-06-26 18:20:03 +02:00
public int autosavePeriod;
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
public boolean serverAutoSave = false; // Paper
public CommandDispatcher vanillaCommandDispatcher;
- private boolean forceTicks;
+ public boolean forceTicks; // Paper
// CraftBukkit end
// Spigot start
public static final int TPS = 20;
2021-03-16 16:50:45 +01:00
@@ -280,6 +280,8 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
public final SlackActivityAccountant slackActivityAccountant = new SlackActivityAccountant();
// Spigot end
+ public volatile Thread shutdownThread; // Paper
+
public static <S extends MinecraftServer> S a(Function<Thread, S> function) {
AtomicReference<S> atomicreference = new AtomicReference();
Thread thread = new Thread(() -> {
2021-03-16 16:50:45 +01:00
@@ -842,6 +844,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
// CraftBukkit start
private boolean hasStopped = false;
+ public volatile boolean hasFullyShutdown = false; // Paper
private final Object stopLock = new Object();
public final boolean hasStopped() {
synchronized (stopLock) {
2021-03-16 16:50:45 +01:00
@@ -856,6 +859,23 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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if (hasStopped) return;
hasStopped = true;
}
+ // Paper start - kill main thread, and kill it hard
+ shutdownThread = Thread.currentThread();
+ org.spigotmc.WatchdogThread.doStop(); // Paper
+ if (!isMainThread()) {
+ MinecraftServer.LOGGER.info("Stopping main thread (Ignore any thread death message you see! - DO NOT REPORT THREAD DEATH TO PAPER)");
+ while (this.getThread().isAlive()) {
+ this.getThread().stop();
+ try {
+ Thread.sleep(1);
+ } catch (InterruptedException e) {}
+ }
+ // We've just obliterated the main thread, this will prevent stop from dying when removing players
+ MinecraftServer.getServer().getWorlds().forEach(world -> {
+ world.tickingEntities = false;
+ });
+ }
+ // Paper end
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// CraftBukkit end
MinecraftServer.LOGGER.info("Stopping server");
MinecraftTimings.stopServer(); // Paper
2021-03-16 16:50:45 +01:00
@@ -921,7 +941,18 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
this.getUserCache().b(false); // Paper
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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}
// Spigot end
+ // Paper start - move final shutdown items here
+ LOGGER.info("Flushing Chunk IO");
com.destroystokyo.paper.io.PaperFileIOThread.Holder.INSTANCE.close(true, true); // Paper
+ LOGGER.info("Closing Thread Pool");
+ SystemUtils.shutdownServerThreadPool(); // Paper
+ LOGGER.info("Closing Server");
+ try {
+ net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ } catch (Exception e) {
+ }
+ this.exit();
+ // Paper end
}
public String getServerIp() {
2021-03-16 16:50:45 +01:00
@@ -1014,6 +1045,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
protected void w() {
try {
+ long serverStartTime = SystemUtils.getMonotonicNanos(); // Paper
if (this.init()) {
this.nextTick = SystemUtils.getMonotonicMillis();
this.serverPing.setMOTD(new ChatComponentText(this.motd));
2021-03-16 16:50:45 +01:00
@@ -1021,6 +1053,18 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
this.a(this.serverPing);
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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// Spigot start
+ // Paper start - move done tracking
+ LOGGER.info("Running delayed init tasks");
+ this.server.getScheduler().mainThreadHeartbeat(this.ticks); // run all 1 tick delay tasks during init,
+ // this is going to be the first thing the tick process does anyways, so move done and run it after
+ // everything is init before watchdog tick.
+ // anything at 3+ won't be caught here but also will trip watchdog....
+ // tasks are default scheduled at -1 + delay, and first tick will tick at 1
+ String doneTime = String.format(java.util.Locale.ROOT, "%.3fs", (double) (SystemUtils.getMonotonicNanos() - serverStartTime) / 1.0E9D);
+ LOGGER.info("Done ({})! For help, type \"help\"", doneTime);
+ // Paper end
+
+ org.spigotmc.WatchdogThread.tick(); // Paper
org.spigotmc.WatchdogThread.hasStarted = true; // Paper
Arrays.fill( recentTps, 20 );
long start = System.nanoTime(), curTime, tickSection = start; // Paper - Further improve server tick loop
2021-03-16 16:50:45 +01:00
@@ -1076,6 +1120,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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this.a((CrashReport) null);
}
} catch (Throwable throwable) {
+ // Paper start
+ if (throwable instanceof ThreadDeath) {
+ MinecraftServer.LOGGER.error("Main thread terminated by WatchDog due to hard crash", throwable);
+ return;
+ }
+ // Paper end
MinecraftServer.LOGGER.error("Encountered an unexpected exception", throwable);
// Spigot Start
if ( throwable.getCause() != null )
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@@ -1107,14 +1157,14 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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} catch (Throwable throwable1) {
MinecraftServer.LOGGER.error("Exception stopping the server", throwable1);
} finally {
- org.spigotmc.WatchdogThread.doStop(); // Spigot
+ //org.spigotmc.WatchdogThread.doStop(); // Spigot // Paper - move into stop
// CraftBukkit start - Restore terminal to original settings
try {
- net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ //net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Move into stop
} catch (Exception ignored) {
}
// CraftBukkit end
- this.exit();
+ //this.exit(); // Paper - moved into stop
}
}
2021-03-16 16:50:45 +01:00
@@ -1170,6 +1220,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
public TickTask postToMainThread(Runnable runnable) {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
+ // Paper start - anything that does try to post to main during watchdog crash, run on watchdog
+ if (this.hasStopped && Thread.currentThread().equals(shutdownThread)) {
+ runnable.run();
+ runnable = () -> {};
+ }
+ // Paper end
return new TickTask(this.ticks, runnable);
}
2021-03-16 16:50:45 +01:00
@@ -1412,6 +1468,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
try {
crashreport = CrashReport.a(throwable, "Exception ticking world");
} catch (Throwable t) {
+ if (throwable instanceof ThreadDeath) { throw (ThreadDeath)throwable; } // Paper
throw new RuntimeException("Error generating crash report", t);
}
// Spigot End
2021-03-16 16:50:45 +01:00
@@ -1869,7 +1926,8 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
this.resourcePackRepository.a(collection);
this.saveData.a(a(this.resourcePackRepository));
datapackresources.i();
- this.getPlayerList().savePlayers();
+ if (Thread.currentThread() != this.serverThread) return; // Paper
+ //this.getPlayerList().savePlayers(); // Paper - we don't need to do this
this.getPlayerList().reload();
this.customFunctionData.a(this.dataPackResources.a());
this.ak.a(this.dataPackResources.h());
diff --git a/src/main/java/net/minecraft/server/dedicated/DedicatedServer.java b/src/main/java/net/minecraft/server/dedicated/DedicatedServer.java
index 557f80accfa36b495c9a8cffdab2e248c1cbb514..ec1f36736d79d4054ad7ff4da4e3659f35c811d6 100644
--- a/src/main/java/net/minecraft/server/dedicated/DedicatedServer.java
+++ b/src/main/java/net/minecraft/server/dedicated/DedicatedServer.java
@@ -279,7 +279,7 @@ public class DedicatedServer extends MinecraftServer implements IMinecraftServer
long j = SystemUtils.getMonotonicNanos() - i;
String s = String.format(Locale.ROOT, "%.3fs", (double) j / 1.0E9D);
- DedicatedServer.LOGGER.info("Done ({})! For help, type \"help\"", s);
+ //DedicatedServer.LOGGER.info("Done ({})! For help, type \"help\"", s); // Paper moved to after init
if (dedicatedserverproperties.announcePlayerAchievements != null) {
((GameRules.GameRuleBoolean) this.getGameRules().get(GameRules.ANNOUNCE_ADVANCEMENTS)).a(dedicatedserverproperties.announcePlayerAchievements, (MinecraftServer) this);
}
@@ -407,6 +407,7 @@ public class DedicatedServer extends MinecraftServer implements IMinecraftServer
//this.remoteStatusListener.b(); // Paper - don't wait for remote connections
}
+ hasFullyShutdown = true; // Paper
System.exit(0); // CraftBukkit
}
@@ -740,7 +741,7 @@ public class DedicatedServer extends MinecraftServer implements IMinecraftServer
@Override
public void stop() {
super.stop();
- SystemUtils.h();
+ //SystemUtils.h(); // Paper - moved into super
}
@Override
diff --git a/src/main/java/net/minecraft/server/level/PlayerChunkMap.java b/src/main/java/net/minecraft/server/level/PlayerChunkMap.java
2021-03-16 14:04:28 +01:00
index 8050be2ed04fb0b8141f92595680407bba65dad5..bb9c6e9aeb1f30af01338476ba1dd618b14124d5 100644
--- a/src/main/java/net/minecraft/server/level/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/PlayerChunkMap.java
2021-03-16 14:04:28 +01:00
@@ -536,6 +536,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
MutableBoolean mutableboolean = new MutableBoolean();
do {
+ boolean isShuttingDown = world.getMinecraftServer().hasStopped(); // Paper
mutableboolean.setFalse();
list.stream().map((playerchunk) -> {
CompletableFuture completablefuture;
diff --git a/src/main/java/net/minecraft/server/level/WorldServer.java b/src/main/java/net/minecraft/server/level/WorldServer.java
2021-03-16 14:04:28 +01:00
index c69eef0d523fc75dce2c2606f3e447591c7cf6dc..da3614a4a59884e7cbc8758cfdad9698eb15424f 100644
--- a/src/main/java/net/minecraft/server/level/WorldServer.java
+++ b/src/main/java/net/minecraft/server/level/WorldServer.java
2021-03-16 14:04:28 +01:00
@@ -177,7 +177,7 @@ public class WorldServer extends World implements GeneratorAccessSeed {
private final Queue<Entity> entitiesToAdd = Queues.newArrayDeque();
public final List<EntityPlayer> players = Lists.newArrayList(); // Paper - private -> public
public final ChunkProviderServer chunkProvider; // Paper - public
- boolean tickingEntities;
+ public boolean tickingEntities; // Paper - expose for watchdog
// Paper start
List<java.lang.Runnable> afterEntityTickingTasks = Lists.newArrayList();
public void doIfNotEntityTicking(java.lang.Runnable run) {
diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java
2021-03-16 16:50:45 +01:00
index f35825d4a8574ea75b46be36b9929f8e12405217..48d4f8310d79d0eb78f4ace42c8778ee4addf7d0 100644
--- a/src/main/java/net/minecraft/server/players/PlayerList.java
+++ b/src/main/java/net/minecraft/server/players/PlayerList.java
2021-03-16 14:04:28 +01:00
@@ -507,7 +507,7 @@ public abstract class PlayerList {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
cserver.getPluginManager().callEvent(playerQuitEvent);
entityplayer.getBukkitEntity().disconnect(playerQuitEvent.getQuitMessage());
- entityplayer.playerTick(); // SPIGOT-924
+ if (server.isMainThread()) entityplayer.playerTick(); // SPIGOT-924 // Paper - don't tick during emergency shutdowns (Watchdog)
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// CraftBukkit end
// Paper start - Remove from collideRule team if needed
diff --git a/src/main/java/net/minecraft/util/thread/IAsyncTaskHandler.java b/src/main/java/net/minecraft/util/thread/IAsyncTaskHandler.java
index ca23ca14d8011fc8daa7e20f2eaa550a8ff92c53..158ea6d77698d62ba795aff6c061a80652e42e03 100644
--- a/src/main/java/net/minecraft/util/thread/IAsyncTaskHandler.java
+++ b/src/main/java/net/minecraft/util/thread/IAsyncTaskHandler.java
@@ -135,6 +135,7 @@ public abstract class IAsyncTaskHandler<R extends Runnable> implements Mailbox<R
try {
r0.run();
} catch (Exception exception) {
+ if (exception.getCause() instanceof ThreadDeath) throw exception; // Paper
IAsyncTaskHandler.LOGGER.fatal("Error executing task on {}", this.bj(), exception);
}
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/world/level/World.java b/src/main/java/net/minecraft/world/level/World.java
2021-03-16 14:04:28 +01:00
index cc41dcd85760b57bb8076b37e9a907d1cb4e12c7..efcfc8f0f45901d14ac8fdf8ed7b0bd67f8f94da 100644
--- a/src/main/java/net/minecraft/world/level/World.java
+++ b/src/main/java/net/minecraft/world/level/World.java
2021-03-16 14:04:28 +01:00
@@ -858,6 +858,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
gameprofilerfiller.exit();
} catch (Throwable throwable) {
+ if (throwable instanceof ThreadDeath) throw throwable; // Paper
// Paper start - Prevent tile entity and entity crashes
2021-03-16 14:04:28 +01:00
String msg = "TileEntity threw exception at " + tileentity.getWorld().getWorld().getName() + ":" + tileentity.getPosition().getX() + "," + tileentity.getPosition().getY() + "," + tileentity.getPosition().getZ();
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
System.err.println(msg);
2021-03-16 14:04:28 +01:00
@@ -932,6 +933,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
try {
consumer.accept(entity);
} catch (Throwable throwable) {
+ if (throwable instanceof ThreadDeath) throw throwable; // Paper
// Paper start - Prevent tile entity and entity crashes
String msg = "Entity threw exception at " + entity.world.getWorld().getName() + ":" + entity.locX() + "," + entity.locY() + "," + entity.locZ();
System.err.println(msg);
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftServer.java b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
index 4828d356ca01cba5964c6397584d56643dbc0dae..55890ff463eb122934e8ba1fc550cf0cccaf8451 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftServer.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
2021-02-21 21:55:01 +01:00
@@ -1834,7 +1834,7 @@ public final class CraftServer implements Server {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
public boolean isPrimaryThread() {
- return Thread.currentThread().equals(console.serverThread); // Paper - Fix issues with detecting main thread properly
+ return Thread.currentThread().equals(console.serverThread) || Thread.currentThread().equals(net.minecraft.server.MinecraftServer.getServer().shutdownThread); // Paper - Fix issues with detecting main thread properly, the only time Watchdog will be used is during a crash shutdown which is a "try our best" scenario
}
// Paper start
diff --git a/src/main/java/org/bukkit/craftbukkit/Main.java b/src/main/java/org/bukkit/craftbukkit/Main.java
2021-03-16 17:51:13 +01:00
index 67331fa5463dd31e4aea3aebf6204ec5cb43d99e..c0c08a9a4c6b44f3c1f79c8e4635472ef9c7dc99 100644
--- a/src/main/java/org/bukkit/craftbukkit/Main.java
+++ b/src/main/java/org/bukkit/craftbukkit/Main.java
2021-03-16 17:47:15 +01:00
@@ -12,6 +12,8 @@ import java.util.logging.Level;
import java.util.logging.Logger;
import joptsimple.OptionParser;
import joptsimple.OptionSet;
+import net.minecraft.util.ExceptionSuppressor;
+import net.minecraft.world.level.lighting.LightEngineLayerEventListener;
import net.minecrell.terminalconsole.TerminalConsoleAppender; // Paper
public class Main {
@@ -150,6 +152,37 @@ public class Main {
OptionSet options = null;
+ // Paper start - preload logger classes to avoid plugins mixing versions
+ tryPreloadClass("com.destroystokyo.paper.log.LogFullPolicy");
+ tryPreloadClass("org.apache.logging.log4j.core.Core");
+ tryPreloadClass("org.apache.logging.log4j.core.Appender");
+ tryPreloadClass("org.apache.logging.log4j.core.ContextDataInjector");
+ tryPreloadClass("org.apache.logging.log4j.core.Filter");
+ tryPreloadClass("org.apache.logging.log4j.core.ErrorHandler");
+ tryPreloadClass("org.apache.logging.log4j.core.LogEvent");
+ tryPreloadClass("org.apache.logging.log4j.core.Logger");
+ tryPreloadClass("org.apache.logging.log4j.core.LoggerContext");
+ tryPreloadClass("org.apache.logging.log4j.core.LogEventListener");
+ tryPreloadClass("org.apache.logging.log4j.core.AbstractLogEvent");
+ tryPreloadClass("org.apache.logging.log4j.message.AsynchronouslyFormattable");
+ tryPreloadClass("org.apache.logging.log4j.message.FormattedMessage");
+ tryPreloadClass("org.apache.logging.log4j.message.ParameterizedMessage");
+ tryPreloadClass("org.apache.logging.log4j.message.Message");
+ tryPreloadClass("org.apache.logging.log4j.message.MessageFactory");
+ tryPreloadClass("org.apache.logging.log4j.message.TimestampMessage");
+ tryPreloadClass("org.apache.logging.log4j.message.SimpleMessage");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncLogger");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncLoggerContext");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncQueueFullPolicy");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncLoggerDisruptor");
+ tryPreloadClass("org.apache.logging.log4j.core.async.RingBufferLogEvent");
+ tryPreloadClass("org.apache.logging.log4j.core.async.DisruptorUtil");
+ tryPreloadClass("org.apache.logging.log4j.core.async.RingBufferLogEventHandler");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ThrowableProxy");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ThrowableProxy$CacheEntry");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ExtendedClassInfo");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ExtendedStackTraceElement");
+ // Paper end
try {
options = parser.parse(args);
} catch (joptsimple.OptionException ex) {
2021-03-16 17:47:15 +01:00
@@ -245,8 +278,64 @@ public class Main {
} catch (Throwable t) {
t.printStackTrace();
}
+ // Paper start
+ // load some required classes to avoid errors during shutdown if jar is replaced
+ // also to guarantee our version loads over plugins
+ tryPreloadClass("com.destroystokyo.paper.util.SneakyThrow");
+ tryPreloadClass("com.google.common.collect.Iterators$PeekingImpl");
+ tryPreloadClass("com.google.common.collect.MapMakerInternalMap$Values");
+ tryPreloadClass("com.google.common.collect.MapMakerInternalMap$ValueIterator");
+ tryPreloadClass("com.google.common.collect.MapMakerInternalMap$WriteThroughEntry");
+ tryPreloadClass("com.google.common.collect.Iterables");
+ for (int i = 1; i <= 15; i++) {
+ tryPreloadClass("com.google.common.collect.Iterables$" + i, false);
+ }
+ tryPreloadClass("org.apache.commons.lang3.mutable.MutableBoolean");
+ tryPreloadClass("org.apache.commons.lang3.mutable.MutableInt");
+ tryPreloadClass("org.jline.terminal.impl.MouseSupport");
+ tryPreloadClass("org.jline.terminal.impl.MouseSupport$1");
+ tryPreloadClass("org.jline.terminal.Terminal$MouseTracking");
+ tryPreloadClass("co.aikar.timings.TimingHistory");
+ tryPreloadClass("co.aikar.timings.TimingHistory$MinuteReport");
+ tryPreloadClass("io.netty.channel.AbstractChannelHandlerContext");
+ tryPreloadClass("io.netty.channel.AbstractChannelHandlerContext$11");
+ tryPreloadClass("io.netty.channel.AbstractChannelHandlerContext$12");
+ tryPreloadClass("io.netty.channel.AbstractChannel$AbstractUnsafe$8");
+ tryPreloadClass("io.netty.util.concurrent.DefaultPromise");
+ tryPreloadClass("io.netty.util.concurrent.DefaultPromise$1");
+ tryPreloadClass("io.netty.util.internal.PromiseNotificationUtil");
+ tryPreloadClass("io.netty.util.internal.SystemPropertyUtil");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$1");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$2");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$3");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$4");
+ tryPreloadClass("org.slf4j.helpers.MessageFormatter");
+ tryPreloadClass("org.slf4j.helpers.FormattingTuple");
+ tryPreloadClass("org.slf4j.helpers.BasicMarker");
+ tryPreloadClass("org.slf4j.helpers.Util");
+ tryPreloadClass("com.destroystokyo.paper.event.player.PlayerConnectionCloseEvent");
+ tryPreloadClass("com.destroystokyo.paper.event.entity.EntityRemoveFromWorldEvent");
+ // Minecraft, seen during saving
2021-03-16 17:51:13 +01:00
+ tryPreloadClass(LightEngineLayerEventListener.Void.class.getName());
+ tryPreloadClass(LightEngineLayerEventListener.class.getName());
+ tryPreloadClass(ExceptionSuppressor.class.getName());
+ // Paper end
+ }
+ }
+
+ // Paper start
+ private static void tryPreloadClass(String className) {
+ tryPreloadClass(className, true);
+ }
+ private static void tryPreloadClass(String className, boolean printError) {
+ try {
+ Class.forName(className);
+ } catch (ClassNotFoundException e) {
+ if (printError) System.err.println("An expected class " + className + " was not found for preloading: " + e.getMessage());
}
}
+ // Paper end
private static List<String> asList(String... params) {
return Arrays.asList(params);
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java b/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
index 449e99d1b673870ed6892f6ab2c715a2db35c35d..c7ed6e0f8a989cec97700df2b15198c9c481c549 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
+++ b/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
@@ -12,12 +12,27 @@ public class ServerShutdownThread extends Thread {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
public void run() {
try {
+ // Paper start - try to shutdown on main
+ server.safeShutdown(false, false);
+ for (int i = 1000; i > 0 && !server.hasStopped(); i -= 100) {
+ Thread.sleep(100);
+ }
+ if (server.hasStopped()) {
+ while (!server.hasFullyShutdown) Thread.sleep(1000);
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
+ return;
+ }
+ // Looks stalled, close async
org.spigotmc.AsyncCatcher.enabled = false; // Spigot
org.spigotmc.AsyncCatcher.shuttingDown = true; // Paper
+ server.forceTicks = true;
server.close();
+ while (!server.hasFullyShutdown) Thread.sleep(1000);
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
+ } catch (InterruptedException e) {
+ e.printStackTrace();
+ // Paper end
} finally {
try {
- net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ //net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Move into stop
} catch (Exception e) {
}
}
diff --git a/src/main/java/org/spigotmc/RestartCommand.java b/src/main/java/org/spigotmc/RestartCommand.java
index b45d7e5c108c7a8541fcbc9ad92d1a79a94746a1..6a408dc9286a60c3ca7830f88171919fb0fe6363 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/spigotmc/RestartCommand.java
+++ b/src/main/java/org/spigotmc/RestartCommand.java
@@ -139,7 +139,7 @@ public class RestartCommand extends Command
// Paper end
// Paper start - copied from above and modified to return if the hook registered
- private static boolean addShutdownHook(String restartScript)
+ public static boolean addShutdownHook(String restartScript)
{
String[] split = restartScript.split( " " );
if ( split.length > 0 && new File( split[0] ).isFile() )
diff --git a/src/main/java/org/spigotmc/WatchdogThread.java b/src/main/java/org/spigotmc/WatchdogThread.java
index 58e50bf0fb0f309227e1f4c1f6bb11c01d8e08d3..30a665c090f419985e1d0f49df9e8d110c83943a 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/spigotmc/WatchdogThread.java
+++ b/src/main/java/org/spigotmc/WatchdogThread.java
@@ -13,6 +13,7 @@ import org.bukkit.Bukkit;
public class WatchdogThread extends Thread
{
+ public static final boolean DISABLE_WATCHDOG = Boolean.getBoolean("disable.watchdog"); // Paper
private static WatchdogThread instance;
private long timeoutTime;
private boolean restart;
@@ -41,6 +42,7 @@ public class WatchdogThread extends Thread
{
if ( instance == null )
{
+ if (timeoutTime <= 0) timeoutTime = 300; // Paper
instance = new WatchdogThread( timeoutTime * 1000L, restart );
instance.start();
} else
@@ -71,12 +73,13 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// Paper start
Logger log = Bukkit.getServer().getLogger();
long currentTime = monotonicMillis();
- if ( lastTick != 0 && timeoutTime > 0 && currentTime > lastTick + earlyWarningEvery && !Boolean.getBoolean("disable.watchdog") )
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
+ MinecraftServer server = MinecraftServer.getServer();
+ if (lastTick != 0 && timeoutTime > 0 && hasStarted && (!server.isRunning() || (currentTime > lastTick + earlyWarningEvery && !DISABLE_WATCHDOG) ))
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
{
- boolean isLongTimeout = currentTime > lastTick + timeoutTime;
+ boolean isLongTimeout = currentTime > lastTick + timeoutTime || (!server.isRunning() && !server.hasStopped() && currentTime > lastTick + 1000);
// Don't spam early warning dumps
if ( !isLongTimeout && (earlyWarningEvery <= 0 || !hasStarted || currentTime < lastEarlyWarning + earlyWarningEvery || currentTime < lastTick + earlyWarningDelay)) continue;
- if ( !isLongTimeout && MinecraftServer.getServer().hasStopped()) continue; // Don't spam early watchdog warnings during shutdown, we'll come back to this...
+ if ( !isLongTimeout && server.hasStopped()) continue; // Don't spam early watchdog warnings during shutdown, we'll come back to this...
lastEarlyWarning = currentTime;
if (isLongTimeout) {
// Paper end
@@ -118,7 +121,7 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
log.log( Level.SEVERE, "------------------------------" );
log.log( Level.SEVERE, "Server thread dump (Look for plugins here before reporting to Paper!):" ); // Paper
ChunkTaskManager.dumpAllChunkLoadInfo(); // Paper
- dumpThread( ManagementFactory.getThreadMXBean().getThreadInfo( MinecraftServer.getServer().serverThread.getId(), Integer.MAX_VALUE ), log );
+ dumpThread( ManagementFactory.getThreadMXBean().getThreadInfo( server.serverThread.getId(), Integer.MAX_VALUE ), log );
log.log( Level.SEVERE, "------------------------------" );
//
// Paper start - Only print full dump on long timeouts
@@ -139,9 +142,24 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
if ( isLongTimeout )
{
- if ( restart && !MinecraftServer.getServer().hasStopped() )
+ if ( !server.hasStopped() )
{
- RestartCommand.restart();
+ AsyncCatcher.enabled = false; // Disable async catcher incase it interferes with us
+ AsyncCatcher.shuttingDown = true;
+ server.forceTicks = true;
+ if (restart) {
+ RestartCommand.addShutdownHook( SpigotConfig.restartScript );
+ }
+ // try one last chance to safe shutdown on main incase it 'comes back'
+ server.safeShutdown(false, restart);
+ try {
+ Thread.sleep(1000);
+ } catch (InterruptedException e) {
+ e.printStackTrace();
+ }
+ if (!server.hasStopped()) {
+ server.close();
+ }
}
break;
} // Paper end
diff --git a/src/main/resources/log4j2.xml b/src/main/resources/log4j2.xml
index 476f4a5cbe664ddd05474cb88553018bd334a5b8..8af159abd3d0cc94cf155fec5b384c42f69551bf 100644
--- a/src/main/resources/log4j2.xml
+++ b/src/main/resources/log4j2.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
-<Configuration status="WARN" packages="com.mojang.util">
+<Configuration status="WARN" packages="com.mojang.util" shutdownHook="disable">
<Appenders>
<Queue name="ServerGuiConsole">
<PatternLayout pattern="[%d{HH:mm:ss} %level]: %msg%n" />