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Paper/patches/server/0887-Warn-on-plugins-accessing-faraway-chunks.patch

97 Zeilen
5.3 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Owen1212055 <23108066+Owen1212055@users.noreply.github.com>
Date: Fri, 29 Jul 2022 12:35:19 -0400
Subject: [PATCH] Warn on plugins accessing faraway chunks
diff --git a/src/main/java/net/minecraft/world/level/Level.java b/src/main/java/net/minecraft/world/level/Level.java
2022-11-03 22:03:31 +01:00
index cd6edd02da99ef0e53d5cf451e037a591b4f585a..596fb8ee21ba8450db13a11890d241ef3974d81d 100644
--- a/src/main/java/net/minecraft/world/level/Level.java
+++ b/src/main/java/net/minecraft/world/level/Level.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -417,7 +417,7 @@ public abstract class Level implements LevelAccessor, AutoCloseable {
}
private static boolean isInWorldBoundsHorizontal(BlockPos pos) {
- return pos.getX() >= -30000000 && pos.getZ() >= -30000000 && pos.getX() < 30000000 && pos.getZ() < 30000000;
+ return pos.getX() >= -30000000 && pos.getZ() >= -30000000 && pos.getX() < 30000000 && pos.getZ() < 30000000; // Dif on change
}
private static boolean isOutsideSpawnableHeight(int y) {
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
2022-11-03 22:03:31 +01:00
index 532727b69f8af7351e78c428a06b7c8d13990ab5..81ab184cb5235913ef43ae4d7f1ac82bce927519 100644
--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
@@ -313,9 +313,24 @@ public class CraftWorld extends CraftRegionAccessor implements World {
public boolean setSpawnLocation(int x, int y, int z) {
return this.setSpawnLocation(x, y, z, 0.0F);
}
+ // Paper start
+ private static void warnUnsafeChunk(String reason, int x, int z) {
+ // if any chunk coord is outside of 30 million blocks
+ if (x > 1875000 || z > 1875000 || x < -1875000 || z < -1875000) {
+ Plugin plugin = io.papermc.paper.util.StackWalkerUtil.getFirstPluginCaller();
+ if (plugin != null) {
+ plugin.getLogger().warning("Plugin is %s at (%s, %s), this might cause issues.".formatted(reason, x, z));
+ }
+ if (net.minecraft.server.MinecraftServer.getServer().isDebugging()) {
+ io.papermc.paper.util.TraceUtil.dumpTraceForThread("Dangerous chunk retrieval");
+ }
+ }
+ }
+ // Paper end
@Override
public Chunk getChunkAt(int x, int z) {
+ warnUnsafeChunk("getting a faraway chunk", x, z); // Paper
// Paper start - add ticket to hold chunk for a little while longer if plugin accesses it
net.minecraft.world.level.chunk.LevelChunk chunk = world.getChunkSource().getChunkAtIfLoadedImmediately(x, z);
if (chunk == null) {
@@ -420,6 +435,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
@Override
public boolean regenerateChunk(int x, int z) {
org.spigotmc.AsyncCatcher.catchOp("chunk regenerate"); // Spigot
+ warnUnsafeChunk("regenerating a faraway chunk", x, z); // Paper
// Paper start - implement regenerateChunk method
final ServerLevel serverLevel = this.world;
final net.minecraft.server.level.ServerChunkCache serverChunkCache = serverLevel.getChunkSource();
@@ -516,6 +532,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
@Override
public boolean loadChunk(int x, int z, boolean generate) {
org.spigotmc.AsyncCatcher.catchOp("chunk load"); // Spigot
+ warnUnsafeChunk("loading a faraway chunk", x, z); // Paper
// Paper start - Optimize this method
ChunkPos chunkPos = new ChunkPos(x, z);
ChunkAccess immediate = world.getChunkSource().getChunkAtIfLoadedImmediately(x, z); // Paper
@@ -580,6 +597,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
@Override
public boolean addPluginChunkTicket(int x, int z, Plugin plugin) {
+ warnUnsafeChunk("adding a faraway chunk ticket", x, z); // Paper
Preconditions.checkArgument(plugin != null, "null plugin");
Preconditions.checkArgument(plugin.isEnabled(), "plugin is not enabled");
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -648,6 +666,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
@Override
public void setChunkForceLoaded(int x, int z, boolean forced) {
+ warnUnsafeChunk("forceloading a faraway chunk", x, z); // Paper
this.getHandle().setChunkForced(x, z, forced);
}
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -959,6 +978,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
@Override
public int getHighestBlockYAt(int x, int z, org.bukkit.HeightMap heightMap) {
+ warnUnsafeChunk("getting a faraway chunk", x >> 4, z >> 4); // Paper
// Transient load for this tick
return this.world.getChunk(x >> 4, z >> 4).getHeight(CraftHeightMap.toNMS(heightMap), x, z);
}
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -2315,6 +2335,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
// Spigot end
// Paper start
public java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsync(int x, int z, boolean gen, boolean urgent) {
+ warnUnsafeChunk("getting a faraway chunk async", x, z); // Paper
if (Bukkit.isPrimaryThread()) {
net.minecraft.world.level.chunk.LevelChunk immediate = this.world.getChunkSource().getChunkAtIfLoadedImmediately(x, z);
if (immediate != null) {