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7 Commits

Autor SHA1 Nachricht Datum
Aikar
70ad51a80c
Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

My recent work on serialization is now in CraftBukkit so was able to drop the patch and Paper
is now consistent with upstream.

Bukkit Changes:
e2699636 Move API notes to more obvious location

CraftBukkit Changes:
1b2830a3 SPIGOT-4441: Fix serializing Components to and from Legacy
2020-06-02 01:29:18 -04:00
Aikar
614a664bd3
Implement Chunk Priority / Urgency System for Chunks
Mark chunks that are blocking main thread for world generation as urgent

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

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

This massively reduces the lag spikes from sync chunk gens.

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

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

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

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

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

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

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

Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 04:09:37 -04:00
Aikar
4ae089597b
Fix collision checks on spawning hanging entities and null on async chunk loads
getCubes will now always load chunks
getChunk with gen false will now not throw error

Fixes #3368
Fixes #3364
2020-05-14 05:05:13 -04:00
Aikar
597263fd55
Don't skip full player connection tick when dead
Still need to send keep alives and kick for idle

Fixes #3299
2020-05-06 19:30:47 -04:00
Aikar
36f34f01c0
Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
da9ef3c5 #496: Add methods to get/set ItemStacks in EquipmentSlots
3abebc9f #492: Let Tameable extend Animals rather than Entity
941111a0 #495: Expose ItemStack and hand used in PlayerShearEntityEvent
4fe19cae #494: InventoryView - Add missing Brewing FUEL_TIME

CraftBukkit Changes:
933e9094 #664: Add methods to get/set ItemStacks in EquipmentSlots
18722312 #662: Expose ItemStack and hand used in PlayerShearEntityEvent
2020-05-06 06:05:22 -04:00
Aikar
f37381ea8a
Optimize Network Manager to not need synchronization
Removes synchronization from sending packets
Makes normal packet sends no longer need to be wrapped and queued like it use to work.
Adds more packet queue immunities on top of keep alive to let the following scenarios go out
without delay:
  - Keep Alive
  - Chat
  - Kick
  - All of the packets during the Player Joined World event

Hoping that latter one helps join timeout issues more too for slow connections.

Removes processing packet queue off of main thread
  - for the few cases where it is allowed, order is not necessary nor
    should it even be happening concurrently in first place (handshaking/login/status)

Ensures packets sent asynchronously are dispatched on main thread

This helps ensure safety for ProtocolLib as packet listeners
are commonly accessing world state. This will allow you to schedule
a packet to be sent async, but itll be dispatched sync for packet
listeners to process.

This should solve some deadlock risks

This may provide a decent performance improvement because thread synchronization incurs a cache reset
so by avoiding ever entering a synchronized block, we get to avoid that, and packet sending is a really
hot activity.
2020-05-06 05:28:47 -04:00
Spottedleaf
b4e629a283
Use distance map to optimise entity tracker / Misc Utils
Use the distance map to find candidate players for tracking.

This also ports a few utility changes from Tuinity
2020-05-06 03:47:24 -04:00