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Upstream has released updates that appear 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: cfd18bd0 SPIGOT-6436: Add Player#stopAllSounds CraftBukkit Changes: b58f4299 SPIGOT-6436: Add Player#stopAllSounds eb191612 SPIGOT-6783: Items do not appear in custom anvil inventories 376edf4f SPIGOT-6779: Fix LivingEntity#attack for Player entities 747a73ec SPIGOT-6772: Use entity mailbox and re-schedule entities if they get unloaded
69 Zeilen
3.3 KiB
Diff
69 Zeilen
3.3 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Shane Freeder <theboyetronic@gmail.com>
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Date: Fri, 3 Sep 2021 15:50:25 +0100
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Subject: [PATCH] Do not process entity loads in CraftChunk#getEntities
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This re-introduces the issue behind #5872 but fixes #6543
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The logic here is generally flawed however somewhat of a nuance,
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upstream uses managedBlock which is basically needed to process
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the posted entity adds, but, has the side-effect of processing any
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chunk loads which has the naunce of stacking up and either causing a
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massive performance hit, or can potentially lead the server to crash.
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This issue is particularly noticable on paper due to the cumulative efforts
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to drastically improve chunk loading speeds which means that there is much more
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of a chance that we're about to eat a dirtload of chunk load callbacks, thus
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making this issue much more of an issue
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diff --git a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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index 07dfe575dea0f41a75bb9dad0ee2d541e983f6d7..f194dbf29fefab6c94fe5aa11f565349499f4706 100644
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--- a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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+++ b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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@@ -127,46 +127,6 @@ public class CraftChunk implements Chunk {
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this.getWorld().getChunkAt(x, z); // Transient load for this tick
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}
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- PersistentEntitySectionManager<net.minecraft.world.entity.Entity> entityManager = this.getCraftWorld().getHandle().entityManager;
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- long pair = ChunkPos.asLong(x, z);
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-
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- if (entityManager.areEntitiesLoaded(pair)) { // PAIL rename isEntitiesLoaded
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- return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this
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- }
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-
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- entityManager.ensureChunkQueuedForLoad(pair); // Start entity loading
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-
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- // SPIGOT-6772: Use entity mailbox and re-schedule entities if they get unloaded
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- ProcessorMailbox<Runnable> mailbox = ((EntityStorage) entityManager.permanentStorage).entityDeserializerQueue;
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- BooleanSupplier supplier = () -> {
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- // only execute inbox if our entities are not present
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- if (entityManager.areEntitiesLoaded(pair)) {
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- return true;
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- }
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-
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- if (!entityManager.isPending(pair)) {
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- // Our entities got unloaded, this should normally not happen.
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- entityManager.ensureChunkQueuedForLoad(pair); // Re-start entity loading
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- }
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-
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- // tick loading inbox, which loads the created entities to the world
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- // (if present)
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- entityManager.tick();
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- // check if our entities are loaded
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- return entityManager.areEntitiesLoaded(pair);
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- };
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-
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- // now we wait until the entities are loaded,
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- // the converting from NBT to entity object is done on the main Thread which is why we wait
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- while (!supplier.getAsBoolean()) {
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- if (mailbox.size() != 0) { // PAIL rename size
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- mailbox.run();
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- } else {
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- Thread.yield();
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- LockSupport.parkNanos("waiting for entity loading", 100000L);
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- }
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- }
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-
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return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this
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}
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