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This will force the saves to spread over multiple ticks even when many players auto save interval is aligned, avoiding spikes on large servers. Closes #1021
32 Zeilen
1.1 KiB
Diff
32 Zeilen
1.1 KiB
Diff
From 174bd0c894d7197b386a677450d20b15d1b7d0e5 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sat, 7 Jan 2017 15:41:58 -0500
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Subject: [PATCH] Enforce Sync Player Saves
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Saving players async is extremely dangerous. This will force it to main
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the same way we handle async chunk loads.
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diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
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index efea22c92..91136a8d8 100644
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--- a/src/main/java/net/minecraft/server/PlayerList.java
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+++ b/src/main/java/net/minecraft/server/PlayerList.java
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@@ -1249,6 +1249,7 @@ public abstract class PlayerList {
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}
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public void savePlayers(Integer interval) {
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+ MCUtil.ensureMain("Save Players", () -> { // Paper - ensure main
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long now = MinecraftServer.currentTick;
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MinecraftTimings.savePlayers.startTiming(); // Paper
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int numSaved = 0; // Paper
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@@ -1260,6 +1261,7 @@ public abstract class PlayerList {
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}
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}
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MinecraftTimings.savePlayers.stopTiming(); // Paper
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+ return null; }); // Paper - ensure main
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}
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// Paper end
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--
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2.16.2
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