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...
Leaf informed me this could cause ordering issues.
So, the risk if this occurring is lowered now anyways, but if an
entity causes a sync chunk load, it could process an unload...
We will tackle the problem better in a future commit
Also fixed another async-chunks=false issue
This will help prevent many cases of unregistering entities during entity ticking
Currently delays Chunk Unloads and Async Chunk load callbacks
Also dropped mid ticking chunk tasks during entity ticking to reduce this risk
Previous method only worked for a normal shutdown, and didn't include
when the server enters a closing state due to watchdog crashes
This is the correct variable to detect the server is in the middle of shutdown process
The streams hurt performance and allocate tons of garbage, so
replace them with the standard iterator.
Also optimise the stream.anyMatch statement to move to a bitset
where we can replace the call with a single bitwise operation.
This fix is for the few people who are using such low end systems that
asynchronous chunk loading hurts them rather than helping.
The previous build made paper crash if you turned off async chunks, and
this fixes that issue.
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.
This is also a precursor to my next improvement to prioritize chunks
in front of the player (Frustum Priorization)
In most cases, this change won't benefit much. However, there
exists the possibility that your Chunk Task threads are all busy
doing super slow work such as converting chunks.
If this occurs, the main thread blocking tasks, even at highest priority,
has to wait for some thread to become available.
This change gives us a waiting thread used only for main thread blocking
tasks, as well as an increased thread priority level, so that the OS
will give priority to this thread over the other threads.
This is more about guarantees, and won't be any real performanc boost
to anyone who has low or fast activity on their chunk tasks anyways.
But not all of us force upgrade our worlds, and this can be a life saver.
also reordered some patches because multiple PR's were merged.
Forgot to flip the pending boolean back to false, causing it to copy
empty data on the next tick if nothing else triggered a load.
haven't managed to actually reproduce the crash others got, but did
verify that the bad copy was occurring erasing the data.
also fixed a bug with chunk load callback not executing before
another one was scheduled.
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
CraftBukkit Changes:
183139d4 SPIGOT-5665: Improve loading spawn egg NBT
dec5df26 SPIGOT-5667: Can't add recipe without (vanilla) datapack
Spigot Changes:
ae72bf43 SPIGOT-5666: Customizable End City Seed
This can cause a nasty server lag the spawn chunks are not kept loaded
or they aren't finished loading yet, or if the world spawn radius is
larger than the keep loaded range.
By skipping this, we avoid potential for a large spike on server start.
Credit to Spotted for the idea
A lot of the new chunk system requires constant back and forth the main thread
to handle priority scheduling and ensuring conflicting tasks do not run at the
same time.
The issue is, these queues are only checked at either:
A) Sync Chunk Loads
B) End of Tick while sleeping
This results in generating chunks sitting waiting for a full tick to
complete before it will even start the next unit of work to do.
Additionally, this also delays loading of chunks until this same timing.
We will now periodically poll the chunk task queues throughout the tick,
looking for work to do.
We do this in a fair method that considers all worlds, not just the one being
ticked, so that each world can get 1 task procesed each before the next pass.
We also cap the throughput of these task processes to 1 per world per 0.1ms or
200 max per tick, to ensure that high volume of tasks do not overload the current
tick time.
In a view distance of 15, chunk loading performance was visually faster on the client.
Flying at high speed in spectator mode was able to keep up with chunk loading (as long as they are already generated)
Wiz mentioned that large WorldEdit operations cause light to run on
main thread. The queue was small, set to 5.. this bumps it to 20
but makes it configurable per-world.
The main risk of increasing this higher is during shutdown, some
queued light updates may be lost because mojang did not flush the
light engine on shutdown...
The queue size only puts a cap on max loss, doesn't solve that problem.
Don't touch this unless you know you have a problem and ok with the risk.
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:
7361a62e SPIGOT-5641: Add Block.getDrops(ItemStack, Entity)
1dc91b15 Add specific notes about what is not API
2b05ef88 #484: Allow statistics to be accessed for offline players
CraftBukkit Changes:
f7d6ad53 SPIGOT-5603: Use LootContext#lootingModifier in CraftLootTable
5838285d SPIGOT-5657: BlockPlaceEvent not cancelling for tripwire hooks
f325b9be SPIGOT-5641: Add Block.getDrops(ItemStack, Entity)
e25a2272 Fix some formatting in CraftHumanEntity
498540e0 Add Merchant slot delegate
b2de47d5 SPIGOT-5621: Add missing container types for opening InventoryView
aa3a2f27#645: Allow statistics to be accessed for offline players
2122c0b1#649: CraftBell should implement Bell
No longer clones visible chunks which is causing massive memory
allocation issues, likely the source of Humongous Objects on large servers.
Instead we just synchronize, clear and rebuild, reusing the same object buffers
as before with only 2 small objects created (FastIterator/MapEntry)
This should result in siginificant memory use reduction and improved GC behavior.
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:
122289ff Add FaceAttachable interface to handle Grindstone facing in common with Switches
a6db750e SPIGOT-5647: ZombieVillager entity should have getVillagerType()
CraftBukkit Changes:
bbe3d58e SPIGOT-5650: Lectern.setPage(int) causes a NullPointerException
3075579f Add FaceAttachable interface to handle Grindstone facing in common with Switches
95bd4238 SPIGOT-5647: ZombieVillager entity should have getVillagerType()
4d975ac3 SPIGOT-5617: setBlockData does not work when NotPlayEvent is called by redstone current
Try to use a faster chunk lookup for collision detection, and only
fall back to the original for nearby chunks.
The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.
Where I blocked movement did not consider velocity buildup, which I assume
then "unleashes" if something was really trying to push that entity, and moves
it a very large distance.
Additionally, this method was completely misnamed, as movementTick
is more "doLotsOfTickThings", and ended up breaking AI too, which the whole
point of temporary wake ups was to let AI run to trigger new immunity.
Also fixed numerous behavioral rules for Immunity to improve vanilla gameplay,
suchas bees that are angry or moving towards a flower or hive, any insentient
that is targetting any enemy (Accidently made it any player), and included flying
mobs such as phantoms by reducing the type check to insentient instead of Creature.
Also improved inWater immunity to consider if the mob is movable by water or not.
The entire reason the if statement exists is to only flush and print when done if flag is true
This avoids /save-all from hurting as much as it was before, such as from backup plugins.
CraftBukkit caused a regression here by making unloading chunks not
have a ticket added and returning unloaded future.
This caused entities who were killed in same tick their chunk is unloading
to not be able to be removed from the chunk.
This then results in dead entities lingering in the Chunk.
Combine that with a buggy detail of the previous implementation of
the Dupe UUID patch, then this was the likely source of the "Ghost entities"
If something calls register twice, and the world is ticking, it could be
enqueued to add twice.
Vs behavior of non ticking of just overwriting state.
We will now simply log a warning when this happens instead of crashing the server.
This was not applied correctly, and would completely blow up chunk entity
registration if this feature was turned off....
Additionally, change how the entities are removed to be more consistent with other code.
Surface some of the logs indicating there is a problem as we are having so many issues with
entities that we don't need to be surpressing logs like that.
Faster Entity iteration using the chunks full entity list and array access.
Faster chunk lookups skipping the cache, as the pattern of access was not suitable
for cache usage (each request will likely blow cache)
This reduces the cost of Entity Activation Range's initial marking.