f37381ea8a
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.
23 Zeilen
881 B
Diff
23 Zeilen
881 B
Diff
From 1a82c85c9131e8d849c299a84f6faaad89126a8e Mon Sep 17 00:00:00 2001
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From: Shane Freeder <theboyetronic@gmail.com>
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Date: Fri, 10 May 2019 18:38:19 +0100
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Subject: [PATCH] Fix CB call to changed postToMainThread method
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diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
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index f496006f3cc..65c171cec3c 100644
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--- a/src/main/java/net/minecraft/server/PlayerConnection.java
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+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
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@@ -286,7 +286,7 @@ public class PlayerConnection implements PacketListenerPlayIn {
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this.networkManager.getClass();
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// CraftBukkit - Don't wait
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- minecraftserver.postToMainThread(networkmanager::handleDisconnection);
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+ minecraftserver.scheduleOnMain(networkmanager::handleDisconnection); // Paper
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}
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@Override
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--
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2.26.2
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