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.
70 Zeilen
4.0 KiB
Diff
70 Zeilen
4.0 KiB
Diff
From 36f980352d9ce16a9745728412d3483c095aa88b Mon Sep 17 00:00:00 2001
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From: Lucavon <lucavonlp@gmail.com>
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Date: Tue, 23 Jul 2019 20:29:20 -0500
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Subject: [PATCH] Configurable projectile relative velocity
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This patch adds an option "disable relative projectile velocity", which, when
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nabled, will cause projectiles to ignore the shooter's current velocity,
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like they did in Minecraft 1.8 and prior.
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If a player is falling, for example, their shooting range will be drastically
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reduced, as a downwards velocity is applied to the projectile. This prevents
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players from saving themselves from falling off floating islands, for example,
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as a thrown ender pearl will not make it back to the island, while it would
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have in 1.8.
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While this could easily be done with plugins, too, there are multiple problems:
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P1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
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from the projectile's velocity, the projectile's velocity would be different.
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As there's no way to detect whether the projectile's velocity has already been
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adjusted to ignore the player's velocity, plugins can't not do it if it's not
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necessary.
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P2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
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using an elytra. Checking for those inconsistencies is possible, but not as
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efficient as just not applying the velocity in the first place.
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P3) Solutions for 1) and especially 2) might not be future-proof, while this
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server-internal fix makes this change future-proof.
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diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
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index a3fc76b5122..90ba51e05bb 100644
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--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
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+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
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@@ -543,4 +543,9 @@ public class PaperWorldConfig {
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}
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log("Anti-Xray: " + (antiXray ? "enabled" : "disabled") + " / Engine Mode: " + engineMode.getDescription() + " / Up to " + ((maxChunkSectionIndex + 1) * 16) + " blocks / Update Radius: " + updateRadius);
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}
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+
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+ public boolean disableRelativeProjectileVelocity;
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+ private void disableRelativeProjectileVelocity() {
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+ disableRelativeProjectileVelocity = getBoolean("game-mechanics.disable-relative-projectile-velocity", false);
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+ }
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}
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diff --git a/src/main/java/net/minecraft/server/EntityArrow.java b/src/main/java/net/minecraft/server/EntityArrow.java
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index 634e2bd3049..9c97edf9c9e 100644
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--- a/src/main/java/net/minecraft/server/EntityArrow.java
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+++ b/src/main/java/net/minecraft/server/EntityArrow.java
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@@ -85,7 +85,7 @@ public abstract class EntityArrow extends Entity implements IProjectile {
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float f7 = MathHelper.cos(f1 * 0.017453292F) * MathHelper.cos(f * 0.017453292F);
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this.shoot((double) f5, (double) f6, (double) f7, f3, f4);
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- this.setMot(this.getMot().add(entity.getMot().x, entity.onGround ? 0.0D : entity.getMot().y, entity.getMot().z));
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+ if (!entity.world.paperConfig.disableRelativeProjectileVelocity) this.setMot(this.getMot().add(entity.getMot().x, entity.onGround ? 0.0D : entity.getMot().y, entity.getMot().z)); // Paper - allow disabling relative velocity
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}
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@Override
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diff --git a/src/main/java/net/minecraft/server/EntityProjectile.java b/src/main/java/net/minecraft/server/EntityProjectile.java
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index 6c091b68087..f5c8074dcf1 100644
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--- a/src/main/java/net/minecraft/server/EntityProjectile.java
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+++ b/src/main/java/net/minecraft/server/EntityProjectile.java
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@@ -43,7 +43,7 @@ public abstract class EntityProjectile extends Entity implements IProjectile {
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this.shoot((double) f5, (double) f6, (double) f7, f3, f4);
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Vec3D vec3d = entity.getMot();
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- this.setMot(this.getMot().add(vec3d.x, entity.onGround ? 0.0D : vec3d.y, vec3d.z));
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+ if (!entity.world.paperConfig.disableRelativeProjectileVelocity) this.setMot(this.getMot().add(vec3d.x, entity.onGround ? 0.0D : vec3d.y, vec3d.z)); // Paper - allow disabling relative velocity
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}
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@Override
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--
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2.26.2
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