85 Zeilen
4.9 KiB
Diff
85 Zeilen
4.9 KiB
Diff
From 7efd9e913ddf547057c364e553e4a79c69c4c397 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sat, 18 Apr 2020 04:36:11 -0400
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Subject: [PATCH] Fix Chunk Post Processing deadlock risk
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See: https://gist.github.com/aikar/dd22bbd2a3d78a2fd3d92e95e9f28dc6
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as part of post processing a chunk, we can call ChunkConverter.
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ChunkConverter then kicks off major physics updates, and when blocks
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that have connections across chunk boundries occur, a recursive risk
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can occur where A updates a block that triggers a physics request.
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That physics request may trigger a chunk request, that then enqueues
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a task into the Mailbox ChunkTaskQueueSorter.
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If anything requests that same chunk that is in the middle of conversion,
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it's mailbox queue is going to be held up, so the subsequent chunk request
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will be unable to proceed.
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We delay post processing of Chunk.A() 1 "pass" by re stuffing it back into
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the executor so that the mailbox ChunkQueue is now considered empty.
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This successfully fixed a reoccurring and highly reproduceable crash
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for heightmaps.
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diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
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index 59568224..fd84807a 100644
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--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
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+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
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@@ -1017,6 +1017,7 @@ public class ChunkProviderServer extends IChunkProvider {
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// we do not want to use this.executeNext as that also processes chunk loads and might count against task counter.
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// We also have already ticked the distance manager above too.
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if (server.chunksTasksRan < 200 && now - lastChunkTask > 100000 && super.executeNext()) {
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+ ChunkProviderServer.this.playerChunkMap.chunkLoadConversionCallbackExecutor.run(); // run immediately after a task is potentially queued
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ChunkProviderServer.this.lightEngine.queueUpdate();
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server.chunksTasksRan++;
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lastChunkTask = now;
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@@ -1040,7 +1041,11 @@ public class ChunkProviderServer extends IChunkProvider {
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return true;
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} else {
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ChunkProviderServer.this.lightEngine.queueUpdate();
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- return super.executeNext() || execChunkTask; // Paper
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+ // Paper start - Add chunk load conversion callback executor to prevent deadlock due to recursion in the chunk task queue sorter
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+ boolean executed = super.executeNext();
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+ ChunkProviderServer.this.playerChunkMap.chunkLoadConversionCallbackExecutor.run(); // run immediately after a task is potentially queued
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+ return executed || execChunkTask;
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+ // Paper end - Add chunk load conversion callback executor to prevent deadlock due to recursion in the chunk task queue sorter
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}
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} finally {
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playerChunkMap.callbackExecutor.run();
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diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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index c38d31fa..e19342eb 100644
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--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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@@ -92,6 +92,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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@Override
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public void execute(Runnable runnable) {
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if (queued != null) {
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+ MinecraftServer.LOGGER.fatal("Failed to schedule runnable", new IllegalStateException("Already queued")); // Paper - make sure this is printed
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throw new IllegalStateException("Already queued");
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}
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queued = runnable;
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@@ -108,6 +109,8 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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};
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// CraftBukkit end
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+ final CallbackExecutor chunkLoadConversionCallbackExecutor = new CallbackExecutor(); // Paper
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+
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// Paper start - distance maps
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private final com.destroystokyo.paper.util.misc.PooledLinkedHashSets<EntityPlayer> pooledLinkedPlayerHashSets = new com.destroystokyo.paper.util.misc.PooledLinkedHashSets<>();
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@@ -1002,7 +1005,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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return Either.left(chunk);
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});
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}, (runnable) -> {
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- this.mailboxMain.a(ChunkTaskQueueSorter.a(playerchunk, runnable)); // CraftBukkit - decompile error
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+ this.mailboxMain.a(ChunkTaskQueueSorter.a(playerchunk, () -> PlayerChunkMap.this.chunkLoadConversionCallbackExecutor.execute(runnable))); // CraftBukkit - decompile error // Paper - delay running Chunk post processing until outside of the sorter to prevent a deadlock scenario when post processing causes another chunk request.
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});
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completablefuture1.thenAcceptAsync((either) -> {
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--
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2.25.1.windows.1
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