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Paper-Old/Spigot-Server-Patches/0461-Allow-multiple-callbacks-to-schedule-for-Callback-Ex.patch
Daniel Ennis c97ce029e9
1.16.2 Release (#4123)
PaperMC believes that 1.16.2 is now ready for general release as we fixed the main issue plagueing the 1.16.x release, the MapLike data conversion issues.

Until now, it was not safe for a server to convert a world to 1.16.2 without data conversion issues around villages and potentially other things. If you did, those MapLike errors meant something went wrong.

This is now resolved.

Big thanks to all those that helped, notably @BillyGalbreath and @Proximyst who did large parts of the update process with me.

Please as always, backup your worlds and test before updating to 1.16.2!

If you update to 1.16.2, there is no going back to an older build than this.

---------------------------------

Co-authored-by: William Blake Galbreath <Blake.Galbreath@GMail.com>
Co-authored-by: Mariell Hoversholm <proximyst@proximyst.com>
Co-authored-by: krolik-exe <69214078+krolik-exe@users.noreply.github.com>
Co-authored-by: BillyGalbreath <BillyGalbreath@users.noreply.github.com>
Co-authored-by: stonar96 <minecraft.stonar96@gmail.com>
Co-authored-by: Shane Freeder <theboyetronic@gmail.com>
Co-authored-by: Jason <jasonpenilla2@me.com>
Co-authored-by: kashike <kashike@vq.lc>
Co-authored-by: Aurora <21148213+aurorasmiles@users.noreply.github.com>
Co-authored-by: KennyTV <kennytv@t-online.de>
Co-authored-by: commandblockguy <commandblockguy1@gmail.com>
Co-authored-by: DigitalRegent <misterwener@gmail.com>
Co-authored-by: ishland <ishlandmc@yeah.net>
2020-08-24 22:40:19 -04:00

59 Zeilen
2.4 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Tue, 21 Apr 2020 03:51:53 -0400
Subject: [PATCH] Allow multiple callbacks to schedule for Callback Executor
ChunkMapDistance polls multiple entries for pendingChunkUpdates
Each of these have the potential to move a chunk in and out of
"Loaded" state, which will result in multiple callbacks being
needed within a single tick of ChunkMapDistance
Use an ArrayDeque to store this Queue
We make sure to also implement a pattern that is recursion safe too.
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
index c2abf8dca89f3a4f3671e21b2cbfe9c7ad130725..b6f7fd501432560d4ed557371bc770724ce032ce 100644
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -113,24 +113,32 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
public final CallbackExecutor callbackExecutor = new CallbackExecutor();
public static final class CallbackExecutor implements java.util.concurrent.Executor, Runnable {
- private Runnable queued;
+ // Paper start - replace impl with recursive safe multi entry queue
+ // it's possible to schedule multiple tasks currently, so it's vital we change this impl
+ // If we recurse into the executor again, we will append to another queue, ensuring task order consistency
+ private java.util.ArrayDeque<Runnable> queued = new java.util.ArrayDeque<>();
@Override
public void execute(Runnable runnable) {
- if (queued != null) {
- throw new IllegalStateException("Already queued");
+ if (queued == null) {
+ queued = new java.util.ArrayDeque<>();
}
- queued = runnable;
+ queued.add(runnable);
}
@Override
public void run() {
- Runnable task = queued;
+ if (queued == null) {
+ return;
+ }
+ java.util.ArrayDeque<Runnable> queue = queued;
queued = null;
- if (task != null) {
+ Runnable task;
+ while ((task = queue.pollFirst()) != null) {
task.run();
}
}
+ // Paper end
};
// CraftBukkit end