Paper/Spigot-Server-Patches/0467-Improved-Watchdog-Support.patch

525 Zeilen
29 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
From: Aikar <aikar@aikar.co>
Date: Sun, 12 Apr 2020 15:50:48 -0400
Subject: [PATCH] Improved Watchdog Support
Forced Watchdog Crash support and Improve Async Shutdown
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
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...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
This also moves all plugins who register "delayed init" tasks to occur just before "Done" so they
are properly accounted for and wont trip watchdog on init.
diff --git a/src/main/java/com/destroystokyo/paper/Metrics.java b/src/main/java/com/destroystokyo/paper/Metrics.java
index e257d6b36e0e78dac5b8320017d92776171e1bb0..24641501aeae0f2c2c5ce877775c7b971fb051bf 100644
--- a/src/main/java/com/destroystokyo/paper/Metrics.java
+++ b/src/main/java/com/destroystokyo/paper/Metrics.java
@@ -86,6 +86,9 @@ public class Metrics {
timer.scheduleAtFixedRate(new TimerTask() {
@Override
public void run() {
+ if (MinecraftServer.getServer().hasStopped()) {
+ return;
+ }
submitData();
}
}, 1000 * 60 * 5, 1000 * 60 * 30);
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/server/CrashReport.java b/src/main/java/net/minecraft/server/CrashReport.java
index 3de19c998b749ccf74958c2412a8c9506457383e..c7dc8787cc3456c5540d6a00a6ff051533edc25a 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/CrashReport.java
+++ b/src/main/java/net/minecraft/server/CrashReport.java
@@ -257,6 +257,7 @@ public class CrashReport {
}
public static CrashReport a(Throwable throwable, String s) {
+ if (throwable instanceof ThreadDeath) com.destroystokyo.paper.util.SneakyThrow.sneaky(throwable); // Paper
while (throwable instanceof CompletionException && throwable.getCause() != null) {
throwable = throwable.getCause();
}
diff --git a/src/main/java/net/minecraft/server/DedicatedServer.java b/src/main/java/net/minecraft/server/DedicatedServer.java
index 1ef7890da599d13e784861035e7891efcc4cd504..b07c49f1b48cc6dedd7c2057da0ec4f6f6d446e6 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/DedicatedServer.java
+++ b/src/main/java/net/minecraft/server/DedicatedServer.java
@@ -299,7 +299,7 @@ public class DedicatedServer extends MinecraftServer implements IMinecraftServer
long l = SystemUtils.getMonotonicNanos() - i;
String s2 = String.format(Locale.ROOT, "%.3fs", (double) l / 1.0E9D);
- DedicatedServer.LOGGER.info("Done ({})! For help, type \"help\"", s2);
+ //DedicatedServer.LOGGER.info("Done ({})! For help, type \"help\"", s2); // Paper moved to after init
if (dedicatedserverproperties.announcePlayerAchievements != null) {
((GameRules.GameRuleBoolean) this.getGameRules().get(GameRules.ANNOUNCE_ADVANCEMENTS)).a(dedicatedserverproperties.announcePlayerAchievements, (MinecraftServer) this);
}
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@@ -750,7 +750,7 @@ public class DedicatedServer extends MinecraftServer implements IMinecraftServer
@Override
public void stop() {
super.stop();
- SystemUtils.f();
+ //SystemUtils.f(); // Paper - moved into super
}
@Override
diff --git a/src/main/java/net/minecraft/server/IAsyncTaskHandler.java b/src/main/java/net/minecraft/server/IAsyncTaskHandler.java
index cfe43e882e524b6ab3d9702e81269c97e6b75eba..2632c7c3ec77918be7979f2aa49209e566cafc77 100644
--- a/src/main/java/net/minecraft/server/IAsyncTaskHandler.java
+++ b/src/main/java/net/minecraft/server/IAsyncTaskHandler.java
@@ -135,6 +135,7 @@ public abstract class IAsyncTaskHandler<R extends Runnable> implements Mailbox<R
try {
r0.run();
} catch (Exception exception) {
+ if (exception.getCause() instanceof ThreadDeath) throw exception; // Paper
IAsyncTaskHandler.LOGGER.fatal("Error executing task on {}", this.bi(), exception);
}
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
Implement Chunk Priority / Urgency System for Chunks 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. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
index b701db638370c0d07d5be0f61c6cbf19168cde8e..4ea3468614df36e1c148a44bb15d2201da281df3 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
@@ -144,6 +144,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
private final ResourcePackRepository<ResourcePackLoader> resourcePackRepository;
@Nullable
private ResourcePackSourceFolder resourcePackFolder;
+ public volatile Thread shutdownThread; // Paper
public CommandDispatcher commandDispatcher;
private final CraftingManager craftingManager;
private final TagRegistry tagRegistry;
@@ -176,7 +177,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
public boolean serverAutoSave = false; // Paper
public File bukkitDataPackFolder;
public CommandDispatcher vanillaCommandDispatcher;
- private boolean forceTicks;
+ public boolean forceTicks; // Paper
// CraftBukkit end
// Spigot start
public static final int TPS = 20;
@@ -725,7 +726,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// CraftBukkit start - prevent double stopping on multiple threads
synchronized(stopLock) {
if (hasStopped) return;
+ shutdownThread = Thread.currentThread();
hasStopped = true;
+ org.spigotmc.WatchdogThread.doStop(); // Paper
+ if (!isMainThread()) {
+ this.getThread().stop();
+ }
}
// CraftBukkit end
MinecraftServer.LOGGER.info("Stopping server");
@@ -785,7 +791,18 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
this.getUserCache().c(false); // Paper
}
// Spigot end
+ // Paper start - move final shutdown items here
+ LOGGER.info("Flushing Chunk IO");
com.destroystokyo.paper.io.PaperFileIOThread.Holder.INSTANCE.close(true, true); // Paper
+ LOGGER.info("Closing Thread Pool");
+ SystemUtils.shutdownServerThreadPool(); // Paper
+ LOGGER.info("Closing Server");
+ try {
+ net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ } catch (Exception e) {
+ }
+ this.exit();
+ // Paper end
}
public String getServerIp() {
@@ -878,6 +895,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
public void run() {
try {
+ long serverStartTime = SystemUtils.getMonotonicNanos(); // Paper
if (this.init()) {
this.nextTick = SystemUtils.getMonotonicMillis();
this.serverPing.setMOTD(new ChatComponentText(this.motd));
@@ -885,6 +903,18 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
this.a(this.serverPing);
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// Spigot start
+ // Paper start - move done tracking
+ LOGGER.info("Running delayed init tasks");
+ this.server.getScheduler().mainThreadHeartbeat(this.ticks); // run all 1 tick delay tasks during init,
+ // this is going to be the first thing the tick process does anyways, so move done and run it after
+ // everything is init before watchdog tick.
+ // anything at 3+ won't be caught here but also will trip watchdog....
+ // tasks are default scheduled at -1 + delay, and first tick will tick at 1
+ String doneTime = String.format(java.util.Locale.ROOT, "%.3fs", (double) (SystemUtils.getMonotonicNanos() - serverStartTime) / 1.0E9D);
+ LOGGER.info("Done ({})! For help, type \"help\"", doneTime);
+ // Paper end
+
+ org.spigotmc.WatchdogThread.tick(); // Paper
org.spigotmc.WatchdogThread.hasStarted = true; // Paper
Arrays.fill( recentTps, 20 );
long start = System.nanoTime(), curTime, tickSection = start; // Paper - Further improve server tick loop
@@ -941,6 +971,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
this.a((CrashReport) null);
}
} catch (Throwable throwable) {
+ // Paper start
+ if (throwable instanceof ThreadDeath) {
+ MinecraftServer.LOGGER.error("Main thread terminated by WatchDog due to hard crash", throwable);
+ return;
+ }
+ // Paper end
MinecraftServer.LOGGER.error("Encountered an unexpected exception", throwable);
// Spigot Start
if ( throwable.getCause() != null )
@@ -972,14 +1008,14 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
} catch (Throwable throwable1) {
MinecraftServer.LOGGER.error("Exception stopping the server", throwable1);
} finally {
- org.spigotmc.WatchdogThread.doStop(); // Spigot
+ //org.spigotmc.WatchdogThread.doStop(); // Spigot // Paper - move into stop
// CraftBukkit start - Restore terminal to original settings
try {
- net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ //net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Move into stop
} catch (Exception ignored) {
}
// CraftBukkit end
- this.exit();
+ //this.exit(); // Paper - moved into stop
}
}
@@ -1035,6 +1071,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
protected TickTask postToMainThread(Runnable runnable) {
+ // Paper start - anything that does try to post to main during watchdog crash, run on watchdog
+ if (this.hasStopped && Thread.currentThread().equals(shutdownThread)) {
+ runnable.run();
+ runnable = () -> {};
+ }
+ // Paper end
return new TickTask(this.ticks, runnable);
}
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
index 75906f794205f5b7fe894163e1b13bfd85c2b419..485e5d2778064c64c8dc8375b18c785649049184 100644
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -485,6 +485,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
MutableBoolean mutableboolean = new MutableBoolean();
do {
+ boolean isShuttingDown = world.getMinecraftServer().hasStopped(); // Paper
mutableboolean.setFalse();
list.stream().map((playerchunk) -> {
CompletableFuture completablefuture;
@@ -497,7 +498,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
return (IChunkAccess) completablefuture.join();
}).filter((ichunkaccess) -> {
return ichunkaccess instanceof ProtoChunkExtension || ichunkaccess instanceof Chunk;
- }).filter(this::saveChunk).forEach((ichunkaccess) -> {
+ }).filter(ichunkaccess1 -> saveChunk(ichunkaccess1, !isShuttingDown)).forEach((ichunkaccess) -> { // Paper - dont save async during shutdown
mutableboolean.setTrue();
});
} while (mutableboolean.isTrue());
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
Implement Chunk Priority / Urgency System for Chunks 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. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
index ab2831830ad3a4cec0671d189e0534c843b47f5e..78040e83899f1ef1a6d5c456beb9d13959307c18 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/PlayerList.java
+++ b/src/main/java/net/minecraft/server/PlayerList.java
@@ -400,7 +400,7 @@ public abstract class PlayerList {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
cserver.getPluginManager().callEvent(playerQuitEvent);
entityplayer.getBukkitEntity().disconnect(playerQuitEvent.getQuitMessage());
- entityplayer.playerTick();// SPIGOT-924
+ if (server.isMainThread()) entityplayer.playerTick();// SPIGOT-924 // Paper - don't tick during emergency shutdowns (Watchdog)
// CraftBukkit end
// Paper start - Remove from collideRule team if needed
diff --git a/src/main/java/net/minecraft/server/SystemUtils.java b/src/main/java/net/minecraft/server/SystemUtils.java
Implement Chunk Priority / Urgency System for Chunks 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. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
index 47dbcb70a6b41438a5bf3196495cfdaf02bd2b74..0d12c3657304ccf7ab25a2614c380ee73fdad1fb 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/SystemUtils.java
+++ b/src/main/java/net/minecraft/server/SystemUtils.java
Implement Chunk Priority / Urgency System for Chunks 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. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
@@ -110,6 +110,7 @@ public class SystemUtils {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
return SystemUtils.c;
}
+ public static void shutdownServerThreadPool() { f(); } // Paper - OBFHELPER
public static void f() {
SystemUtils.c.shutdown();
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
index ac8b21e69b198612427a81a16fc1a3ff0b0cb558..42be4edb36200626913fa99b1e67956933022531 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
@@ -793,6 +793,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
gameprofilerfiller.exit();
} catch (Throwable throwable) {
+ if (throwable instanceof ThreadDeath) throw throwable; // Paper
// Paper start - Prevent tile entity and entity crashes
String msg = "TileEntity threw exception at " + tileentity.world.getWorld().getName() + ":" + tileentity.position.getX() + "," + tileentity.position.getY() + "," + tileentity.position.getZ();
System.err.println(msg);
@@ -868,6 +869,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
try {
consumer.accept(entity);
} catch (Throwable throwable) {
+ if (throwable instanceof ThreadDeath) throw throwable; // Paper
// Paper start - Prevent tile entity and entity crashes
String msg = "Entity threw exception at " + entity.world.getWorld().getName() + ":" + entity.locX() + "," + entity.locY() + "," + entity.locZ();
System.err.println(msg);
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftServer.java b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
index b627180729a24a83ca383f83aee53133ea1b398e..f49193d9d7cd9655fdedf64bebdcf4e1a9b77f2c 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftServer.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
@@ -1706,7 +1706,7 @@ public final class CraftServer implements Server {
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
public boolean isPrimaryThread() {
- return Thread.currentThread().equals(console.serverThread); // Paper - Fix issues with detecting main thread properly
+ return Thread.currentThread().equals(console.serverThread) || Thread.currentThread().equals(net.minecraft.server.MinecraftServer.getServer().shutdownThread); // Paper - Fix issues with detecting main thread properly, the only time Watchdog will be used is during a crash shutdown which is a "try our best" scenario
}
@Override
diff --git a/src/main/java/org/bukkit/craftbukkit/Main.java b/src/main/java/org/bukkit/craftbukkit/Main.java
index 093dbeae2784d51dae74f66e3e1ce5bf6a370428..c47988c676ae2981e20980b47d58cd81ca68bb9c 100644
--- a/src/main/java/org/bukkit/craftbukkit/Main.java
+++ b/src/main/java/org/bukkit/craftbukkit/Main.java
@@ -150,6 +150,37 @@ public class Main {
OptionSet options = null;
+ // Paper start - preload logger classes to avoid plugins mixing versions
+ tryPreloadClass("com.destroystokyo.paper.log.LogFullPolicy");
+ tryPreloadClass("org.apache.logging.log4j.core.Core");
+ tryPreloadClass("org.apache.logging.log4j.core.Appender");
+ tryPreloadClass("org.apache.logging.log4j.core.ContextDataInjector");
+ tryPreloadClass("org.apache.logging.log4j.core.Filter");
+ tryPreloadClass("org.apache.logging.log4j.core.ErrorHandler");
+ tryPreloadClass("org.apache.logging.log4j.core.LogEvent");
+ tryPreloadClass("org.apache.logging.log4j.core.Logger");
+ tryPreloadClass("org.apache.logging.log4j.core.LoggerContext");
+ tryPreloadClass("org.apache.logging.log4j.core.LogEventListener");
+ tryPreloadClass("org.apache.logging.log4j.core.AbstractLogEvent");
+ tryPreloadClass("org.apache.logging.log4j.message.AsynchronouslyFormattable");
+ tryPreloadClass("org.apache.logging.log4j.message.FormattedMessage");
+ tryPreloadClass("org.apache.logging.log4j.message.ParameterizedMessage");
+ tryPreloadClass("org.apache.logging.log4j.message.Message");
+ tryPreloadClass("org.apache.logging.log4j.message.MessageFactory");
+ tryPreloadClass("org.apache.logging.log4j.message.TimestampMessage");
+ tryPreloadClass("org.apache.logging.log4j.message.SimpleMessage");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncLogger");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncLoggerContext");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncQueueFullPolicy");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncLoggerDisruptor");
+ tryPreloadClass("org.apache.logging.log4j.core.async.RingBufferLogEvent");
+ tryPreloadClass("org.apache.logging.log4j.core.async.DisruptorUtil");
+ tryPreloadClass("org.apache.logging.log4j.core.async.RingBufferLogEventHandler");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ThrowableProxy");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ThrowableProxy$CacheEntry");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ExtendedClassInfo");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ExtendedStackTraceElement");
+ // Paper end
try {
options = parser.parse(args);
} catch (joptsimple.OptionException ex) {
@@ -245,8 +276,59 @@ public class Main {
} catch (Throwable t) {
t.printStackTrace();
}
+ // Paper start
+ // load some required classes to avoid errors during shutdown if jar is replaced
+ // also to guarantee our version loads over plugins
+ tryPreloadClass("com.destroystokyo.paper.util.SneakyThrow");
+ tryPreloadClass("com.google.common.collect.Iterators$PeekingImpl");
+ tryPreloadClass("com.google.common.collect.MapMakerInternalMap$Values");
+ tryPreloadClass("com.google.common.collect.MapMakerInternalMap$ValueIterator");
+ tryPreloadClass("com.google.common.collect.Iterables");
+ for (int i = 1; i <= 15; i++) {
+ tryPreloadClass("com.google.common.collect.Iterables$" + i, false);
+ }
+ tryPreloadClass("org.apache.commons.lang3.mutable.MutableBoolean");
+ tryPreloadClass("org.apache.commons.lang3.mutable.MutableInt");
+ tryPreloadClass("org.jline.terminal.impl.MouseSupport");
+ tryPreloadClass("org.jline.terminal.impl.MouseSupport$1");
+ tryPreloadClass("org.jline.terminal.Terminal$MouseTracking");
+ tryPreloadClass("co.aikar.timings.TimingHistory");
+ tryPreloadClass("co.aikar.timings.TimingHistory$MinuteReport");
+ tryPreloadClass("io.netty.channel.AbstractChannelHandlerContext");
+ tryPreloadClass("io.netty.channel.AbstractChannelHandlerContext$11");
+ tryPreloadClass("io.netty.channel.AbstractChannel$AbstractUnsafe$8");
+ tryPreloadClass("io.netty.util.concurrent.DefaultPromise");
+ tryPreloadClass("io.netty.util.concurrent.DefaultPromise$1");
+ tryPreloadClass("io.netty.util.internal.PromiseNotificationUtil");
+ tryPreloadClass("io.netty.util.internal.SystemPropertyUtil");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$1");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$2");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$3");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$4");
+ tryPreloadClass("org.slf4j.helpers.MessageFormatter");
+ tryPreloadClass("org.slf4j.helpers.FormattingTuple");
+ tryPreloadClass("org.slf4j.helpers.BasicMarker");
+ tryPreloadClass("org.slf4j.helpers.Util");
+ // Minecraft, seen during saving
+ tryPreloadClass("net.minecraft.server.LightEngineLayerEventListener$Void");
+ tryPreloadClass("net.minecraft.server.LightEngineLayerEventListener");
+ // Paper end
+ }
+ }
+
+ // Paper start
+ private static void tryPreloadClass(String className) {
+ tryPreloadClass(className, true);
+ }
+ private static void tryPreloadClass(String className, boolean printError) {
+ try {
+ Class.forName(className);
+ } catch (ClassNotFoundException e) {
+ if (printError) System.err.println("An expected class " + className + " was not found for preloading: " + e.getMessage());
}
}
+ // Paper end
private static List<String> asList(String... params) {
return Arrays.asList(params);
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java b/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
index 449e99d1b673870ed6892f6ab2c715a2db35c35d..899a525209cfe047ce57e758c6328a130f916dc6 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
+++ b/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
@@ -12,12 +12,25 @@ public class ServerShutdownThread extends Thread {
@Override
public void run() {
try {
+ // Paper start - try to shutdown on main
+ server.safeShutdown(false, false);
+ for (int i = 1000; i > 0 && !server.hasStopped(); i -= 100) {
+ Thread.sleep(100);
+ }
+ if (server.hasStopped()) {
+ return;
+ }
+ // Looks stalled, close async
org.spigotmc.AsyncCatcher.enabled = false; // Spigot
org.spigotmc.AsyncCatcher.shuttingDown = true; // Paper
+ server.forceTicks = true;
server.close();
+ } catch (InterruptedException e) {
+ e.printStackTrace();
+ // Paper end
} finally {
try {
- net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ //net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Move into stop
} catch (Exception e) {
}
}
diff --git a/src/main/java/org/spigotmc/RestartCommand.java b/src/main/java/org/spigotmc/RestartCommand.java
index aefea3a9a8b9b75c62bd20018be7cd166a213001..123de5ac9026508e21cdc225f0962f5c3c46fed5 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/spigotmc/RestartCommand.java
+++ b/src/main/java/org/spigotmc/RestartCommand.java
@@ -139,7 +139,7 @@ public class RestartCommand extends Command
// Paper end
// Paper start - copied from above and modified to return if the hook registered
- private static boolean addShutdownHook(String restartScript)
+ public static boolean addShutdownHook(String restartScript)
{
String[] split = restartScript.split( " " );
if ( split.length > 0 && new File( split[0] ).isFile() )
diff --git a/src/main/java/org/spigotmc/WatchdogThread.java b/src/main/java/org/spigotmc/WatchdogThread.java
index 5bdcdcf9e85b73086722783bff26321d03382bb9..513c1041c34ebb3ac1775674a3f4526693759c08 100644
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/spigotmc/WatchdogThread.java
+++ b/src/main/java/org/spigotmc/WatchdogThread.java
@@ -13,6 +13,7 @@ import org.bukkit.Bukkit;
public class WatchdogThread extends Thread
{
+ public static final boolean DISABLE_WATCHDOG = Boolean.getBoolean("disable.watchdog"); // Paper
private static WatchdogThread instance;
private final long timeoutTime;
private final long earlyWarningEvery; // Paper - Timeout time for just printing a dump but not restarting
@@ -41,6 +42,7 @@ public class WatchdogThread extends Thread
{
if ( instance == null )
{
+ if (timeoutTime <= 0) timeoutTime = 300; // Paper
instance = new WatchdogThread( timeoutTime * 1000L, restart );
instance.start();
}
@@ -67,12 +69,13 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// Paper start
Logger log = Bukkit.getServer().getLogger();
long currentTime = monotonicMillis();
- if ( lastTick != 0 && currentTime > lastTick + earlyWarningEvery && !Boolean.getBoolean("disable.watchdog") )
+ MinecraftServer server = MinecraftServer.getServer();
+ if (lastTick != 0 && hasStarted && (!server.isRunning() || (currentTime > lastTick + earlyWarningEvery && !DISABLE_WATCHDOG) ))
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
{
- boolean isLongTimeout = currentTime > lastTick + timeoutTime;
+ boolean isLongTimeout = currentTime > lastTick + timeoutTime || (!server.isRunning() && !server.hasStopped() && currentTime > lastTick + 1000);
// Don't spam early warning dumps
if ( !isLongTimeout && (earlyWarningEvery <= 0 || !hasStarted || currentTime < lastEarlyWarning + earlyWarningEvery || currentTime < lastTick + earlyWarningDelay)) continue;
- if ( !isLongTimeout && MinecraftServer.getServer().hasStopped()) continue; // Don't spam early watchdog warnings during shutdown, we'll come back to this...
+ if ( !isLongTimeout && server.hasStopped()) continue; // Don't spam early watchdog warnings during shutdown, we'll come back to this...
lastEarlyWarning = currentTime;
if (isLongTimeout) {
// Paper end
@@ -114,7 +117,7 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
log.log( Level.SEVERE, "------------------------------" );
log.log( Level.SEVERE, "Server thread dump (Look for plugins here before reporting to Paper!):" ); // Paper
ChunkTaskManager.dumpAllChunkLoadInfo(); // Paper
- dumpThread( ManagementFactory.getThreadMXBean().getThreadInfo( MinecraftServer.getServer().serverThread.getId(), Integer.MAX_VALUE ), log );
+ dumpThread( ManagementFactory.getThreadMXBean().getThreadInfo( server.serverThread.getId(), Integer.MAX_VALUE ), log );
log.log( Level.SEVERE, "------------------------------" );
//
// Paper start - Only print full dump on long timeouts
@@ -135,9 +138,24 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown 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 SIGHUP (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... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
if ( isLongTimeout )
{
- if ( restart && !MinecraftServer.getServer().hasStopped() )
+ if ( !server.hasStopped() )
{
- RestartCommand.restart();
+ AsyncCatcher.enabled = false; // Disable async catcher incase it interferes with us
+ AsyncCatcher.shuttingDown = true;
+ server.forceTicks = true;
+ if (restart) {
+ RestartCommand.addShutdownHook( SpigotConfig.restartScript );
+ }
+ // try one last chance to safe shutdown on main incase it 'comes back'
+ server.safeShutdown(false, restart);
+ try {
+ Thread.sleep(1000);
+ } catch (InterruptedException e) {
+ e.printStackTrace();
+ }
+ if (!server.hasStopped()) {
+ server.close();
+ }
}
break;
} // Paper end