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Aikar
b06cb423cb Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
b999860d SPIGOT-2304: Add LootGenerateEvent

CraftBukkit Changes:
77fd87e4 SPIGOT-2304: Implement LootGenerateEvent
a1a705ee SPIGOT-5566: Doused campfires & fires should call EntityChangeBlockEvent
41712edd SPIGOT-5707: PersistentDataHolder not Persistent on API dropped Item
2020-05-01 18:03:47 -04:00
Aikar
544cae4eca Entity Activation Range 2.0! Major improvements to restoring behavior
Calling this 2.0 as it's a pretty major improvement with more knobs to twist.

This update fixes many things. The goal here is to restore vanilla behavior to some degree.
Instead of permanent inactive pools of animals, let them show some signs of life some....

Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance.
Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it.

Changes:

1) All monsters are now classed as Monster. Mojang has an interface, we should use it.
   - This now includes Shulker, Slimes, see #2 for Phantom and Ghast
2) Villagers and Flying Monsters now have their own separate activation range configs.
   - Villagers will default to your Animals config
3) Added a bunch of more immunities
   - Brand new entities are immune for a few seconds
   - Entities that recently traveled by portal are immune for few seconds
   - Entities that are leashed to a player are immune
   - Ender Signals are immune
   - Entities that are jumping, climbing, dying (lol) are immune
   - Minecarts are now always immune to the movement restriction
4) Villagers immunity received major overhaul...
   - Now has many immunities for Villager activities to let them
     do their work then go back inactive
   - Such as interacting with doors and workstations should be more normal now
   - Raids will trigger immunities, in that villagers will run and hide when bell rings.
   - Raid should keep the entire village immune during the raid to keep gameplay mechanics
     You can disable raids by game rule if you dont want raids

Then the big one.....

Wake Up Inactive Entities:
One issue plagueing "farms" is that we no longer even let entities move now.
Entities become lifeless.

A new system has been introduced to wake up inactive entities every so often, to let
them stretch their legs, eat some food, play with each other and experience the good entity life.

Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every
so often after staying inactive for a very long. This grants them a temporary immunity, that
the goal is they will then find "stuff to do" by having a longer activity window.

How many to wake up, how often they wake up, and for how long they wake up are all configurable.

Current EAR Immunities really don't give some entities enough of a window to find work
to then keep them immune for the work to even start. This system should help that.

We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick.

So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick,
and then the 9th will wake up on next tick, 10th on next tick.

If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick.

This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 00:34:51 -04:00
Spottedleaf
0e3875914c Improve random ticking behaviour - Fixes #3181 2020-04-19 06:07:57 -07:00
Ytnoos
f7e48582b5 Revert "Re-track players that dismount from other players" 2020-04-22 00:06:30 +02:00
Aikar
416b2f43e3 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 04:53:50 -04:00
Spottedleaf
70131f31d3 Optimise entity hard collision checking
Very few entities actually hard collide, so store them in their own
entity slices and provide a special getEntites type call just for them.
This reduces entity collision checking impact (in my testing) by 25%
for crammed entities (shove 130 cows into an 8x6 area in one chunk).
Less crammed entities are likely to show significantly less benefit.
Effectively, this patch optimises crammed entity situations.
2020-04-16 00:40:47 -04:00