Commit graph

4683 Commits

Autor SHA1 Nachricht Datum
Aikar
089d83568b
Implement Chunk Priority / Urgency System for World Gen
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.

This is also a precursor to my next improvement to prioritize chunks
in front of the player (Frustum Priorization)
2020-04-11 04:46:21 -04:00
Aikar
fce69af70c
Use dedicated thread for main thread blocking chunk loads
In most cases, this change won't benefit much. However, there
exists the possibility that your Chunk Task threads are all busy
doing super slow work such as converting chunks.

If this occurs, the main thread blocking tasks, even at highest priority,
has to wait for some thread to become available.

This change gives us a waiting thread used only for main thread blocking
tasks, as well as an increased thread priority level, so that the OS
will give priority to this thread over the other threads.

This is more about guarantees, and won't be any real performanc boost
to anyone who has low or fast activity on their chunk tasks anyways.

But not all of us force upgrade our worlds, and this can be a life saver.

also reordered some patches because multiple PR's were merged.
2020-04-11 04:46:13 -04:00
BillyGalbreath
588b62e47b
Add tick times API and /mspt command (#3102) 2020-04-11 01:52:17 -04:00
Josh Roy
11de41c777
Add API MinecraftServer#isStopping (#3129) 2020-04-11 01:51:35 -04:00
Spottedleaf
942ff3c28e
My patches are under MIT (#3130)
* My patches are under MIT

Remove ambiguity between my patches on Tuinity and here.
2020-04-11 01:48:34 -04:00
Aikar
0ed6da7ab2
Fix issues with 167 causing crashes due to missing chunks - Fixes #3122
Forgot to flip the pending boolean back to false, causing it to copy
empty data on the next tick if nothing else triggered a load.

haven't managed to actually reproduce the crash others got, but did
verify that the bad copy was occurring erasing the data.

also fixed a bug with chunk load callback not executing before
another one was scheduled.
2020-04-10 14:11:46 -04:00
Aikar
23ee0a8a88
Fix issue with 0,0 chunks causing crash 2020-04-09 23:02:17 -04:00
Aikar
bc8fafb206
Updated Upstream (CraftBukkit/Spigot)
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

CraftBukkit Changes:
183139d4 SPIGOT-5665: Improve loading spawn egg NBT
dec5df26 SPIGOT-5667: Can't add recipe without (vanilla) datapack

Spigot Changes:
ae72bf43 SPIGOT-5666: Customizable End City Seed
2020-04-09 21:33:10 -04:00
Aikar
ebbca5cedb
Drowned is a RangedEntity (fixes API for Drowned to support Ranged) 2020-04-09 21:33:03 -04:00
Aikar
83b03eee04
Don't move existing players to world spawn
This can cause a nasty server lag the spawn chunks are not kept loaded
or they aren't finished loading yet, or if the world spawn radius is
larger than the keep loaded range.

By skipping this, we avoid potential for a large spike on server start.
2020-04-09 21:22:21 -04:00
Aikar
3b3e38fd01
Fix issue with loading chunk during ticking chunks issue
Also speed up performance of copying pending/updating to visible by
directly copying the internal array data instead of putAll
2020-04-09 20:45:46 -04:00
Aikar
78431dcaef
Update test server startup script 2020-04-09 20:45:38 -04:00
Aikar
ab74bb4514
Speed up processing of chunk loads and generation
Credit to Spotted for the idea

A lot of the new chunk system requires constant back and forth the main thread
to handle priority scheduling and ensuring conflicting tasks do not run at the
same time.

The issue is, these queues are only checked at either:

A) Sync Chunk Loads
B) End of Tick while sleeping

This results in generating chunks sitting waiting for a full tick to
complete before it will even start the next unit of work to do.

Additionally, this also delays loading of chunks until this same timing.

We will now periodically poll the chunk task queues throughout the tick,
looking for work to do.
We do this in a fair method that considers all worlds, not just the one being
ticked, so that each world can get 1 task procesed each before the next pass.

We also cap the throughput of these task processes to 1 per world per 0.1ms or
200 max per tick, to ensure that high volume of tasks do not overload the current
tick time.

In a view distance of 15, chunk loading performance was visually faster on the client.

Flying at high speed in spectator mode was able to keep up with chunk loading (as long as they are already generated)
2020-04-09 02:25:18 -04:00
Aikar
f5dd491fce
Increase Light Queue Size
Wiz mentioned that large WorldEdit operations cause light to run on
main thread. The queue was small, set to 5.. this bumps it to 20
but makes it configurable per-world.

The main risk of increasing this higher is during shutdown, some
queued light updates may be lost because mojang did not flush the
light engine on shutdown...

The queue size only puts a cap on max loss, doesn't solve that problem.

Don't touch this unless you know you have a problem and ok with the risk.
2020-04-09 02:25:09 -04:00
Aikar
9ab693487f
Don't load chunks when attempting to unload a chunk
Big Brain Logic
2020-04-08 21:13:48 -04:00
Aikar
38c626229d
Improve Optimize Memory use logic to make iterator safer and fix bad plugins like P2
Accessing world state async is bad mkay. But we know you didn't do it city <3
2020-04-08 21:07:59 -04:00
Aikar
d33ba160a4
Fix incorrect keyword use on visibleChunksClone 2020-04-08 04:12:48 -04:00
Aikar
2f34301581
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:
7361a62e SPIGOT-5641: Add Block.getDrops(ItemStack, Entity)
1dc91b15 Add specific notes about what is not API
2b05ef88 #484: Allow statistics to be accessed for offline players

CraftBukkit Changes:
f7d6ad53 SPIGOT-5603: Use LootContext#lootingModifier in CraftLootTable
5838285d SPIGOT-5657: BlockPlaceEvent not cancelling for tripwire hooks
f325b9be SPIGOT-5641: Add Block.getDrops(ItemStack, Entity)
e25a2272 Fix some formatting in CraftHumanEntity
498540e0 Add Merchant slot delegate
b2de47d5 SPIGOT-5621: Add missing container types for opening InventoryView
aa3a2f27 #645: Allow statistics to be accessed for offline players
2122c0b1 #649: CraftBell should implement Bell
2020-04-08 03:49:15 -04:00
Aikar
a65831bd69
Optimize PlayerChunkMap memory use for visibleChunks
No longer clones visible chunks which is causing massive memory
allocation issues, likely the source of Humongous Objects on large servers.

Instead we just synchronize, clear and rebuild, reusing the same object buffers
as before with only 2 small objects created (FastIterator/MapEntry)

This should result in siginificant memory use reduction and improved GC behavior.
2020-04-08 03:09:05 -04:00
Aikar
6c39a59ae7
Use entity.dead instead of entity.die()
Fixes #3096
2020-04-04 21:09:27 -04:00
Aikar
2c37d2ebee
Restore accidently reverted item in water fix 2020-04-02 23:12:21 -04:00
Aikar
cfaf32cf66
Dead Player's shouldn't be able to move
This fixes a lot of game state issues where packets were delayed for processing
due to 1.15's new queue but processed while dead.
2020-04-02 19:42:20 -04:00
Aikar
16287d01e2
Don't tick dead players
Causes sync chunk loads and who knows what all else.
This is safe because Spectators are skipped in unloaded chunks too in vanilla.
2020-04-02 17:19:44 -04:00
Aikar
e4d10a6d67
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:
122289ff Add FaceAttachable interface to handle Grindstone facing in common with Switches
a6db750e SPIGOT-5647: ZombieVillager entity should have getVillagerType()

CraftBukkit Changes:
bbe3d58e SPIGOT-5650: Lectern.setPage(int) causes a NullPointerException
3075579f Add FaceAttachable interface to handle Grindstone facing in common with Switches
95bd4238 SPIGOT-5647: ZombieVillager entity should have getVillagerType()
4d975ac3 SPIGOT-5617: setBlockData does not work when NotPlayEvent is called by redstone current
2020-04-02 17:09:17 -04:00
Aikar
c867045d3c
And that's why hand editing patch files in nano is risky.... make it compile 2020-04-02 03:58:46 -04:00
Aikar
c2d7876a54
Improve Entities in water activation immunity and let items always move 2020-04-02 03:56:05 -04:00
Aikar
1dc7c308aa
Optimize Collision Chunk lookup and avoid loading far chunks
Try to use a faster chunk lookup for collision detection, and only
fall back to the original for nearby chunks.

The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.
2020-04-02 02:43:07 -04:00
Aikar
d5c6dbee56
Prevent Double PlayerChunkMap adds crashing server
Suspected case would be around the technique used in .stopRiding
Stack will identify any causer of this and warn instead of crashing.
2020-04-02 01:45:33 -04:00
Aikar
a2a9ffe3b9
Fix issues with Activation Range causing large chunk lookups.
Where I blocked movement did not consider velocity buildup, which I assume
then "unleashes" if something was really trying to push that entity, and moves
it a very large distance.

Additionally, this method was completely misnamed, as movementTick
is more "doLotsOfTickThings", and ended up breaking AI too, which the whole
point of temporary wake ups was to let AI run to trigger new immunity.

Also fixed numerous behavioral rules for Immunity to improve vanilla gameplay,
suchas bees that are angry or moving towards a flower or hive, any insentient
that is targetting any enemy (Accidently made it any player), and included flying
mobs such as phantoms by reducing the type check to insentient instead of Creature.

Also improved inWater immunity to consider if the mob is movable by water or not.
2020-04-02 01:25:36 -04:00
Aikar
017297cdba
Improve entity.getCurrentChunk() and use it for entity.isChunkLoaded() 2020-04-02 00:43:11 -04:00
Aikar
52cf890602
Remove some old removed 1.14 patches that are never going to be needed (fixed/already applied) 2020-04-02 00:42:15 -04:00
chickeneer
979b53a7f1
Do not allow bee's to load chunks for beehives 2020-03-31 03:54:42 -04:00
Aikar
13cb837394
Remote Connections shouldn't hold up shutdown
Bugs in the connection logic appears to leave stale connections even, preventing shutdown
2020-03-31 03:52:57 -04:00
Aikar
7dac546709
Fix bug in double register fix
could accidently delay entity reg by a tick if the bug this was fixing was encountered
2020-03-31 03:52:30 -04:00
Aikar
87829d8333
Remove incorrect IO flush for save-all that doesn't have flush parameter
The entire reason the if statement exists is to only flush and print when done if flag is true

This avoids /save-all from hurting as much as it was before, such as from backup plugins.
2020-03-31 03:15:34 -04:00
Aikar
31e751cb40
Fix unregistering entities from unloading chunks
CraftBukkit caused a regression here by making unloading chunks not
have a ticket added and returning unloaded future.

This caused entities who were killed in same tick their chunk is unloading
to not be able to be removed from the chunk.

This then results in dead entities lingering in the Chunk.

Combine that with a buggy detail of the previous implementation of
the Dupe UUID patch, then this was the likely source of the "Ghost entities"
2020-03-31 03:05:04 -04:00
Aikar
bc351f6eff
Ensure Entity is never double registered
If something calls register twice, and the world is ticking, it could be
enqueued to add twice.

Vs behavior of non ticking of just overwriting state.

We will now simply log a warning when this happens instead of crashing the server.
2020-03-31 03:04:47 -04:00
Aikar
2ec0274b88
Fix many issues with dupe uuid resolve patch
This was not applied correctly, and would completely blow up chunk entity
registration if this feature was turned off....

Additionally, change how the entities are removed to be more consistent with other code.

Surface some of the logs indicating there is a problem as we are having so many issues with
entities that we don't need to be surpressing logs like that.
2020-03-31 02:52:12 -04:00
Shane Freeder
756da10d46
(Actually) Don't duplicate velocity entry into hidden-configs 2020-03-31 05:37:39 +01:00
Shane Freeder
9b3679fbd3
Don't duplicate velocity entry into hidden-configs
also, rebuild patches
2020-03-31 05:30:04 +01:00
Max Lee
28cf6540c6
Pillager patrol spawn settings and per player options (#2924) 2020-03-31 04:27:58 +01:00
froobynooby
6bf04cd5ed
Reduce entity tracker updates on move 2020-03-31 03:58:13 +01:00
Spottedleaf
de5b093c05
Handle chunk unloading during block tick 2020-03-30 05:07:04 +01:00
Spottedleaf
be7b40634d
performance: Improve Activation Range entity iteration
Faster Entity iteration using the chunks full entity list and array access.

Faster chunk lookups skipping the cache, as the pattern of access was not suitable
for cache usage (each request will likely blow cache)

This reduces the cost of Entity Activation Range's initial marking.
2020-03-29 23:35:04 -04:00
Aikar
bacbd8805f
performance: Many Entity Activation Range Improvements
1) Immunity no longer gives 20 tick immunity, each immunity check can
give its own tick value on how long it lasts, drastically cutting down on most to 0-1 ticks.

2) Fixed Villager Immunity to use proper 1.15 check for Breeding.

3) Fixed Water Mobs being 100% immune due to the inWater check...

4) Fixed flying mobs being 100% immune due to the !onGround check...

5) Made Insentient mobs only check for the hasTasks during immunity check window, not every single tick. this made them way more active than desired
  - this puts behavior closer to inline with my original behavior in Spigot, but still does some checks to allow them temporary immunity, just not as much as before.

6) Inactive Entities would "inch" while trying to move, effectively getting nowhere. Now while an entity is inactive, it just won't even try to move.
  - this saves us from the expensiveness of Entity movement 1 out of 20 ticks. Now they will only move while either active or triggered a true immunity.
2020-03-29 23:33:39 -04:00
Shane Freeder
269394fe15
Update hidden-configs 2020-03-30 03:52:56 +01:00
Shane Freeder
a55532115f
Updated Upstream ()
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
2020-03-27 06:18:08 +00:00
Shane Freeder
9a7ca3dbc5
Updated Upstream (Bukkit/CraftBukkit/Spigot)
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:
564ed152 #482: Add a DragonBattle API to manipulate respawn phases etc
9f2fd967 #474: Add ability to set other plugin names as provided API so others can still depend on it

CraftBukkit Changes:
fc318cc1 #642: Add a DragonBattle API to manipulate respawn phases etc
796eb15a #644: Fix ChunkMapDistance#removeAllTicketsFor not propagating ticket level updates
a6f80937 SPIGOT-5606: call BlockRedstoneEvent for fence gates

Spigot Changes:
a03b1fdb Rebuild patches
2020-03-26 02:44:23 +00:00
Spottedleaf
68ec946c7a
Fix memory leak in TickListServer (#3068)
Only occurred when entries were scheduled with huge tick delays

Add two flags to debug excessive tick delays:
-Dpaper.ticklist-warn-on-excessive-delay=true (false by default)
and -Dpaper.ticklist-excessive-delay-threshold=ticks which
sets the excessive tick delay to the specified ticks (defaults to
60 * 20 ticks, aka 60 seconds)
2020-03-25 14:56:18 -05:00
Spottedleaf
49fdb18206
Timings changes (#3044)
* Timings changes

- Increment entity tick count only when an entity ticks
- Remove chunk inhabited timer
- Try finally entity timings

* Add activated entity ticks

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2020-03-19 02:03:32 -04:00