geforkt von Mirrors/Paper
1358d1e914
Upstream has released updates that appear 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: 881e06e5 PR-725: Add Item Unlimited Lifetime APIs CraftBukkit Changes: 74c08312 SPIGOT-6962: Call EntityChangeBlockEvent when when FallingBlockEntity starts to fall 64db5126 SPIGOT-6959: Make /loot command ignore empty items for spawn 2d760831 Increase outdated build delay 9ed7e4fb SPIGOT-6138, SPIGOT-6415: Don't call CreatureSpawnEvent after cross-dimensional travel fc4ad813 SPIGOT-6895: Trees grown with applyBoneMeal() don't fire the StructureGrowthEvent 59733a2e SPIGOT-6961: Actually return a copy of the ItemMeta Spigot Changes: ffceeae3 SPIGOT-6956: Drop unload queue patch as attempt at fixing stop issue e19ddabd PR-1011: Add Item Unlimited Lifetime APIs 34d40b0e SPIGOT-2942: give command fires PlayerDropItemEvent, cancelling it causes Item Duplication
69 Zeilen
3.2 KiB
Diff
69 Zeilen
3.2 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Shane Freeder <theboyetronic@gmail.com>
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Date: Fri, 3 Sep 2021 15:50:25 +0100
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Subject: [PATCH] Do not process entity loads in CraftChunk#getEntities
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This re-introduces the issue behind #5872 but fixes #6543
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The logic here is generally flawed however somewhat of a nuance,
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upstream uses managedBlock which is basically needed to process
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the posted entity adds, but, has the side-effect of processing any
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chunk loads which has the naunce of stacking up and either causing a
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massive performance hit, or can potentially lead the server to crash.
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This issue is particularly noticable on paper due to the cumulative efforts
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to drastically improve chunk loading speeds which means that there is much more
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of a chance that we're about to eat a dirtload of chunk load callbacks, thus
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making this issue much more of an issue
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diff --git a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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index 0085a4dd0f0def1ba71342e20aecdd46a3761b02..0cf67d55ab30ab145ffb2ff562c26c47c2e2879e 100644
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--- a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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+++ b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java
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@@ -129,46 +129,6 @@ public class CraftChunk implements Chunk {
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this.getWorld().getChunkAt(x, z); // Transient load for this tick
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}
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- PersistentEntitySectionManager<net.minecraft.world.entity.Entity> entityManager = this.getCraftWorld().getHandle().entityManager;
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- long pair = ChunkPos.asLong(x, z);
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-
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- if (entityManager.areEntitiesLoaded(pair)) {
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- return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this
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- }
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-
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- entityManager.ensureChunkQueuedForLoad(pair); // Start entity loading
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-
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- // SPIGOT-6772: Use entity mailbox and re-schedule entities if they get unloaded
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- ProcessorMailbox<Runnable> mailbox = ((EntityStorage) entityManager.permanentStorage).entityDeserializerQueue;
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- BooleanSupplier supplier = () -> {
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- // only execute inbox if our entities are not present
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- if (entityManager.areEntitiesLoaded(pair)) {
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- return true;
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- }
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-
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- if (!entityManager.isPending(pair)) {
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- // Our entities got unloaded, this should normally not happen.
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- entityManager.ensureChunkQueuedForLoad(pair); // Re-start entity loading
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- }
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-
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- // tick loading inbox, which loads the created entities to the world
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- // (if present)
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- entityManager.tick();
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- // check if our entities are loaded
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- return entityManager.areEntitiesLoaded(pair);
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- };
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-
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- // now we wait until the entities are loaded,
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- // the converting from NBT to entity object is done on the main Thread which is why we wait
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- while (!supplier.getAsBoolean()) {
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- if (mailbox.size() != 0) {
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- mailbox.run();
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- } else {
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- Thread.yield();
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- LockSupport.parkNanos("waiting for entity loading", 100000L);
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- }
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- }
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-
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return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this
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}
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