geforkt von Mirrors/Paper
01a13871de
Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
67 Zeilen
3.5 KiB
Diff
67 Zeilen
3.5 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Callahan <mr.callahhh@gmail.com>
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Date: Wed, 8 Apr 2020 02:42:14 -0500
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Subject: [PATCH] Async command map building
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This adds a custom pool inorder to make sure that they are closed
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without much though, as it doesn't matter if the client is not sent
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commands if the server is restarting. Using the default async pool caused issues to arise
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due to the shutdown logic generally being much later.
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diff --git a/src/main/java/net/minecraft/commands/Commands.java b/src/main/java/net/minecraft/commands/Commands.java
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index 2bf67468a6c745bc6243c65210477ba129bfcb07..c4315531f93f4ed68b4621157b02572886e1ed30 100644
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--- a/src/main/java/net/minecraft/commands/Commands.java
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+++ b/src/main/java/net/minecraft/commands/Commands.java
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@@ -360,6 +360,24 @@ public class Commands {
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if ( org.spigotmc.SpigotConfig.tabComplete < 0 ) return; // Spigot
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// CraftBukkit start
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// Register Vanilla commands into builtRoot as before
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+ // Paper start - Async command map building
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+ COMMAND_SENDING_POOL.execute(() -> {
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+ this.sendAsync(player);
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+ });
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+ }
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+
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+ public static final java.util.concurrent.ThreadPoolExecutor COMMAND_SENDING_POOL = new java.util.concurrent.ThreadPoolExecutor(
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+ 0, 2, 60L, java.util.concurrent.TimeUnit.SECONDS,
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+ new java.util.concurrent.LinkedBlockingQueue<>(),
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+ new com.google.common.util.concurrent.ThreadFactoryBuilder()
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+ .setNameFormat("Paper Async Command Builder Thread Pool - %1$d")
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+ .setUncaughtExceptionHandler(new net.minecraft.DefaultUncaughtExceptionHandlerWithName(net.minecraft.server.MinecraftServer.LOGGER))
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+ .build(),
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+ new java.util.concurrent.ThreadPoolExecutor.DiscardPolicy()
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+ );
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+
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+ private void sendAsync(ServerPlayer player) {
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+ // Paper end - Async command map building
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Map<CommandNode<CommandSourceStack>, CommandNode<SharedSuggestionProvider>> map = Maps.newIdentityHashMap(); // Use identity to prevent aliasing issues
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RootCommandNode vanillaRoot = new RootCommandNode();
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@@ -377,7 +395,14 @@ public class Commands {
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for (CommandNode node : rootcommandnode.getChildren()) {
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bukkit.add(node.getName());
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}
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+ // Paper start - Async command map building
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+ net.minecraft.server.MinecraftServer.getServer().execute(() -> {
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+ runSync(player, bukkit, rootcommandnode);
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+ });
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+ }
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+ private void runSync(ServerPlayer player, Collection<String> bukkit, RootCommandNode<SharedSuggestionProvider> rootcommandnode) {
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+ // Paper end - Async command map building
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PlayerCommandSendEvent event = new PlayerCommandSendEvent(player.getBukkitEntity(), new LinkedHashSet<>(bukkit));
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event.getPlayer().getServer().getPluginManager().callEvent(event);
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diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
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index 6f78117189ed56acb9c49450825855dd03ab81ae..0a6a91aba56554ec813fffacbdd8e30591eb1602 100644
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--- a/src/main/java/net/minecraft/server/MinecraftServer.java
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+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
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@@ -889,6 +889,7 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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}
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MinecraftServer.LOGGER.info("Stopping server");
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+ Commands.COMMAND_SENDING_POOL.shutdownNow(); // Paper - Shutdown and don't bother finishing
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MinecraftTimings.stopServer(); // Paper
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// CraftBukkit start
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if (this.server != null) {
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