Paper/Spigot-Server-Patches/0481-Fix-Chunk-Post-Processing-deadlock-risk.patch
Aikar e5f6489602
Add Urgent API for Async Chunks API and use it for Async Teleport
This also cleans up the implementation of Async Chunks to get rid of most
Consumer callbacks and instead return futures.

This lets us propogate errors correctly up the future chain
(barring one isn't lost even deeper in the chain...)

So exceptions can now bubble to plugins using getChunkAtAsync
2020-05-10 00:57:03 -04:00

61 Zeilen
3.3 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sat, 18 Apr 2020 04:36:11 -0400
Subject: [PATCH] Fix Chunk Post Processing deadlock risk
See: https://gist.github.com/aikar/dd22bbd2a3d78a2fd3d92e95e9f28dc6
as part of post processing a chunk, we can call ChunkConverter.
ChunkConverter then kicks off major physics updates, and when blocks
that have connections across chunk boundries occur, a recursive risk
can occur where A updates a block that triggers a physics request.
That physics request may trigger a chunk request, that then enqueues
a task into the Mailbox ChunkTaskQueueSorter.
If anything requests that same chunk that is in the middle of conversion,
it's mailbox queue is going to be held up, so the subsequent chunk request
will be unable to proceed.
We delay post processing of Chunk.A() 1 "pass" by re stuffing it back into
the executor so that the mailbox ChunkQueue is now considered empty.
This successfully fixed a reoccurring and highly reproduceable crash
for heightmaps.
diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
index edf0cf3680e5d2212f35c9d4464b22e0f3e87342..c3528212ae1bfbdbe6910bcd775990b9b638afaf 100644
--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
@@ -1051,6 +1051,7 @@ public class ChunkProviderServer extends IChunkProvider {
return super.executeNext() || execChunkTask; // Paper
}
} finally {
+ playerChunkMap.chunkLoadConversionCallbackExecutor.run(); // Paper - Add chunk load conversion callback executor to prevent deadlock due to recursion in the chunk task queue sorter
playerChunkMap.callbackExecutor.run();
}
// CraftBukkit end
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
index 6c178492b75134ba25b7730273bb550b693a7e4a..79133dd40c465224b1dfa2afaf4c8d3f5a1c2190 100644
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -108,6 +108,8 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
};
// CraftBukkit end
+ final CallbackExecutor chunkLoadConversionCallbackExecutor = new CallbackExecutor(); // Paper
+
// Paper start - distance maps
private final com.destroystokyo.paper.util.misc.PooledLinkedHashSets<EntityPlayer> pooledLinkedPlayerHashSets = new com.destroystokyo.paper.util.misc.PooledLinkedHashSets<>();
@@ -974,7 +976,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
return Either.left(chunk);
});
}, (runnable) -> {
- this.mailboxMain.a(ChunkTaskQueueSorter.a(playerchunk, runnable)); // CraftBukkit - decompile error
+ this.mailboxMain.a(ChunkTaskQueueSorter.a(playerchunk, () -> PlayerChunkMap.this.chunkLoadConversionCallbackExecutor.execute(runnable))); // CraftBukkit - decompile error // Paper - delay running Chunk post processing until outside of the sorter to prevent a deadlock scenario when post processing causes another chunk request.
});
completablefuture1.thenAcceptAsync((either) -> {