testserver/patches/server/0301-Optimize-Network-Manag...

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Wed, 6 May 2020 04:53:35 -0400
Subject: [PATCH] Optimize Network Manager and add advanced packet support
Adds ability for 1 packet to bundle other packets to follow it
Adds ability for a packet to delay sending more packets until a state is ready.
Removes synchronization from sending packets
Removes processing packet queue off of main thread
- for the few cases where it is allowed, order is not necessary nor
should it even be happening concurrently in first place (handshaking/login/status)
Ensures packets sent asynchronously are dispatched on main thread
This helps ensure safety for ProtocolLib as packet listeners
are commonly accessing world state. This will allow you to schedule
a packet to be sent async, but itll be dispatched sync for packet
listeners to process.
This should solve some deadlock risks
Also adds Netty Channel Flush Consolidation to reduce the amount of flushing
Also avoids spamming closed channel exception by rechecking closed state in dispatch
and then catch exceptions and close if they fire.
Part of this commit was authored by: Spottedleaf
diff --git a/src/main/java/net/minecraft/network/Connection.java b/src/main/java/net/minecraft/network/Connection.java
Rewrite chunk system (#8177) 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.
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index dd9c03611e410e601ba4a7769474fada8c28c104..a283cce82069bf5dfd64229d102a19dfda158daf 100644
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--- a/src/main/java/net/minecraft/network/Connection.java
+++ b/src/main/java/net/minecraft/network/Connection.java
Rewrite chunk system (#8177) 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.
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@@ -115,6 +115,10 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
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public int protocolVersion;
public java.net.InetSocketAddress virtualHost;
private static boolean enableExplicitFlush = Boolean.getBoolean("paper.explicit-flush");
+ // Optimize network
+ public boolean isPending = true;
+ public boolean queueImmunity = false;
+ public ConnectionProtocol protocol;
// Paper end
public Connection(PacketFlow side) {
Rewrite chunk system (#8177) 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.
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@@ -138,6 +142,7 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
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}
public void setProtocol(ConnectionProtocol state) {
+ protocol = state; // Paper
this.channel.attr(Connection.ATTRIBUTE_PROTOCOL).set(state);
this.channel.config().setAutoRead(true);
Connection.LOGGER.debug("Enabled auto read");
Rewrite chunk system (#8177) 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.
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@@ -216,19 +221,89 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
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Validate.notNull(listener, "packetListener", new Object[0]);
this.packetListener = listener;
}
+ // Paper start
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+ public @Nullable net.minecraft.server.level.ServerPlayer getPlayer() {
+ if (packetListener instanceof net.minecraft.server.network.ServerGamePacketListenerImpl serverGamePacketListener) {
+ return serverGamePacketListener.player;
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+ } else {
+ return null;
+ }
+ }
+ private static class InnerUtil { // Attempt to hide these methods from ProtocolLib so it doesn't accidently pick them up.
+ private static java.util.List<Packet> buildExtraPackets(Packet packet) {
+ java.util.List<Packet> extra = packet.getExtraPackets();
+ if (extra == null || extra.isEmpty()) {
+ return null;
+ }
+ java.util.List<Packet> ret = new java.util.ArrayList<>(1 + extra.size());
+ buildExtraPackets0(extra, ret);
+ return ret;
+ }
+
+ private static void buildExtraPackets0(java.util.List<Packet> extraPackets, java.util.List<Packet> into) {
+ for (Packet extra : extraPackets) {
+ into.add(extra);
+ java.util.List<Packet> extraExtra = extra.getExtraPackets();
+ if (extraExtra != null && !extraExtra.isEmpty()) {
+ buildExtraPackets0(extraExtra, into);
+ }
+ }
+ }
+ // Paper start
+ private static boolean canSendImmediate(Connection networkManager, Packet<?> packet) {
+ return networkManager.isPending || networkManager.protocol != ConnectionProtocol.PLAY ||
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+ packet instanceof net.minecraft.network.protocol.game.ClientboundKeepAlivePacket ||
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+ packet instanceof net.minecraft.network.protocol.game.ClientboundPlayerChatPacket ||
+ packet instanceof net.minecraft.network.protocol.game.ClientboundSystemChatPacket ||
+ packet instanceof net.minecraft.network.protocol.game.ClientboundChatPreviewPacket ||
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+ packet instanceof net.minecraft.network.protocol.game.ClientboundCommandSuggestionsPacket ||
+ packet instanceof net.minecraft.network.protocol.game.ClientboundSetTitleTextPacket ||
+ packet instanceof net.minecraft.network.protocol.game.ClientboundSetSubtitleTextPacket ||
+ packet instanceof net.minecraft.network.protocol.game.ClientboundSetActionBarTextPacket ||
+ packet instanceof net.minecraft.network.protocol.game.ClientboundSetTitlesAnimationPacket ||
+ packet instanceof net.minecraft.network.protocol.game.ClientboundClearTitlesPacket ||
+ packet instanceof net.minecraft.network.protocol.game.ClientboundBossEventPacket;
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+ }
+ // Paper end
+ }
+ // Paper end
public void send(Packet<?> packet) {
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this.send(packet, (PacketSendListener) null);
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}
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public void send(Packet<?> packet, @Nullable PacketSendListener callbacks) {
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- if (this.isConnected()) {
- this.flushQueue();
+ // Paper start - handle oversized packets better
+ boolean connected = this.isConnected();
+ if (!connected && !preparing) {
+ return; // Do nothing
+ }
+ packet.onPacketDispatch(getPlayer());
+ if (connected && (InnerUtil.canSendImmediate(this, packet) || (
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+ net.minecraft.server.MCUtil.isMainThread() && packet.isReady() && this.queue.isEmpty() &&
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+ (packet.getExtraPackets() == null || packet.getExtraPackets().isEmpty())
+ ))) {
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this.sendPacket(packet, callbacks);
- } else {
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- this.queue.add(new Connection.PacketHolder(packet, callbacks));
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+ return;
}
+ // write the packets to the queue, then flush - antixray hooks there already
+ java.util.List<Packet> extraPackets = InnerUtil.buildExtraPackets(packet);
+ boolean hasExtraPackets = extraPackets != null && !extraPackets.isEmpty();
+ if (!hasExtraPackets) {
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+ this.queue.add(new Connection.PacketHolder(packet, callbacks));
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+ } else {
+ java.util.List<Connection.PacketHolder> packets = new java.util.ArrayList<>(1 + extraPackets.size());
+ packets.add(new Connection.PacketHolder(packet, null)); // delay the future listener until the end of the extra packets
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+ for (int i = 0, len = extraPackets.size(); i < len;) {
+ Packet extra = extraPackets.get(i);
+ boolean end = ++i == len;
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+ packets.add(new Connection.PacketHolder(extra, end ? callbacks : null)); // append listener to the end
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+ }
+ this.queue.addAll(packets); // atomic
+ }
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+ this.flushQueue();
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+ // Paper end
}
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private void sendPacket(Packet<?> packet, @Nullable PacketSendListener callbacks) {
Rewrite chunk system (#8177) 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.
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@@ -256,6 +331,15 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
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this.setProtocol(packetState);
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}
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+ // Paper start
+ net.minecraft.server.level.ServerPlayer player = getPlayer();
+ if (!isConnected()) {
+ packet.onPacketDispatchFinish(player, null);
+ return;
+ }
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+
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+ try {
+ // Paper end
ChannelFuture channelfuture = this.channel.writeAndFlush(packet);
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if (callbacks != null) {
Rewrite chunk system (#8177) 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.
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@@ -274,28 +358,64 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
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});
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}
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+ // Paper start
+ if (packet.hasFinishListener()) {
+ channelfuture.addListener((ChannelFutureListener) channelFuture -> packet.onPacketDispatchFinish(player, channelFuture));
+ }
+ // Paper end
channelfuture.addListener(ChannelFutureListener.FIRE_EXCEPTION_ON_FAILURE);
+ // Paper start
+ } catch (Exception e) {
+ LOGGER.error("NetworkException: " + player, e);
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+ disconnect(Component.translatable("disconnect.genericReason", "Internal Exception: " + e.getMessage()));
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+ packet.onPacketDispatchFinish(player, null);
+ }
+ // Paper end
}
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private ConnectionProtocol getCurrentProtocol() {
return (ConnectionProtocol) this.channel.attr(Connection.ATTRIBUTE_PROTOCOL).get();
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}
- private void flushQueue() {
Rewrite chunk system (#8177) 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.
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- try { // Paper - add pending task queue
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- if (this.channel != null && this.channel.isOpen()) {
- Queue queue = this.queue;
-
+ // Paper start - rewrite this to be safer if ran off main thread
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+ private boolean flushQueue() { // void -> boolean
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+ if (!isConnected()) {
+ return true;
+ }
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+ if (net.minecraft.server.MCUtil.isMainThread()) {
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+ return processQueue();
+ } else if (isPending) {
+ // Should only happen during login/status stages
synchronized (this.queue) {
- Connection.PacketHolder networkmanager_queuedpacket;
-
- while ((networkmanager_queuedpacket = (Connection.PacketHolder) this.queue.poll()) != null) {
- this.sendPacket(networkmanager_queuedpacket.packet, networkmanager_queuedpacket.listener);
- }
+ return this.processQueue();
+ }
+ }
+ return false;
+ }
+ private boolean processQueue() {
Rewrite chunk system (#8177) 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.
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+ try { // Paper - add pending task queue
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+ if (this.queue.isEmpty()) return true;
+ // If we are on main, we are safe here in that nothing else should be processing queue off main anymore
+ // But if we are not on main due to login/status, the parent is synchronized on packetQueue
+ java.util.Iterator<PacketHolder> iterator = this.queue.iterator();
+ while (iterator.hasNext()) {
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+ PacketHolder queued = iterator.next(); // poll -> peek
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+
+ // Fix NPE (Spigot bug caused by handleDisconnection())
+ if (queued == null) {
+ return true;
+ }
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+ Packet<?> packet = queued.packet;
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+ if (!packet.isReady()) {
+ return false;
+ } else {
+ iterator.remove();
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+ this.sendPacket(packet, queued.listener);
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}
}
+ return true;
Rewrite chunk system (#8177) 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.
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} finally { // Paper start - add pending task queue
Runnable r;
while ((r = this.pendingTasks.poll()) != null) {
@@ -303,6 +423,7 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
}
} // Paper end - add pending task queue
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}
+ // Paper end
public void tick() {
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this.flushQueue();
Rewrite chunk system (#8177) 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.
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@@ -339,9 +460,22 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
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return this.address;
}
+ // Paper start
+ public void clearPacketQueue() {
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+ net.minecraft.server.level.ServerPlayer player = getPlayer();
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+ queue.forEach(queuedPacket -> {
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+ Packet<?> packet = queuedPacket.packet;
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+ if (packet.hasFinishListener()) {
+ packet.onPacketDispatchFinish(player, null);
+ }
+ });
+ queue.clear();
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+ }
+ // Paper end
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public void disconnect(Component disconnectReason) {
// Spigot Start
this.preparing = false;
+ clearPacketQueue(); // Paper
// Spigot End
if (this.channel.isOpen()) {
this.channel.close(); // We can't wait as this may be called from an event loop.
Rewrite chunk system (#8177) 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.
2022-09-26 08:02:51 +00:00
@@ -459,7 +593,7 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
2021-06-11 12:02:28 +00:00
public void handleDisconnection() {
if (this.channel != null && !this.channel.isOpen()) {
if (this.disconnectionHandled) {
- Connection.LOGGER.warn("handleDisconnection() called twice");
2021-06-13 09:41:07 +00:00
+ //Connection.LOGGER.warn("handleDisconnection() called twice"); // Paper - Do not log useless message
2021-06-11 12:02:28 +00:00
} else {
this.disconnectionHandled = true;
if (this.getDisconnectedReason() != null) {
Rewrite chunk system (#8177) 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.
2022-09-26 08:02:51 +00:00
@@ -467,7 +601,7 @@ public class Connection extends SimpleChannelInboundHandler<Packet<?>> {
2021-06-11 12:02:28 +00:00
} else if (this.getPacketListener() != null) {
i really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really 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2022-06-08 02:25:49 +00:00
this.getPacketListener().onDisconnect(Component.translatable("multiplayer.disconnect.generic"));
2021-06-11 12:02:28 +00:00
}
- this.queue.clear(); // Free up packet queue.
+ clearPacketQueue(); // Paper
// Paper start - Add PlayerConnectionCloseEvent
final PacketListener packetListener = this.getPacketListener();
2022-07-27 22:04:27 +00:00
if (packetListener instanceof net.minecraft.server.network.ServerGamePacketListenerImpl) {
2021-06-11 12:02:28 +00:00
diff --git a/src/main/java/net/minecraft/network/protocol/Packet.java b/src/main/java/net/minecraft/network/protocol/Packet.java
2021-06-13 09:41:07 +00:00
index 74bfe0d3942259c45702b099efdc4e101a4e3022..e8fcd56906d26f6dc87959e32c4c7c78cfea9658 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/network/protocol/Packet.java
+++ b/src/main/java/net/minecraft/network/protocol/Packet.java
2021-06-13 09:41:07 +00:00
@@ -9,6 +9,19 @@ public interface Packet<T extends PacketListener> {
2021-06-11 12:02:28 +00:00
void handle(T listener);
// Paper start
+ /**
+ * @param player Null if not at PLAY stage yet
+ */
2021-06-13 09:41:07 +00:00
+ default void onPacketDispatch(@javax.annotation.Nullable net.minecraft.server.level.ServerPlayer player) {}
2021-06-11 12:02:28 +00:00
+
+ /**
+ * @param player Null if not at PLAY stage yet
+ * @param future Can be null if packet was cancelled
+ */
2021-06-13 09:41:07 +00:00
+ default void onPacketDispatchFinish(@javax.annotation.Nullable net.minecraft.server.level.ServerPlayer player, @javax.annotation.Nullable io.netty.channel.ChannelFuture future) {}
2021-06-11 12:02:28 +00:00
+ default boolean hasFinishListener() { return false; }
+ default boolean isReady() { return true; }
+ default java.util.List<Packet> getExtraPackets() { return null; }
2021-06-13 09:41:07 +00:00
default boolean packetTooLarge(net.minecraft.network.Connection manager) {
2021-06-11 12:02:28 +00:00
return false;
}
diff --git a/src/main/java/net/minecraft/server/network/ServerConnectionListener.java b/src/main/java/net/minecraft/server/network/ServerConnectionListener.java
2022-07-27 19:49:24 +00:00
index 0e04532b8f1d48116eb46dcef7952bfcc0d11394..a24ef433d0c9d06b86fd612978cfd6d877036791 100644
--- a/src/main/java/net/minecraft/server/network/ServerConnectionListener.java
+++ b/src/main/java/net/minecraft/server/network/ServerConnectionListener.java
2022-07-27 19:49:24 +00:00
@@ -65,10 +65,12 @@ public class ServerConnectionListener {
final List<Connection> connections = Collections.synchronizedList(Lists.newArrayList());
// Paper start - prevent blocking on adding a new network manager while the server is ticking
private final java.util.Queue<Connection> pending = new java.util.concurrent.ConcurrentLinkedQueue<>();
+ private static final boolean disableFlushConsolidation = Boolean.getBoolean("Paper.disableFlushConsolidate"); // Paper
private final void addPending() {
Connection manager = null;
while ((manager = pending.poll()) != null) {
connections.add(manager);
+ manager.isPending = false;
}
}
// Paper end
2022-07-27 19:49:24 +00:00
@@ -103,6 +105,7 @@ public class ServerConnectionListener {
;
}
+ if (!disableFlushConsolidation) channel.pipeline().addFirst(new io.netty.handler.flush.FlushConsolidationHandler()); // Paper
channel.pipeline().addLast("timeout", new ReadTimeoutHandler(30)).addLast("legacy_query", new LegacyQueryHandler(ServerConnectionListener.this)).addLast("splitter", new Varint21FrameDecoder()).addLast("decoder", new PacketDecoder(PacketFlow.SERVERBOUND)).addLast("prepender", new Varint21LengthFieldPrepender()).addLast("encoder", new PacketEncoder(PacketFlow.CLIENTBOUND));
int j = ServerConnectionListener.this.server.getRateLimitPacketsPerSecond();
Object object = j > 0 ? new RateKickingConnection(j) : new Connection(PacketFlow.SERVERBOUND);