testserver/patches/server/0399-misc-debugging-dumps.p...

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Shane Freeder <theboyetronic@gmail.com>
Date: Thu, 18 Feb 2021 20:23:28 +0000
Subject: [PATCH] misc debugging dumps
diff --git a/src/main/java/io/papermc/paper/util/TraceUtil.java b/src/main/java/io/papermc/paper/util/TraceUtil.java
new file mode 100644
index 0000000000000000000000000000000000000000..2d5494d2813b773e60ddba6790b750a9a08f21f8
--- /dev/null
+++ b/src/main/java/io/papermc/paper/util/TraceUtil.java
@@ -0,0 +1,18 @@
+package io.papermc.paper.util;
+
+import org.bukkit.Bukkit;
+
+public final class TraceUtil {
+
+ public static void dumpTraceForThread(Thread thread, String reason) {
+ Bukkit.getLogger().warning(thread.getName() + ": " + reason);
+ StackTraceElement[] trace = thread.getStackTrace();
+ for (StackTraceElement traceElement : trace) {
+ Bukkit.getLogger().warning("\tat " + traceElement);
+ }
+ }
+
+ public static void dumpTraceForThread(String reason) {
+ new Throwable(reason).printStackTrace();
+ }
+}
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.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 b9083f00c7da96c977bd6efa7971cd896bd0cdd5..2fa1a4e453ac908848053ef80f6401764b0bb7f9 100644
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--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.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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@@ -881,6 +881,7 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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// CraftBukkit start
private boolean hasStopped = false;
public volatile boolean hasFullyShutdown = false; // Paper
+ private boolean hasLoggedStop = false; // Paper
private final Object stopLock = new Object();
public final boolean hasStopped() {
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synchronized (this.stopLock) {
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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@@ -895,6 +896,7 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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if (this.hasStopped) return;
this.hasStopped = true;
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}
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+ if (!hasLoggedStop && isDebugging()) io.papermc.paper.util.TraceUtil.dumpTraceForThread("Server stopped"); // Paper
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// Paper start - kill main thread, and kill it hard
shutdownThread = Thread.currentThread();
org.spigotmc.WatchdogThread.doStop(); // Paper
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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@@ -996,6 +998,8 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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}
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public void safeShutdown(boolean flag, boolean isRestarting) {
this.isRestarting = isRestarting;
+ this.hasLoggedStop = true; // Paper
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+ if (isDebugging()) io.papermc.paper.util.TraceUtil.dumpTraceForThread("Server stopped"); // Paper
// Paper end
this.running = false;
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if (flag) {
diff --git a/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java
index 984324767cf8afc31fccc0b7add10645aa0925cf..e62bfb9d0803c16e8b34c56c8a61fcafde05dcc8 100644
--- a/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerLoginPacketListenerImpl.java
@@ -203,6 +203,11 @@ public class ServerLoginPacketListenerImpl implements TickablePacketListener, Se
} catch (Exception exception) {
ServerLoginPacketListenerImpl.LOGGER.error("Couldn't place player in world", exception);
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MutableComponent ichatmutablecomponent = Component.translatable("multiplayer.disconnect.invalid_player_data");
+ // Paper start
+ if (MinecraftServer.getServer().isDebugging()) {
+ exception.printStackTrace();
+ }
+ // Paper end
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this.connection.send(new ClientboundDisconnectPacket(ichatmutablecomponent));
this.connection.disconnect(ichatmutablecomponent);
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diff --git a/src/main/java/org/bukkit/craftbukkit/CraftServer.java b/src/main/java/org/bukkit/craftbukkit/CraftServer.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 30199124d6c1a394fa074a221d6015c09acdd43a..9cf007fae9aa21897a06de783357f5e14f6004a0 100644
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--- a/src/main/java/org/bukkit/craftbukkit/CraftServer.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
@@ -1002,6 +1002,7 @@ public final class CraftServer implements Server {
plugin.getDescription().getFullName(),
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"This plugin is not properly shutting down its async tasks when it is being reloaded. This may cause conflicts with the newly loaded version of the plugin"
));
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+ if (console.isDebugging()) io.papermc.paper.util.TraceUtil.dumpTraceForThread(worker.getThread(), "still running"); // Paper
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}
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this.loadPlugins();
this.enablePlugins(PluginLoadOrder.STARTUP);