Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
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From 6a1574bd21ab6847006a7442f92ec0d6ec49e974 Mon Sep 17 00:00:00 2001
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2020-04-02 05:45:33 +00:00
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From: Aikar <aikar@aikar.co>
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Date: Thu, 2 Apr 2020 01:42:39 -0400
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Subject: [PATCH] Prevent Double PlayerChunkMap adds crashing server
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Suspected case would be around the technique used in .stopRiding
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Stack will identify any causer of this and warn instead of crashing.
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diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
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index f570c40496..be75b9dd14 100644
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2020-04-02 05:45:33 +00:00
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--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
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@@ -1489,6 +1489,14 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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2020-04-02 05:45:33 +00:00
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protected void addEntity(Entity entity) {
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org.spigotmc.AsyncCatcher.catchOp("entity track"); // Spigot
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+ // Paper start - ignore and warn about illegal addEntity calls instead of crashing server
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+ if (!entity.valid || entity.world != this.world || this.trackedEntities.containsKey(entity.getId())) {
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+ new Throwable("[ERROR] Illegal PlayerChunkMap::addEntity for world " + this.world.getWorld().getName()
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+ + ": " + entity + (this.trackedEntities.containsKey(entity.getId()) ? " ALREADY CONTAINED (This would have crashed your server)" : ""))
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+ .printStackTrace();
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+ return;
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+ }
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+ // Paper end
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if (!(entity instanceof EntityComplexPart)) {
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if (!(entity instanceof EntityLightning)) {
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EntityTypes<?> entitytypes = entity.getEntityType();
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diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
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2020-04-19 13:07:57 +00:00
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index b3e1e3686b..142770bcd6 100644
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2020-04-02 05:45:33 +00:00
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--- a/src/main/java/net/minecraft/server/WorldServer.java
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+++ b/src/main/java/net/minecraft/server/WorldServer.java
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2020-04-19 13:07:57 +00:00
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@@ -1462,7 +1462,7 @@ public class WorldServer extends World {
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2020-04-02 05:45:33 +00:00
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}
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}
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- this.getChunkProvider().addEntity(entity);
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+ // this.getChunkProvider().addEntity(entity); // Paper - moved down below valid=true
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// CraftBukkit start - SPIGOT-5278
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if (entity instanceof EntityDrowned) {
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this.navigators.add(((EntityDrowned) entity).navigationWater);
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2020-04-19 13:07:57 +00:00
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@@ -1473,6 +1473,7 @@ public class WorldServer extends World {
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2020-04-02 05:45:33 +00:00
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this.navigators.add(((EntityInsentient) entity).getNavigation());
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}
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entity.valid = true; // CraftBukkit
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+ this.getChunkProvider().addEntity(entity); // Paper - from above to be below valid=true
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// Paper start - Set origin location when the entity is being added to the world
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if (entity.origin == null) {
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entity.origin = entity.getBukkitEntity().getLocation();
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--
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Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
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2.26.2
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2020-04-02 05:45:33 +00:00
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