testserver/patches/server/0057-Add-velocity-warnings....

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Joseph Hirschfeld <joe@ibj.io>
Date: Thu, 3 Mar 2016 02:48:12 -0600
Subject: [PATCH] Add velocity warnings
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 458c9ce406421f77c9a196f9081f2f36e7e675ea..b8763c6f938319d4712222ecab3ebc132071597b 100644
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--- a/src/main/java/org/bukkit/craftbukkit/CraftServer.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
@@ -280,6 +280,7 @@ public final class CraftServer implements Server {
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public boolean ignoreVanillaPermissions = false;
private final List<CraftPlayer> playerView;
public int reloadCount;
+ public static Exception excessiveVelEx; // Paper - Velocity warnings
static {
ConfigurationSerialization.registerClass(CraftOfflinePlayer.class);
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftEntity.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftEntity.java
index ddd0fde5c9065cc35b3bcf81defb119f5b0608d6..b9599f4f431098d63be98b5175890371103f8813 100644
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--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftEntity.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftEntity.java
@@ -452,10 +452,40 @@ public abstract class CraftEntity implements org.bukkit.entity.Entity {
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public void setVelocity(Vector velocity) {
Preconditions.checkArgument(velocity != null, "velocity");
velocity.checkFinite();
+ // Paper start - Warn server owners when plugins try to set super high velocities
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+ if (!(this instanceof org.bukkit.entity.Projectile || this instanceof org.bukkit.entity.Minecart) && isUnsafeVelocity(velocity)) {
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+ CraftServer.excessiveVelEx = new Exception("Excessive velocity set detected: tried to set velocity of entity " + entity.getScoreboardName() + " id #" + getEntityId() + " to (" + velocity.getX() + "," + velocity.getY() + "," + velocity.getZ() + ").");
+ }
+ // Paper end
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this.entity.setDeltaMovement(CraftVector.toNMS(velocity));
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entity.hurtMarked = true;
}
+ // Paper start
+ /**
+ * Checks if the given velocity is not necessarily safe in all situations.
+ * This function returning true does not mean the velocity is dangerous or to be avoided, only that it may be
+ * a detriment to performance on the server.
+ *
+ * It is not to be used as a hard rule of any sort.
+ * Paper only uses it to warn server owners in watchdog crashes.
+ *
+ * @param vel incoming velocity to check
+ * @return if the velocity has the potential to be a performance detriment
+ */
+ private static boolean isUnsafeVelocity(Vector vel) {
+ final double x = vel.getX();
+ final double y = vel.getY();
+ final double z = vel.getZ();
+
+ if (x > 4 || x < -4 || y > 4 || y < -4 || z > 4 || z < -4) {
+ return true;
+ }
+
+ return false;
+ }
+ // Paper end
+
@Override
public double getHeight() {
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return this.getHandle().getBbHeight();
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diff --git a/src/main/java/org/spigotmc/WatchdogThread.java b/src/main/java/org/spigotmc/WatchdogThread.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 11d7ede26b46d0bf9cced65e8c3bcc41c8b66dbf..3ad14bf0697e682a2e777baa8faeb323d127fb13 100644
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--- a/src/main/java/org/spigotmc/WatchdogThread.java
+++ b/src/main/java/org/spigotmc/WatchdogThread.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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@@ -80,7 +80,19 @@ public final class WatchdogThread extends io.papermc.paper.util.TickThread // Pa
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log.log( Level.SEVERE, "During the run of the server, a physics stackoverflow was supressed" );
log.log( Level.SEVERE, "near " + net.minecraft.world.level.Level.lastPhysicsProblem );
}
- //
+ // Paper start - Warn in watchdog if an excessive velocity was ever set
+ if ( org.bukkit.craftbukkit.CraftServer.excessiveVelEx != null )
+ {
+ log.log( Level.SEVERE, "------------------------------" );
+ log.log( Level.SEVERE, "During the run of the server, a plugin set an excessive velocity on an entity" );
+ log.log( Level.SEVERE, "This may be the cause of the issue, or it may be entirely unrelated" );
+ log.log( Level.SEVERE, org.bukkit.craftbukkit.CraftServer.excessiveVelEx.getMessage());
+ for ( StackTraceElement stack : org.bukkit.craftbukkit.CraftServer.excessiveVelEx.getStackTrace() )
+ {
+ log.log( Level.SEVERE, "\t\t" + stack );
+ }
+ }
+ // Paper end
log.log( Level.SEVERE, "------------------------------" );
log.log( Level.SEVERE, "Server thread dump (Look for plugins here before reporting to Paper!):" ); // 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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io.papermc.paper.chunk.system.scheduling.ChunkTaskScheduler.dumpAllChunkLoadInfo(isLongTimeout); // Paper // Paper - rewrite chunk system