md_5
e2ca1b4c97
Pull CraftBukkit #1024 by @evilmidget38 - Correct the CB object used for Brewing Stands. Fixes BUKKIT-3357
2013-03-02 09:05:30 +11:00
Aikar
4a97306f92
Sanity check for naughty plugins
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Naughty plugins like DisguiseCraft hook into NMS and create entities with a null world.
So ensuring world is set or else defaulting to false
2013-02-27 10:10:07 -05:00
Aikar
577140d9ab
Optimize checkIfActive to only check if chunks are loaded if entity is active
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This will cut down on the call to areChunksLoaded drastically, which is pretty slow
2013-02-27 19:10:22 +11:00
md-5
adc47e13e1
*crosses fingers for sneaky web edit
2013-02-27 17:14:37 +11:00
md_5
d191b1171b
Bump netty version. Why they so no pull my PR yet?
2013-02-27 16:51:57 +11:00
md_5
e8de702f14
Netty has to be done with -D options to the JVM. Sorry!
2013-02-27 16:48:20 +11:00
Aikar
b5230a3857
Do not include task id in timings handler name
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Plugins that spam use repeating task timers are filling up the CustomTimingHandler list, which can degrade performance over time
Considering Essentials does this, and many servers use Essentials... def need to stop this.
2013-02-27 16:43:21 +11:00
md_5
44927fdaa6
Increase default watchdog time
2013-02-27 12:04:04 +11:00
Aikar
e9950b70d3
Overhaul to Timings and Entity Activation Range
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This greatly extends the timings improvements I've done in recent commits, and brings timings to fully cover the entire tick.
The timings system also now tracks when specific timings causes the server to lose TPS.
The timings are also able to be turned on "on demand", meaning you do not need to restart the server to enable them.
This commit also overhauls the Entity Activation Range feature, fixing bugs, adding more immunities, and improving the performance of it.
It also fixes a regression with a recent Spigot commit that broke the entire Entity Activation Range feature.
This commit had to move the Tick Loop patch before timings because there was a change done there to time the entire tick, so lots of renames.
These 2 commits had to be bundled together to simplify applying them and reduce redundant conflict resolution.
2013-02-27 07:29:33 +11:00
SuPaH sPii
952580285d
Fix ores from bouncing off walls
2013-02-26 11:43:00 +11:00
md_5
b5b668aae7
Allow small view distances.
2013-02-26 11:31:37 +11:00
md_5
035204aad2
Add missing config options.
2013-02-26 11:19:08 +11:00
md_5
d852f744a0
Add PR #7 - improve ping sending.
2013-02-24 20:47:26 +11:00
md_5
7bba9c7354
Pull CraftBukkit PR 1021 - Prevent exploitation of custom plugin channels
2013-02-24 17:28:42 +11:00
md_5
a179158f34
Fix metrics, I hope.
2013-02-24 13:57:54 +11:00
Aikar
8237774639
Try new way of handling maps in frames
2013-02-24 13:37:20 +11:00
md_5
1bd64e3e7a
Use native Java ciphers in favour of BouncyCastle. Cookie to whoever can try and use the native byte buffer backing the Netty buffers for encryption / decryption.
2013-02-24 12:38:41 +11:00
md_5
d95c162605
Fix NPE on start
2013-02-24 12:19:34 +11:00
md_5
7baf714b5d
Tweaks + extra config concerning the network subsystem
2013-02-24 12:01:33 +11:00
md_5
0c82f07a42
Pop Netty patch to the top.
2013-02-24 11:31:54 +11:00
Keir Nellyer
9d8bd67e07
Make restart more reliable
2013-02-24 11:30:30 +11:00
md_5
f7687b0c20
[[Experimental]] Rewrite Watchdog thread / crash detector.
2013-02-24 11:25:38 +11:00
md_5
421ce6cf7d
Prepare for restart / crash detection rewrite.
2013-02-24 11:25:01 +11:00
md_5
6e73bed17b
Start metrics only once
2013-02-23 09:59:26 +11:00
md_5
aa42a15d01
Rerwrite the metrics code to be closer to the Bukkit version.
2013-02-23 08:58:55 +11:00
md_5
125729df15
Remove TagAPI patches.
2013-02-22 19:30:23 +11:00
md_5
d08be2dbc9
Add highPriorityQueue
2013-02-22 19:29:36 +11:00
md_5
bca23f750e
Allow provisionally disabling chunk GC
2013-02-22 19:11:59 +11:00
shakytom
274a38539d
Improved tile entity lookup for chunk sending
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We already have direct access to the chunks tile entities, there is no reason to look them up again.
2013-02-21 00:40:48 -06:00
Mike Primm
afba75b6cb
Optimize getTileEntities
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Avoid traversing tile entities for every loaded chunk
2013-02-21 00:40:28 -06:00
md_5
f64b42a456
TagAPI won't load anyway - no need to manually disable it.
2013-02-20 20:20:27 +11:00
md_5
069706b11b
Implement the rest of TagAPI
2013-02-20 19:08:43 +11:00
SuPaH sPii
52dc8edc39
Fix falling sand entities with orebfuscator.
2013-02-20 12:04:22 +11:00
md_5
55f1b26ae2
This is what I call the balancing game - use 2 NIO threads
2013-02-20 07:34:18 +11:00
Aikar
d1070f3cdb
Remove extra chunkGC call left over after CraftBukkit merge
2013-02-20 07:29:18 +11:00
Aikar
8fa6448620
Fix logic error with living entity collision reduction.
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The previous version missed the entire point of the change and made it only skip collision on NON living entities... which is not often at all.
It was meant to only Skip Living->Living, or else we won't get any gain...
2013-02-20 07:28:58 +11:00
md_5
3f62bda4a9
Name that thread too
2013-02-19 20:30:26 +11:00
md_5
1dd5a318d7
Dont disable tagAPI for now
2013-02-19 20:28:30 +11:00
md_5
ad40d85a05
Few fixes, tweaks for Netty
2013-02-19 19:38:18 +11:00
md_5
a89be1da7d
Implement TagAPI into Spigot - much more efficient and only a dozen lines of code.
2013-02-19 18:30:34 +11:00
md_5
fe20a581bc
Change field name for backwards support
2013-02-19 18:01:42 +11:00
md_5
1b070c62c6
Oops
2013-02-18 18:30:25 +11:00
md_5
d948300c35
Bit nicer for TagAPI
2013-02-18 17:46:31 +11:00
md_5
6546568a17
Move protocol lib threads around - and reduce netty threads a lot.
2013-02-17 20:47:27 +11:00
md_5
fb324452c2
Update to actually compile with netty beta
2013-02-17 20:15:48 +11:00
md_5
b92c8190a2
Use correct depend
2013-02-17 20:10:50 +11:00
md_5
7ae39f39cb
Use release Netty to avoid performance regressions.
2013-02-17 20:06:57 +11:00
md_5
4f6246addd
Handle vanished players in tab list
2013-02-17 17:31:52 +11:00
md_5
57e025bb17
Use more threads for netty to help with lag.
2013-02-17 16:35:11 +11:00
md_5
e942bf6641
Use tab list name to prevent duplicates.
2013-02-16 19:46:56 +11:00
md_5
c83471b860
Keep a definsive copy of players for entity activation
2013-02-16 19:46:08 +11:00
md_5
60b7ce9918
Use vanilla method - just with toggle
2013-02-16 19:05:26 +11:00
md_5
ecf56eb38f
Allow to occasionally send tab list updates
2013-02-16 17:56:39 +11:00
md_5
d9639eb91d
Use a compression level of 4 for chunk packets
2013-02-16 13:33:46 +11:00
md_5
1999f357bc
And chests...
2013-02-16 10:24:25 +11:00
md_5
c79ce8ec88
Don't use ender chests or stone as hiding materials
2013-02-16 10:19:31 +11:00
SuPaH sPii
41c3037566
Add engine mode 2
2013-02-16 10:13:00 +11:00
md_5
5bfd44a991
Make map send speed configurable.
2013-02-15 18:34:42 +11:00
md_5
5e025e3b9f
Please don't spam console every ping.
2013-02-15 18:25:53 +11:00
md_5
44e5fd627f
Remove extra disconnect info - confuses people into thinking something is wrong
2013-02-14 17:33:09 +11:00
md_5
3bbde30ab0
Remove locking in favour of a volatile state variable.
2013-02-13 18:07:26 +11:00
md_5
58689d2251
Break packet reading into states to reduce object churn.
2013-02-13 18:06:03 +11:00
md_5
38fce03c91
Reorder check for isEmpty, on a ConcurrentLinkedQueue its
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more expensive than would appear.
2013-02-12 16:29:15 +11:00
md_5
e68c3ad981
Switch back to unbounded queue.
2013-02-12 16:23:43 +11:00
Agaricus
e49c07587e
Fix orebfuscator enabled log message
2013-02-11 19:32:57 +11:00
md_5
9258faff3f
Apply entity activation range, the most over hyped commit ever.
2013-02-11 19:32:14 +11:00
md_5
b7ffd83675
Add proper thread safety. Please let me know if this deadlocks your server.
2013-02-10 18:35:09 +11:00
md_5
36f3a7a7f2
If you are a server list owner, and you have not fixed your shit, I kindly request that you do so NOW. I will not waste another 5 hours of my life covering up for you. 4 months is more than long enough for 3 lines of code change.
2013-02-10 16:50:54 +11:00
md_5
cb11c55f81
Add volatile to be sure the JVM wont cache the value
2013-02-10 15:12:35 +11:00
md_5
4b4eea9e4b
Fix occasionally showing as 1.3
2013-02-10 15:04:27 +11:00
md_5
27bed04351
Revert "Reduce legacy ping threshold to 1000ms"
...
This reverts commit d2bb5e9ad6
.
2013-02-10 14:52:14 +11:00
md_5
d2bb5e9ad6
Reduce legacy ping threshold to 1000ms
2013-02-10 14:35:13 +11:00
md_5
7a9eda4b61
Fix legacy pinging with some uber ninja coding.
2013-02-10 14:26:59 +11:00
md_5
4542cc4a23
Fix support for windows xp / server 2003
2013-02-10 12:35:52 +11:00
md_5
b3e5c97f6b
It came to me in a dream - literally. This should fix all known issues.
2013-02-10 11:54:49 +11:00
md_5
60cb2f461b
Tweak to thread pool and safety.
2013-02-10 10:30:58 +11:00
md_5
86bb33ece7
Clearing the queue when they are disconnected might actually fix some issues.
2013-02-10 09:33:31 +11:00
md_5
ff911e1872
Add extra info regarding why a user is disconnected. Should help us troubleshoot these errors - please post the full DC line if reporting a bug.
2013-02-10 08:55:18 +11:00
md_5
0dd4f55fd9
*break when dc'd
2013-02-09 23:00:03 +11:00
md_5
3e21bba4ee
Remove debug code now that we know it can be called.
2013-02-09 22:54:14 +11:00
md_5
0dd0ebb15f
Run disconnect code on the main thread.
2013-02-09 21:55:33 +11:00
md_5
9bca4e4b70
Add debug to see if statement is ever true
2013-02-09 21:28:34 +11:00
md_5
5e80c9de0b
Give a pot shot at bringing network logic a bit closer to CB/Vanilla
2013-02-09 21:05:34 +11:00
md_5
3302eedef5
Small cleanup to netty code, no functional changes.
2013-02-09 20:58:03 +11:00
md_5
a2ffb31ddb
Don't scare users with debug mode.
2013-02-09 20:42:08 +11:00
md_5
41579ff315
Add debug logging + more cleanup
2013-02-09 20:27:25 +11:00
md_5
f4572d5786
Nullcheck channel just in case, only null channel on disconnect.
2013-02-09 20:16:23 +11:00
md_5
56d3bd5f39
Use a synced arraylist
2013-02-09 20:10:34 +11:00
md_5
d212863aa7
Implement an uber efficient network engine based on the Java NIO framework Netty. This is basically a complete rewrite of the Minecraft network engine with many distinct advantages. First and foremost, there will no longer be the horrid, and redundant case of 2, or even at times, 3 threads per a connection. Instead low level select/epoll based NIO is used. The number of threads used for network reading and writing will scale automatically to the number of cores for use on your server. In most cases this will be around 8 threads for a 4 core server, much better than the up to 1000 threads that could be in use at one time with the old engine. To facilitate asynchronous packet sending or receiving (currently only chat), a cached thread pool is kept handy. Currently this pool is unbounded, however at this stage we do not need to worry about servers being resource starved due to excessive spam or chat.
...
== Plugin incompatibilities
As a side effect of this change, plugins which rely on very specific implementation level details within Minecraft are broken. At this point in time, TagAPI and ProtocolLib are affected. If you are a user of ProtocolLib you are advised to update to the latest build, where full support is enabled. If you are a user of TagAPI, support has not yet been added, so you will need to install the updated ProtocolLib so that TagAPI may use its functions.
== Stability
The code within this commit has been very lightly tested in production (300 players for approximately 24 hours), however it is not guaranteed to be free from all bugs. If you experence weird connection behaviour, reporting the bug and steps to reproduce are advised. You are also free to downgrade to the latest recommend build, which is guaranteed to be stable.
== Summary
This commit provides a reduction in threads, which gives the CPU / operating system more time to allocate to the main server threads, as well as various other side benefits such as chat thread pooling and a slight reduction in latency.
This commit is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported license.
2013-02-09 17:16:27 +11:00
md_5
ed84749d6e
Split TPS patch out correctly.
2013-02-08 17:09:51 +11:00
md_5
a1e8ebf5b9
Please people, report to Spigot, not me
2013-02-07 20:23:31 +11:00
md_5
9a4bc05358
Send maps even less often, still causing lag. Appreciate if anyone can PR a config option for this, bit busy atm.
2013-02-06 21:08:58 +11:00
md_5
72acec7f20
Move tick loop changes to own patch with a few optimizations.
2013-02-03 12:28:39 +11:00
md_5
7b4bba6b3b
Actually use the parent pom.
2013-02-03 09:54:16 +11:00
md_5
5853e18f40
Just use the parent pom.
2013-02-03 09:48:23 +11:00
md_5
277b59e4b9
Update POM changes to individual patches.
2013-02-03 09:38:54 +11:00
md_5
841693a0c0
Detect, remove and warn about null tile entities. This prevents odd server crashes, caused by unknown reasons.
2013-02-03 09:21:35 +11:00
md_5
7d858839a7
Send maps, just a lot less often.
2013-02-02 19:41:11 +11:00
md_5
87ac58c259
Another attempt at 'fixing' the mob spawn issues present in CraftBukkit.
2013-02-02 09:02:14 +11:00
md_5
cd35b5e5b0
Update to CraftBukkit 1.4.7-R1
2013-01-31 16:56:47 +11:00