Commit Graph

10 Commits

Author SHA1 Message Date
Aikar 210a32f26f
Unload leaked Cached Chunks
Due to some complexity in mojangs complicated chain of juggling
whether or not a chunk should be unloaded when the last ticket is
removed, many chunks are remaining around in the cache.

These chunks are never being targetted for unload because they are
vastly out of view distance range and have no reason to be looked at.

This is a huge issue for performance because we have to iterate these
chunks EVERY TICK... This is what's been leading to high SELF time in
Ticking Chunks timings/profiler results.

We will now detect these chunks in that iteration, and automatically
add it to the unload queue when the chunk is found without any tickets.
2020-05-25 11:12:22 -04:00
Aikar b6cf80ee66
Preload important classes such as Logger and JLine
This is for 2 reasons:
1) Ensuring our log4j is mostly loaded at OUR version.
   I've seen stack traces with line numbers that do not match our version. This means that some
   plugin has shaded in log4j and their loaded version is mixing with ours....
   So by at least trying to load a bunch of log4j classes before we load plugins, we can be
   more sure mixed versions are not loading.

2) If the jar file is replaced while the server is runnimg class not found errors galore
   This will preloaod a bunch of classes commonly seen to error during shutdown due to this.

   The goal here is to help let the server shutdown gracefully as possible. Some plugins will
   still blow up here if they access a class that hadn't been loaded yet, but goal is to at least
   stop freezing the shutdown process as it does with JLine and Log4j errors requiring an external kill.

   Ideally you should not replace jars while the server is running, but it is something that happens in
   development for testing.

Updated test server to do a copy though to avoid this happening in Paper development.
2020-05-24 13:19:08 -04:00
Aikar 4d38ee111f
Many fixes and improvements to chunk prioritization
I believe this brings us back to stable. A lot of complexity was
learned about juggling priorities.

We were essentially promoting more chunks to urgent than really
needed to be urgent.

So this commit adds a lot more logic to juggle neighbor priorities
and demote their priority once they meet the requirements needed of
them.

This greatly improves the performance of "urgent" chunks".

Fixes #3410
Fixes #3426
Fixes #3425
Fixes #3416
2020-05-22 01:03:42 -04:00
Aikar edd6b6a2ba
Protect the visible chunk map from plugins touching it, trim Timing Errors
Blow up if a plugin tries to mutate visibleChunks directly and prevent them
from doing so.

Also provide a safe get call if any plugins directly call get on it so
that it uses the special logic to check pending.

Also restores ABI for the visibleChunks field back to what it was too.

Additionally, remove the stack trace from Timings Stack Corruption for any
error thrown on Minecraft Timings, and tell them to get the error ABOVE this
instead, so people stop giving us useless error reports.

Also fixes a memory leak when the source map down sizes but dest map didn't,
which resulted in lingering references to old chunk holders.

Fixes #3414
2020-05-22 00:39:16 -04:00
Aikar 614a664bd3
Implement Chunk Priority / Urgency System for Chunks
Mark chunks that are blocking main thread for world generation as urgent

Implements a general priority system so that chunks that are sorted in
the generator queues can prioritize certain chunks over another.

Urgent chunks will jump to the front of the line, ensuring that a
sync chunk load on an ungenerated chunk does not lag the server for
a long period of time if the servers generator queues are filled with
lots of chunks already.

This massively reduces the lag spikes from sync chunk gens.

Then we further prioritize loading order so nearby chunks have higher
priority than distant chunks, reducing the pressure a high no tick
view distance holds on you.

Chunks in front of the player have higher priority, to help with
fast traveling players keep up with their movement.

This commit also improves single core cpu scenarios in that we will
now automatically disable Async Chunks as well as Minecrafts thread
pool.

It is never recommended to use async chunks on a single CPU as context
switching will be slower than just running it all on main.

This also bumps the number of server worker threads by default too.
Mojang does not utilize the workers in an effecient manner, resulting
in them using barely any sustained CPU.

So give it more workers so more chunks can be processed concurrently

This change also improves urgent chunk loading, so players flying into
unloaded chunks will hurt a little bit less (but still hurt)

Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 04:09:37 -04:00
Aikar 4ae089597b
Fix collision checks on spawning hanging entities and null on async chunk loads
getCubes will now always load chunks
getChunk with gen false will now not throw error

Fixes #3368
Fixes #3364
2020-05-14 05:05:13 -04:00
Aikar e5f6489602
Add Urgent API for Async Chunks API and use it for Async Teleport
This also cleans up the implementation of Async Chunks to get rid of most
Consumer callbacks and instead return futures.

This lets us propogate errors correctly up the future chain
(barring one isn't lost even deeper in the chain...)

So exceptions can now bubble to plugins using getChunkAtAsync
2020-05-10 00:57:03 -04:00
Aikar 36f34f01c0
Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
da9ef3c5 #496: Add methods to get/set ItemStacks in EquipmentSlots
3abebc9f #492: Let Tameable extend Animals rather than Entity
941111a0 #495: Expose ItemStack and hand used in PlayerShearEntityEvent
4fe19cae #494: InventoryView - Add missing Brewing FUEL_TIME

CraftBukkit Changes:
933e9094 #664: Add methods to get/set ItemStacks in EquipmentSlots
18722312 #662: Expose ItemStack and hand used in PlayerShearEntityEvent
2020-05-06 06:05:22 -04:00
Aikar f37381ea8a
Optimize Network Manager to not need synchronization
Removes synchronization from sending packets
Makes normal packet sends no longer need to be wrapped and queued like it use to work.
Adds more packet queue immunities on top of keep alive to let the following scenarios go out
without delay:
  - Keep Alive
  - Chat
  - Kick
  - All of the packets during the Player Joined World event

Hoping that latter one helps join timeout issues more too for slow connections.

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

This may provide a decent performance improvement because thread synchronization incurs a cache reset
so by avoiding ever entering a synchronized block, we get to avoid that, and packet sending is a really
hot activity.
2020-05-06 05:28:47 -04:00
Spottedleaf b4e629a283
Use distance map to optimise entity tracker / Misc Utils
Use the distance map to find candidate players for tracking.

This also ports a few utility changes from Tuinity
2020-05-06 03:47:24 -04:00
Renamed from Spigot-Server-Patches/0482-Fix-Chunk-Post-Processing-deadlock-risk.patch (Browse further)