Commit Graph

2657 Commits

Author SHA1 Message Date
Aikar fc917d1687
Optimize Hoppers - Major performance improvement
Removed streams from hoppers and also fixed a mistake in the logic.
When this patch was ported to 1.14/1.15, a line of code was put in
the wrong place which disabled a significant portion of the improvement.

Replaced usages of streams in isEmpty and itemstack checks
Replaced usage of streams in pulling loop
Replaced usage of streams in Lootable Inventory isEmpty() check
Only check for refilling Lootable Inventory when accessing first slot, not all

All of these in general were pretty significant hits, so this single commit
is going to cause tacos to magically appear in front of you every day.

🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮

Nom Nom Nom
If you hate taco's, you're not allowed to use this improvement.

Also ignore the renames, pulled a lot of PR's.
2020-05-11 03:42:32 -04:00
Omer Uddin 14ad77c692
Fix PotionEffect API Ignoring Icon bug
Fixes #3142
2020-05-11 00:44:27 -04:00
Omer Uddin eb3ce8a258
Fix EntityRaider picking up items when they shouldn't be able
Fixes #2205
2020-05-11 00:41:15 -04:00
Aikar 1ea9ada0da
Add a TELEPORT ticket when changing dimensions
This should fix any remaining issues around collision issues on
chunk edges when changing dimensions sending to Y 256
2020-05-11 00:19:40 -04:00
Aikar 8e9459eadc
Fix missing flag pass for isUrgent 2020-05-11 00:19:40 -04:00
Josh Roy 7befec4420
Potential bed api (#3339) 2020-05-11 00:19:04 -04:00
Spottedleaf 27945a6b1f
Optimize WorldBorder collision checks and air
Port part of leafs changes from Tuinity, will worry about rest later with larger changes coming
2020-05-10 22:52:20 -04:00
Aikar 55e17a8599
Wait for Async Tasks during shutdown
Server.reload() had this logic to give time for tasks to shutdown,
however shutdown did not...

Adds a 5 second grace period for any async tasks to finish and warns
if any are still running after that delay just as reload does.

Closes #3337
2020-05-10 22:17:55 -04:00
Aikar b59052566b
Ensure Entity AABB's are never invalid
If anything used setPositionRaw, it left potential for an AABB
to be left stale at their old location, which could cause massive
AABB boxes if movement ever then got called on the new position.

This guarantees any time we set the entities position, we also
update their AABB.
2020-05-10 22:14:47 -04:00
Aikar a054aa6f02
Properly remove Entities from current chunk
We store a reference to the chunk the entity is currently in, so use it
to more accurately unregister it in chunkCheck

Should maybe fix some entity loss issues.
2020-05-10 05:52:31 -04:00
Aikar c894ddfd38
Fix teleporting onto a chunk line
Obscure detail in that if you teleport right on a chunk line, it
adds +1 to your collision check and will check the unloaded neighbor.

but the call to load the chunk then returned null if it was pending unload, such
as the load we did in Player List

However we want gen=true for players here anyways, so use getType
2020-05-10 05:52:26 -04:00
Aikar 57d6cc0158
Send LOGIN protocol packets immediately - Fix disconnect during async prelogin 2020-05-10 03:12:05 -04:00
Aikar cd93e54df3
Don't use our modified chunk checks for collision in world gen
Fixes issues with errors in logs on generating chunks
2020-05-10 02:27:50 -04:00
Aikar b4003ef1ca
Allow loading entities current chunk if needed to fix collision checks
Having trouble reproducing this myself, but this should do it.
2020-05-10 01:04:45 -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 ad8e59dc79
Ensure chunks loaded on respawn for suffocation check 2020-05-09 21:13:30 -04:00
Aikar b1691e7b69
Remove some Streams usage in Entity Collision
While there is more down the collision system, remove some of the wrapping
Spliterator stuff as even this wrapper stream has shown up in profiling.

With other collision optimizations, we might also even avoid inner streams too.
2020-05-09 19:38:31 -04:00
JellySquid d454bbd5e1
Implement JellySquid's Entity Collision optimisations patch
This patch replaces the vanilla collision code for both block and entity collisions with faster implementations by JellySquid, used originally in her Lithium mod.

Optimizes Full Block voxel collisions, and removes streams from Entity collisions

Original code by JellySquid, licensed under GNU Lesser General Public License v3.0
you can find the original code on https://github.com/jellysquid3/lithium-fabric/tree/1.15.x/fabric (Yarn mappings)

Ported by
Co-authored-by: Zoutelande <54509836+Zoutelande@users.noreply.github.com>

Touched up by Aikar to keep previous paper optimizations
2020-05-09 19:19:18 -04:00
Aikar 8e85f841d8
Optimize Collision to not load chunks
The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.

Treat an unloaded chunk as a collision for entities, and also for players if
the "prevent moving into unloaded chunks" setting is enabled.

If that setting is not enabled, collisions will be ignored for players, since
movement will load only the chunk the player enters anyways and avoids loading
massive amounts of surrounding chunks due to large AABB lookups.

Fixes #3321
2020-05-09 19:19:08 -04:00
Aikar ceb824dbde
Fix ChunkCache .getXIfLoaded to use the local chunks in the cache
It was calling back out to world for it, we already have them.

Also use the nocache method for building the chunk cache too.
2020-05-09 14:58:08 -04:00
Aikar f6f9157bd4
Don't toString block unless actually showing the message
This is causing MASSIVE performance issues with hoppers and block states
in general.
2020-05-09 13:55:41 -04:00
Aikar ec8d7387ad
MC-183249: Don't generate Carving Masks BitSet unless needed
This was using SIGNIFICANT amounts of memory allocating many
long[]'s for BitSets for every ProtoChunk in the cache that had
been unloaded and reloaded.

This will result in a nice memory reduction.
2020-05-09 12:13:29 -04:00
Aikar 2d401d2dfb
Improve BlockPosition hashCode/equals
Actually showed up in profiling as decent time spent here...

Noticed y/z was missing its final that it use to have, when x had it. some how
must of got messed up on some update. though people suggest this shouldn't of
mattered anyways, but lets put it back for safety.

Added cache of hashcode, as well as optimized the hash code using larger primes.
Also stored the long value of the x/y/z so that for equals we can compare a single long,
as well as have that long value cached for .asLong()
2020-05-09 10:59:29 -04:00
Aikar 2572bd017c
Fix world unload toLowercase - Fixes #3326 2020-05-09 10:59:10 -04:00
virustotalop dda9680be5
Optimize brigadier child sorting performance
Use a TreeMap instead of a LinkedHashMap and then manually sorting

This will significantly reduce CPU usage on logging in and changing worlds.
2020-05-08 20:55:44 -04:00
Aikar a71a4ec215
Fix CraftServer.unloadWorld Leak
The dimension manager was still registered which leaked the entire World
2020-05-08 20:40:42 -04:00
Aikar f6fc0d4cd4
Don't create region files for chunk checks - mistake on upstream merge
Accidently handled a conflict wrong in a previous upstream merge and set wrong param.
2020-05-08 18:22:37 -04:00
Aikar cfed00cf54
Fix Light Command
This lets you run /paper fixlight <chunkRadius> (max 5) to automatically
fix all light data in the chunks.

Permission node is same "bukkit.command.paper"
2020-05-07 19:44:33 -04:00
Aikar a6ff84add7
Revert Nibble patch, causing issues still 2020-05-07 05:30:40 -04:00
Aikar f1a8eb7fda
Use a finalizer for light packet instead of onPacketDone
Sadly sharing packets is breaking the ability to do this :(

We can prob still do a little better than this but will save that
for another commit.
2020-05-07 01:58:23 -04:00
Aikar 03c9bb05c1
Optimize NibbleArray to use pooled buffers
Massively reduces memory allocation of 2048 byte buffers by using
an object pool for these.
2020-05-07 01:32:02 -04:00
Aikar d0a528b1cb
Move delayed init down later in tick, improve accuracy of startup time
Now tracks the full startup time for "Done" message at end, as apparently
Vanillas was done in a place that skipped tracking a lot of code too.

This fixes an issue with ViaVersion
2020-05-06 21:24:43 -04:00
Aikar cc477e6abb
Force Plugins that use delayed tasks for init back in their place
Will now run those tasks just before we print "Done" so that startup
time is appropriately accounted for a plugin, as well as will no longer
trip the watchdog on startup.

Any plugin that tries to bypass this is just going to then trip watchdog
on Spigot too, so don't you dare.

Stop trying to cheat the delay your plugin added to startup time.

This isn't a behavior change because the first thing the tick does....
was run these tasks....

So it's just moving it slightly a few lines to be before a watchdog tick and
to account for it in "Done" time.

Fixes #3294
2020-05-06 20:18:31 -04:00
Aikar 597263fd55
Don't skip full player connection tick when dead
Still need to send keep alives and kick for idle

Fixes #3299
2020-05-06 19:30:47 -04:00
Spottedleaf e2c23475b5
Revert loaded entity list (#3304) 2020-05-06 11:31:29 -05:00
Spottedleaf fa87db6b91
Move another NetworkManager util into the inner class (#3303)
Those poor souls running outdated ProtocolLib.
2020-05-06 10:07:51 -05:00
Spottedleaf 841c7d1879
Make loaded entity list logic more consistent (#3301)
When adding/removing to a chunk, we need to also look at
editing the loaded entity list.

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2020-05-06 09:57:18 -05:00
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 5ca5f131bb
Rebuild all patches using the new rebuild pattern 2020-05-06 05:48:49 -04:00
Mariell Hoversholm 1ccff6fabb
Add villager reputation API 2020-05-06 05:48:06 -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
stonar96 8f9df2ed43
Anti Xray cleanup
Undo the accidental renaming of a method in 0aad8bf
Aikar wanted to rename DataPalette#getDataBits(T object) to getOrCreateIdFor
in 0aad8bf but he also accidentally renamed
ChunkPacketInfo#getDataBitsIndex(int chunkSectionIndex) to
getOrCreateIdForIndex.

Remove chunk-edge-mode and chunk loading entirely from Anti-Xray
The chunk-edge-mode is broken since several versions.
Loading chunk neighbors for chunk edge obfuscation isn't needed anymore.
Unlike in previous versions, these are under normal circumstances already loaded
at the time we need them (plugins for example can bypass this).

Use the modified methods and constructors everywhere
Anti-Xray provides support for the default nms methods and constructors,
which where modified by Anti-Xray to avoid breaking stuff (plugins)
which somehow uses these methods.
However, the modified versions of those methods and constructors should be used
where possible.
2020-05-06 04:35:20 -04:00
Spottedleaf 878c66f116
No-Tick view distance implementation - Closes #3196
Implements world view distance getters/setters

Per-Player is absent due to difficulty of maintaining
the diff required to make it happen.
2020-05-06 03:50:52 -04:00
Spottedleaf b87743c1e0
Stop copy-on-write operations for updating light data
Causes huge memory allocations + gc issues
2020-05-06 03:48:56 -04:00
Spottedleaf 97a9c9724a
Optimize isOutsideRange to use distance maps
Use a distance map to find the players in range quickly
2020-05-06 03:48:18 -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
Spottedleaf d80d15174b
Optimize Entity Ticking to Loaded Chunks only
We retain a list of loaded entities specifically for this usage
2020-05-06 03:43:11 -04:00
MiniDigger 75e1e3b3e1 Mob Goal API 2020-05-05 18:05:27 +02:00
Aikar c7bc393a87
Revert "Don't flush packet queue off main thread"
This reverts commit 1abd2bd279.

Sadly not gonna work due to server pings
2020-05-04 04:50:08 -04:00
Aikar 1abd2bd279
Don't flush packet queue off main thread
Increases risk of deadlock if a plugin using protocollib sends a packet
async, and then a listener then reads world state, and main thread is then
blocked waiting for the queue to flush.

This will break out of the synchronized block when it jumps to the netty event loop.

See: https://gist.github.com/aikar/e7abb2ba7059149d0a91f7a226e98590
2020-05-04 03:07:04 -04:00
Aikar a4ed58a9ab
Clean up Direct Memory Region Files Fix for different Java versions
Java 9+ doesn't allow using the exposed cleanup method, but added
a new method on Unsafe to do it.

So have to detect java version and use the appropriate strategy.
2020-05-04 02:19:38 -04:00
Aikar 55e3501967
Set cap on JDK per-thread native byte buffer cache
See: https://www.evanjones.ca/java-bytebuffer-leak.html

This is potentially a source of lots of native memory usage.

We are clearly seeing native usage upwards to 1-4GB which doesn't make sense.

Region File usage fixed in previous patch should of tecnically only been somewhat
temporary until GC finally gets it some time later, but between all the various
plugins doing IO on various threads, this hidden detail of the JDK could be
keeping long lived large direct buffers in cache.

Set system properly at server startup if not set already to help protect from this.
2020-05-04 01:14:10 -04:00
Aikar b5101f4f97
Cleanup Region Files Direct Memory on close
Mojang was semi leaking native memory here by relying on finalizers
to clean up the direct memory.

Finalizers have no guarantee on when they will be ran, and since this is
old generation memory, it might be a while before its called.
2020-05-04 01:08:51 -04:00
Aikar 81e655d7fa
Optimize Voxel Shape Merging
This method shows up as super hot in profiler, and also a high "self" time.

Upon analyzing, it appears most usages of this method fall down to the final
else statement of the nasty ternary.

Upon even further analyzation, it appears then the majority of those have a
consistent list 1.... One with Infinity head and Tails.

First optimization is to detect these infinite states and immediately return that
VoxelShapeMergerList so we can avoid testing the rest for most cases.

Break the method into 2 to help the JVM promote inlining of this fast path.

Then it was also noticed that VoxelShapeMergerList constructor is also a hotspot
with a high self time...

Well, knowing that in most cases our list 1 is actualy the same value, it allows
us to know that with an infinite list1, the result on the merger is essentially
list2 as the final values.

This let us analyze the 2 potential states (Infinite with 2 sources or 4 sources)
and compute a deterministic result for the MergerList values.

Additionally, this lets us avoid even allocating new objects for this too, further
reducing memory usage.
2020-05-03 23:02:52 -04:00
Aikar ed9fc11fe3
Sync position on teleportation
We've seen many a cases where the "last good" x/y/z is desynced from
the x/y/z that is checked for moving too fast.

Theory is that when you have multiple movement packets queued up,
and the player is teleported after the first then the 2nd and 3rd come in,
it is triggering a massive movement velocity.

This will ensure that the servers position is synchronized anytime player is te

Fixes #3258
2020-05-03 15:29:53 -04:00
Aikar 9c326fceda
Nanothing to see here 2020-05-03 03:38:19 -04:00
Aikar 3e9fc24b66
Attempt to fix FastLogin maybe 2020-05-03 02:20:56 -04:00
Aikar 932e97f345
Rename to AsyncPlayerSendSuggestionsEvent to be consistent in naming
It was still technically read correctly in what it was doing, but
all our Player events begin with Player.

Nothing uses this event yet so safe to rename.

If you are some rapid adopter of this event, sorry :P
2020-05-02 15:29:03 -04:00
Aikar 0dd1907568
AsyncSendPlayerSuggestionsEvent Brigadier Event
Going to be used for ACF to be able to send Tooltips to client :)

This is after completions are calculated, to control what is sent to the client.
2020-05-02 14:17:17 -04:00
Aikar a9e20e5f62
Fix being kicked in survival for block picking - Fixes #3277 2020-05-02 13:32:03 -04:00
MiniDigger 4d20537e6e
Expose game version (#3274) 2020-05-02 04:56:08 -04:00
Aikar 85fb00152a
Validate PickItem Packet and kick for invalid - Fixes #3256 2020-05-02 03:10:26 -04:00
Aikar 5729bc716e
Special case Keep Alive packets from Anti Xray
If a server enables Anti Xray, packet sending can be delayed until the
chunk has been obfuscated, blocking the entire queue from going out.

On a busy server, considering Anti Xray can only operate on a single
thread, it is quite possible the obfuscation backlog can get quite behind
resulting in a delay of sending packets.

And logging in is a clear area where lots of chunks are going to be queued
for obfuscation....

We should probably special case a few more than this (such as chat),
but this will hopefully help the keep alive issues some people run into.
2020-05-02 01:01:50 -04:00
Spottedleaf a76b774070
Improved oversized chunk data packet handling
Now target all TE data, except for TE's that do not have
update packets.
2020-05-02 00:31:24 -04:00
Aikar a6f78170db
Use Vanilla Bed Search for non players (Villagers)
Should help #2959
2020-05-01 21:56:50 -04:00
Aikar 68fb98b50f
Fix 2 plugin specific issues with loot drop and pathfinders
Based on what that collection does, won't really cause any real issue for UC.
So let it silently be ignored.

Fixes #3269
Fixes #3255
2020-05-01 21:48:43 -04:00
Aikar 6e41f7b79a
Update Activation Range 2.0 with more villager controls
Now has separate configs to control Villager immunities a bit.

whether or not they wake up due to panic situations (raids)
and when should they wake up when work is available after being
inactive for so long, and for how long.

This work config may make the 'wake up inactive' feature for villagers
useless in most scenarios, but if there is a situation where the villager
does go without needing to work for a long period of time, it would kick
in then.

This also removes movement based immunities, so now villagers should only move
if they trigger a work immunity, panic immunity, or inactive wake up immunity.

Fixes #3263
2020-05-01 21:48:33 -04:00
Aikar 57dd397155
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:
b999860d SPIGOT-2304: Add LootGenerateEvent

CraftBukkit Changes:
77fd87e4 SPIGOT-2304: Implement LootGenerateEvent
a1a705ee SPIGOT-5566: Doused campfires & fires should call EntityChangeBlockEvent
41712edd SPIGOT-5707: PersistentDataHolder not Persistent on API dropped Item
2020-05-01 18:03:57 -04:00
MiniDigger 5ab48ad901
Fix commodore (#3264)
fixes #3262
2020-04-30 18:05:20 +01:00
Aikar 87e7ee7e79
Improve Async Login to avoid firing in middle of Entity Ticking
If a sync load was triggered, it would process pending join events,
causing them to be added to the world in the middle of the entity ticking
process.

This caused their add to be queued instead of immediate, causing
"Illegal Tracking" errors.

This schedules it to fire at the players next Connection Tick, which
is exactly where this entire process use to run anyways.

Also added missing tab complete and syntax for syncloadinfo debug command
2020-04-29 05:40:40 -04:00
Aikar 00d760a537
Fix build due to spigot changing the build timestamp process 2020-04-27 04:03:00 -04:00
Aikar 842e040c19
Updated Upstream (Bukkit/CraftBukkit/Spigot)
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:
220bc594 #486: Add method to get player's attack cooldown
21853d39 SPIGOT-5681: Increase max plugin channel size
5b972adc Improve build process
b55e58d9 Note which custom generator is missing required method

CraftBukkit Changes:
893ad93b #650: Add method to get player's attack cooldown
ef706b06 #655: Added support for the VM tag jansi.passthrough when processing messages sent to a ColouredConsoleSender.
e0cfb347 SPIGOT-5689: Fireball.setDirection increases velocity too much
94cb030f SPIGOT-5673: swingHand API does not show to self
b331a055 SPIGOT-5680: isChunkGenerated creates empty region files
e1335932 Improve build process
a8ec1d60 Add a couple of method null checks to CraftWorld
ce66f693 Misc checkstyle fixes
8bd0e9ab SPIGOT-5669: Fix Beehive.isSedated

Spigot Changes:
2040c4c4 SPIGOT-5677, MC-114796: Fix portals generating outside world border
ab8f6b5a Rebuild patches
e7dc2f53 Rebuild patches
2020-04-27 03:34:45 -04:00
nick c03260a280
Add getter and setter for villager's numberOfRestocksToday (#3231) 2020-04-27 02:13:41 -04:00
Aikar fe366fbe77
null check tracker for entity metadata update - Fixes #3070 2020-04-27 01:57:42 -04:00
Aikar fdf41b742d
Implement Brigadier Mojang API
This is the start of a new module for Paper to add support for API's
that interface Mojang API's directly.

This allows us to version properly by MC version incase Mojang makes any major breaking changes.

It also lets us separate Mojang API's from Paper-API so our downstream friends at Glowstone
will not have to worry about Mojang code.

Adds AsyncPlayerSendCommandsEvent
  - Allows modifying on a per command basis what command data they see.

Adds CommandRegisteredEvent
  - Allows manipulating the CommandNode to add more children/metadata for the client
2020-04-27 01:42:12 -04:00
Aikar e0ea2e0e14
Entity Activation Range 2.0! Major improvements to restoring behavior
Calling this 2.0 as it's a pretty major improvement with more knobs to twist.

This update fixes many things. The goal here is to restore vanilla behavior to some degree.
Instead of permanent inactive pools of animals, let them show some signs of life some....

Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance.
Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it.

Changes:

1) All monsters are now classed as Monster. Mojang has an interface, we should use it.
   - This now includes Shulker, Slimes, see #2 for Phantom and Ghast
2) Villagers and Flying Monsters now have their own separate activation range configs.
   - Villagers will default to your Animals config
3) Added a bunch of more immunities
   - Brand new entities are immune for a few seconds
   - Entities that recently traveled by portal are immune for few seconds
   - Entities that are leashed to a player are immune
   - Ender Signals are immune
   - Entities that are jumping, climbing, dying (lol) are immune
   - Minecarts are now always immune to the movement restriction
4) Villagers immunity received major overhaul...
   - Now has many immunities for Villager activities to let them
     do their work then go back inactive
   - Such as interacting with doors and workstations should be more normal now
   - Raids will trigger immunities, in that villagers will run and hide when bell rings.
   - Raid should keep the entire village immune during the raid to keep gameplay mechanics
     You can disable raids by game rule if you dont want raids

Then the big one.....

Wake Up Inactive Entities:
One issue plagueing "farms" is that we no longer even let entities move now.
Entities become lifeless.

A new system has been introduced to wake up inactive entities every so often, to let
them stretch their legs, eat some food, play with each other and experience the good entity life.

Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every
so often after staying inactive for a very long. This grants them a temporary immunity, that
the goal is they will then find "stuff to do" by having a longer activity window.

How many to wake up, how often they wake up, and for how long they wake up are all configurable.

Current EAR Immunities really don't give some entities enough of a window to find work
to then keep them immune for the work to even start. This system should help that.

We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick.

So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick,
and then the 9th will wake up on next tick, 10th on next tick.

If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick.

This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 01:22:44 -04:00
Aikar 10396d28e1
Fix Tracking Range mismatch on Vehicle/Passenger checks
This was missing Entity Tracking Range support, creating different
values in this section vs normal section.

Concerned this might of caused some carnage on tracker if this code says
"Yes you should track this player 500 blocks away from you on a horse" and then
the other check uses the normal value.
2020-04-27 00:33:14 -04:00
Aikar 68994c64ec
Add a config to turn off Optimized TickList #3145
Set:

settings:
  - use-optimized-ticklist: false

If you are having issues with block updates and want to see if this fixes it.

Please report confirmations on #3145 ticket
2020-04-26 04:01:03 -04:00
Aikar d847d33684
Improve blocking players from opening inventories while sleeping
This is friendlier to plugins as far as the plugin is concerned,
the inventory did open and immediately closed.

We avoid sending the packet to client so they don't see the window
flash either.

If a plugin wants to avoid wasteful fake opens, they should check
that the player is not sleeping before opening the inventory.
2020-04-26 03:26:21 -04:00
Aikar ac4f6b5022
Clean up Timings and Async Chunk Configs
Renames a bunch of timings to be more appropriate for the new environment.

Many things dealt with sync loads which wasn't correct anymore.
adjusted timings to be a little bit more accurate here.

Also cleaned up old 1.13 async chunks configs so people won't keep
thinking they can change some of those configs when they can't.
2020-04-26 02:19:43 -04:00
Aikar fcf89e852e
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 01:14:52 -04:00
Spottedleaf ab36835ca0
Improve random ticking behaviour - Fixes #3181 2020-04-25 18:43:13 -04:00
Aikar a6ac47e502
Fix numerous item duplication issues and teleport issues
This notably fixes the newest "Donkey Dupe", but also fixes a lot
of dupe bugs in general around nether portals and entity world transfer

We also fix item duplication generically by anytime we clone an item
to drop it on the ground, destroy the source item.

This avoid an itemstack ever existing twice in the world state pre
clean up stage.

So even if something NEW comes up, it would be impossible to drop the
same item twice because the source was destroyed.

This should make us more forward proof on preventing dupes.

These dupes have been in for years at this point, they aren't new...
Everyone knows about them and are mitigating with plugins atm breaking gameplay.

so better to make it clear its fixed in the messaging.

I am submitting this to Mojang.
2020-04-25 16:38:14 -04:00
BillyGalbreath b7402f11c3
Add phantom creative and insomniac controls (#3222) 2020-04-25 16:33:18 -04:00
Aikar cb15cfa4f8
Improve Async Login so pending connections dont get exposed
We still keep vanilla process of waiting for existing session to be removed before logging in
by storing a separate map of pending.

also fire the callback using executor incase further recursion causes any trouble
2020-04-24 05:48:51 -04:00
Aikar f275e9cb9c
Optimize Hoppers - Major Boost - Got2GoFast!
* Don't check for Entities with Inventories if the block above us is also occluding (not just Inventoried)
* Remove Streams from Item Suck In and restore restore 1.12 AABB checks which is simpler and no voxel allocations (was doing TWO Item Suck ins)
* Restore missing application of previous optimization to getEntities for Inventoried Entities from CullanP
* Use getChunkIfLoadedImmediately for getting loaded entities (faster/simpler, no risk of sync loads)
2020-04-24 03:01:17 -04:00
Aikar 0106485ccb
Improvements to watchdog changes
catch a thread death, fix invalid watchdog timeouts

<= 0 seconds will now change to 5 minutes.
2020-04-24 00:27:50 -04:00
Aikar 65934b1fec
Fix build for last commit. 5am commits are great 2020-04-23 04:53:20 -04:00
Aikar 3f4360296c
Don't process watchdog until server has fully started and ticked.
I think adjusting watchdog settings may of caused instant crashes.

Fixes #3209
2020-04-23 04:49:41 -04:00
Aikar 938bd97255
Don't fire BlockFade on worldgen threads - Fixes #3208
Caused a deadlock
2020-04-23 01:37:30 -04:00
Aikar 509a828e06
Fix loading spawn chunks when async chunks is off
I feel sorry for those who need to do this, and now feel sorry more
since back to slow startups again.

There is keep-spawn-loaded-range in paper.yml to reduce the range to
mitigate this if you must keep async chunks off.
2020-04-22 05:47:35 -04:00
Aikar 8a91bfd240
Improvements to async login
Bump chunk priority to ensure chunks load fast
Handle case where client disconnects before they even fire PlayerJoinEvent
  - no longer call PlayerQuitEvent or print quit message.
  - don't save the player data file if never joined. Nothing has changed.
    CraftBukkit has a bug here that if you do save it, you will lose
    any horse that the player logged off on because the horse hasn't
    been resummoned yet.
2020-04-22 05:40:06 -04:00
Ytnoos bf698865f7
Revert "Re-track players that dismount from other players" 2020-04-22 03:16:31 -04:00
Aikar 82b984184a
Fix some issues with async login as well another source of sync loads 2020-04-22 02:52:17 -04:00
Aikar aa241d2b64
Allow multiple callbacks to schedule for Callback Executor
ChunkMapDistance polls multiple entries for pendingChunkUpdates

Each of these have the potential to move a chunk in and out of
"Loaded" state, which will result in multiple callbacks being
needed within a single tick of ChunkMapDistance

Use an ArrayDeque to store this Queue
2020-04-21 03:55:31 -04:00
nossr50 a2064a4135
Add PlayerAttackEntityCooldownResetEvent
This event is called when processing a player's attack on an entity
right before their attack strength cd is reset, there are no existing
events that fire within this period of time so it was impossible to
capture the players attack strength via API prior to this commit.

The event is cancellable, which will just skip over the normal reset of
attack strength cd
2020-04-21 02:10:43 -04:00
Mariell Hoversholm f48d429968
Allow sleeping players to float
This change lets players who are in their bed have a position which is above
ground for a longer period of time. This is because of the server not setting
their position to the ground/exit location when entering the bed, resulting in
the server believing they're still in the air.
2020-04-20 23:15:55 -04:00
Omer Uddin eeb2f67db6
Fix Bed respawn deviating too far from vanilla (#3195) 2020-04-20 23:14:28 -04:00
2277 68a7b9fec8
Move player to spawn point if spawn in unloaded world
The code following this has better support for null worlds to move
them back to the world spawn.
2020-04-20 23:12:28 -04:00
Spottedleaf f29c7ebd84
Improve async login (#3189)
Add helper functions to ChunkProviderServer to make this easier
for other uses

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2020-04-19 13:58:02 -04:00
Aikar 9fd36824fc
Fix Citizens Player NPC tracking issue - Fixes #3186 2020-04-19 13:41:16 -04:00
Aikar 0e72de1c18
Fix Player Tracking issue during join process.
Because we moved entity registration to occur before the PlayerJoinEvent occurs,
We started tracking the entity too early before it was registered to the client.

So delay tracking until after list packets have been sent.
2020-04-19 06:46:48 -04:00
Aikar f26362afa4
Load Spawn Chunks Asynchronously and Spiral Out
Ensures absolute center is first in priority
Speeds up server startup
2020-04-19 06:01:07 -04:00
Aikar 54f762e2f7
Load Chunks for Login Asynchronously
No longer will trigger Synchronous Chunk Loads when a player logs
in to the server.

Will delay PlayerJoinEvent until the chunk has been loaded.

Should have massive performance benefits for larger servers with
lots of players logging in and out.
2020-04-19 04:35:01 -04:00
Aikar f2d1b6e549
Clean up duplicate PlayerInitialSpawnEvent
Confused on this one, as commit history says Spigots version is older
than our version, so i'm not sure how we ended up duplicating this when
the 2 events are 100% identical.

Subclass spigots event and rely on the inheritance system, and clean up
the duplicate event fires.

Fix Spigots setPosition to use setPositionRaw to avoid chunk load prematurely.
2020-04-19 04:34:43 -04:00
Aikar c2d022d7e7
Fix Longstanding Broken behavior of PlayerJoinEvent
For years, plugin developers have had to delay many things they do
inside of the PlayerJoinEvent by 1 tick to make it actually work.

This all boiled down to 1 reason why: The event fired before the
player was fully ready and joined to the world!

Additionally, if that player logged out on a vehicle, the event
fired before the vehicle was even loaded, so that plugins had no
access to the vehicle during this event either.

This change finally fixes this issue, fully preparing the player
into the world as a fully ready entity, vehicle included.

There should be no plugins that break because of this change, but might
improve consistency with other plugins instead.

For example, if 2 plugins listens to this event, and the first one
teleported the player in the event, then the 2nd plugin actually
would be getting a valid player!

This was very non deterministic. This change will ensure every plugin
receives a deterministic result, and should no longer require 1 tick
delays anymore.
2020-04-19 00:56:43 -04:00
AvrooVulcan d0a348b95e
Broadcast join messages to console 2020-04-19 00:52:35 -04:00
Aikar 1ef687a4a6
Don't crash if player is attempted to be removed from untracked chunk.
I suspect it deals with teleporting as it uses players current x/y/z

Fixes #2803
2020-04-18 16:03:30 -04:00
Spottedleaf c11668aca1
Make sure the chunk conversion task is executed immediately
Appending to the tail of the chunk tasks leaves a
window for the chunk to be moved to a
non-ticking status.

Additionally, use CB's callback executor so we
can ensure that we are not incorrectly
scheduling.
2020-04-18 13:00:17 -04:00
Aikar 26fb7cc35a
Fix Chunk Post Processing deadlock risk
See: https://gist.github.com/aikar/dd22bbd2a3d78a2fd3d92e95e9f28dc6

as part of post processing a chunk, we can call ChunkConverter.

ChunkConverter then kicks off major physics updates, and when blocks
that have connections across chunk boundries occur, a recursive risk
can occur where A updates a block that triggers a physics request.

That physics request may trigger a chunk request, that then enqueues
a task into the Mailbox ChunkTaskQueueSorter.

If anything requests that same chunk that is in the middle of conversion,
it's mailbox queue is going to be held up, so the subsequent chunk request
will be unable to proceed.

We delay post processing of Chunk.A() 1 "pass" by re stuffing it back into
the executor so that the mailbox ChunkQueue is now considered empty.

This successfully fixed a reoccurring and highly reproduceable crash
for heightmaps.
2020-04-18 04:44:35 -04:00
Shane Freeder ffecc4e264
Revert "Optimize entity list iteration requiring entities be in"
This reverts commit bc48a3172d.
2020-04-17 18:26:57 +01:00
Aikar 0a4286cc42
Prevent Fire from loading chunks
Had my server die from this twice already as it can cause a chain reaction.
2020-04-17 00:29:53 -04:00
MiniDigger 07915ea183
Add Player Client Options API (#2883) 2020-04-17 00:10:38 -04:00
Spottedleaf bc48a3172d
Optimize entity list iteration requiring entities be in
loaded chunks

We retain a list of loaded entities specifically for this usage
2020-04-16 23:59:15 -04:00
Spottedleaf 88092fef13
Optimize ChunkProviderServer's chunk level checking helper methods
These can be hot functions (i.e entity ticking and block ticking),
so inline where possible, and avoid the abstraction of the
Either class.
2020-04-16 23:47:15 -04:00
Aikar 01e8ce8d2d
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.

If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.

Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...

Additionally, fix everything to do with shutting the server down asynchronously.

Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.

Or, some reuest might ask main to do something in the shutdown but main is dead.

Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.

This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.

We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.

This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 22:40:20 -04:00
Zach Brown fdb8fe7807
Be less strict with vanilla teleport command limits
Just limit to the same valid location check as BaseBlockPosition, no
reason to restrict to the world border.

Ref: GH-3165
2020-04-16 21:19:42 -05:00
Zach Brown 0f06d38062
Restrict vanilla teleport command to within worldborder
Fixes GH-3165
2020-04-16 20:11:44 -05:00
Aikar 24d93aafa2
Fix Optional null issue - Fixes #3155
Also check class loader cache before locking to speed up cached hits to avoid the lock

wasn't gonna make a unique build just for that but can lump it in here.
2020-04-16 03:57:02 -04:00
Spottedleaf eb71c5fa3b
Fix incorect timing of mspt
Move oversleep and all task execution back into the timed area...
2020-04-16 03:47:38 -04:00
Spottedleaf 1ca8043428
Optimise entity hard collision checking
Very few entities actually hard collide, so store them in their own
entity slices and provide a special getEntites type call just for them.
This reduces entity collision checking impact (in my testing) by 25%
for crammed entities (shove 130 cows into an 8x6 area in one chunk).
Less crammed entities are likely to show significantly less benefit.
Effectively, this patch optimises crammed entity situations.
2020-04-16 00:40:47 -04:00
Spottedleaf b67a423768
Don't run entity collision code if not needed
Will not run if max entity craming is disabled and
the max collisions per entity is less than or equal to 0
2020-04-16 00:40:34 -04:00
Spottedleaf bd9aa547d2
Optimise ArraySetSorted#removeIf
Remove iterator allocation and ensure the call is always O(n)
2020-04-16 00:21:32 -04:00
Aikar 81706e6268
Make the shutdown thread try to shutdown on main 2020-04-13 03:30:12 -04:00
Shane Freeder 8918245090
Prevent opening inventories when frozen 2020-04-13 07:33:46 +01:00
Spottedleaf e6d395cc83
Port 04-Util.patch from Tuinity (#3136) 2020-04-13 01:34:18 -04:00
Aikar 59453f6675
Fix incorrectly loading chunks on a cancelled interact event
A players previous block break location is held onto permanently, and if
an interact event is cancelled, the client sends a stop breaking block packet
This then tries to update client about that old location.

This old location might then be in a now unloaded chunk, and it caused it to load.

We now also clear reference to it once abort destroy block is ran to stop trying
to send updates about the old block anyways.
2020-04-12 23:56:29 -04:00
Aikar bdcc31caad
Let invalid positioned entities clean up previous chunk by the chunkCheck
I had did a few of the operations myself, which would have broken chunkCheck
from doing it itself, which would leave some state left in the original chunk
and thats not good....
2020-04-12 22:55:43 -04:00
Spottedleaf 92d2907d14
Multiple memory and performance optimizations (removing streams) 2020-04-12 19:34:56 -04:00
Aikar 748e6447e3
Improve the don't save entities patch per leafs feedback 2020-04-12 18:29:52 -04:00
Callahan c096fe19fa
Port 20w15a Villager AI optimizations 2020-04-12 16:56:59 -04:00
Aikar 832687de70
Restore preventing saving bad entities patch to full effect 2020-04-12 16:50:50 -04:00
Aikar df8eedeed0
Restore Optimize Pathfinding patch 2020-04-12 16:50:34 -04:00
Aikar 97b1cc361b
Allow shutting down server during a watchdog hang gracefully
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.

If a server is deadlocked, a server owner can send SIGUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.

Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
2020-04-12 15:56:03 -04:00
Callahan 06044e2458
Async command map building
Reduces lag created on login and world change for sending the command map to client
2020-04-12 15:43:07 -04:00
DrHenchman a4f066ccea
Fix method profiler inbalance introduced in a2a9ffe (#3132)
Fixes #3131
2020-04-12 02:41:57 -04:00
Aikar c65dcad3eb
Don't delay chunk unloads during entity ticking
Leaf informed me this could cause ordering issues.

So, the risk if this occurring is lowered now anyways, but if an
entity causes a sync chunk load, it could process an unload...

We will tackle the problem better in a future commit

Also fixed another async-chunks=false issue
2020-04-12 00:42:28 -04:00
Aikar bc17ce69d4
Delay unsafe actions until after entity ticking is done - Fixes #3114
This will help prevent many cases of unregistering entities during entity ticking

Currently delays Chunk Unloads and Async Chunk load callbacks

Also dropped mid ticking chunk tasks during entity ticking to reduce this risk
2020-04-11 23:22:40 -04:00
Aikar e12c51d9bc
Use better variable for isStopping() API
Previous method only worked for a normal shutdown, and didn't include
when the server enters a closing state due to watchdog crashes

This is the correct variable to detect the server is in the middle of shutdown process
2020-04-11 23:21:33 -04:00
Aikar 586ee2bb11
Remove patch for MC-111480, fixed in 1.14
We were now starting entities at ID 2
2020-04-11 20:39:21 -04:00
Spottedleaf 09a942155f
Remove streams from Mob AI System
The streams hurt performance and allocate tons of garbage, so
replace them with the standard iterator.

Also optimise the stream.anyMatch statement to move to a bitset
where we can replace the call with a single bitwise operation.
2020-04-11 20:15:22 -04:00
Aikar bb5c294ecf
Fix Disabling Asynchronous Chunks
This fix is for the few people who are using such low end systems that
asynchronous chunk loading hurts them rather than helping.

The previous build made paper crash if you turned off async chunks, and
this fixes that issue.
2020-04-11 17:15:41 -04:00
Aikar 089d83568b
Implement Chunk Priority / Urgency System for World Gen
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.

This is also a precursor to my next improvement to prioritize chunks
in front of the player (Frustum Priorization)
2020-04-11 04:46:21 -04:00
Aikar fce69af70c
Use dedicated thread for main thread blocking chunk loads
In most cases, this change won't benefit much. However, there
exists the possibility that your Chunk Task threads are all busy
doing super slow work such as converting chunks.

If this occurs, the main thread blocking tasks, even at highest priority,
has to wait for some thread to become available.

This change gives us a waiting thread used only for main thread blocking
tasks, as well as an increased thread priority level, so that the OS
will give priority to this thread over the other threads.

This is more about guarantees, and won't be any real performanc boost
to anyone who has low or fast activity on their chunk tasks anyways.

But not all of us force upgrade our worlds, and this can be a life saver.

also reordered some patches because multiple PR's were merged.
2020-04-11 04:46:13 -04:00
BillyGalbreath 588b62e47b
Add tick times API and /mspt command (#3102) 2020-04-11 01:52:17 -04:00
Josh Roy 11de41c777
Add API MinecraftServer#isStopping (#3129) 2020-04-11 01:51:35 -04:00
Aikar 0ed6da7ab2
Fix issues with 167 causing crashes due to missing chunks - Fixes #3122
Forgot to flip the pending boolean back to false, causing it to copy
empty data on the next tick if nothing else triggered a load.

haven't managed to actually reproduce the crash others got, but did
verify that the bad copy was occurring erasing the data.

also fixed a bug with chunk load callback not executing before
another one was scheduled.
2020-04-10 14:11:46 -04:00
Aikar 23ee0a8a88
Fix issue with 0,0 chunks causing crash 2020-04-09 23:02:17 -04:00
Aikar bc8fafb206
Updated Upstream (CraftBukkit/Spigot)
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

CraftBukkit Changes:
183139d4 SPIGOT-5665: Improve loading spawn egg NBT
dec5df26 SPIGOT-5667: Can't add recipe without (vanilla) datapack

Spigot Changes:
ae72bf43 SPIGOT-5666: Customizable End City Seed
2020-04-09 21:33:10 -04:00
Aikar ebbca5cedb
Drowned is a RangedEntity (fixes API for Drowned to support Ranged) 2020-04-09 21:33:03 -04:00
Aikar 83b03eee04
Don't move existing players to world spawn
This can cause a nasty server lag the spawn chunks are not kept loaded
or they aren't finished loading yet, or if the world spawn radius is
larger than the keep loaded range.

By skipping this, we avoid potential for a large spike on server start.
2020-04-09 21:22:21 -04:00
Aikar 3b3e38fd01
Fix issue with loading chunk during ticking chunks issue
Also speed up performance of copying pending/updating to visible by
directly copying the internal array data instead of putAll
2020-04-09 20:45:46 -04:00
Aikar ab74bb4514
Speed up processing of chunk loads and generation
Credit to Spotted for the idea

A lot of the new chunk system requires constant back and forth the main thread
to handle priority scheduling and ensuring conflicting tasks do not run at the
same time.

The issue is, these queues are only checked at either:

A) Sync Chunk Loads
B) End of Tick while sleeping

This results in generating chunks sitting waiting for a full tick to
complete before it will even start the next unit of work to do.

Additionally, this also delays loading of chunks until this same timing.

We will now periodically poll the chunk task queues throughout the tick,
looking for work to do.
We do this in a fair method that considers all worlds, not just the one being
ticked, so that each world can get 1 task procesed each before the next pass.

We also cap the throughput of these task processes to 1 per world per 0.1ms or
200 max per tick, to ensure that high volume of tasks do not overload the current
tick time.

In a view distance of 15, chunk loading performance was visually faster on the client.

Flying at high speed in spectator mode was able to keep up with chunk loading (as long as they are already generated)
2020-04-09 02:25:18 -04:00
Aikar f5dd491fce
Increase Light Queue Size
Wiz mentioned that large WorldEdit operations cause light to run on
main thread. The queue was small, set to 5.. this bumps it to 20
but makes it configurable per-world.

The main risk of increasing this higher is during shutdown, some
queued light updates may be lost because mojang did not flush the
light engine on shutdown...

The queue size only puts a cap on max loss, doesn't solve that problem.

Don't touch this unless you know you have a problem and ok with the risk.
2020-04-09 02:25:09 -04:00
Aikar 9ab693487f
Don't load chunks when attempting to unload a chunk
Big Brain Logic
2020-04-08 21:13:48 -04:00
Aikar 38c626229d
Improve Optimize Memory use logic to make iterator safer and fix bad plugins like P2
Accessing world state async is bad mkay. But we know you didn't do it city <3
2020-04-08 21:07:59 -04:00
Aikar d33ba160a4
Fix incorrect keyword use on visibleChunksClone 2020-04-08 04:12:48 -04:00
Aikar 2f34301581
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:
7361a62e SPIGOT-5641: Add Block.getDrops(ItemStack, Entity)
1dc91b15 Add specific notes about what is not API
2b05ef88 #484: Allow statistics to be accessed for offline players

CraftBukkit Changes:
f7d6ad53 SPIGOT-5603: Use LootContext#lootingModifier in CraftLootTable
5838285d SPIGOT-5657: BlockPlaceEvent not cancelling for tripwire hooks
f325b9be SPIGOT-5641: Add Block.getDrops(ItemStack, Entity)
e25a2272 Fix some formatting in CraftHumanEntity
498540e0 Add Merchant slot delegate
b2de47d5 SPIGOT-5621: Add missing container types for opening InventoryView
aa3a2f27 #645: Allow statistics to be accessed for offline players
2122c0b1 #649: CraftBell should implement Bell
2020-04-08 03:49:15 -04:00
Aikar a65831bd69
Optimize PlayerChunkMap memory use for visibleChunks
No longer clones visible chunks which is causing massive memory
allocation issues, likely the source of Humongous Objects on large servers.

Instead we just synchronize, clear and rebuild, reusing the same object buffers
as before with only 2 small objects created (FastIterator/MapEntry)

This should result in siginificant memory use reduction and improved GC behavior.
2020-04-08 03:09:05 -04:00
Aikar 6c39a59ae7
Use entity.dead instead of entity.die()
Fixes #3096
2020-04-04 21:09:27 -04:00
Aikar 2c37d2ebee
Restore accidently reverted item in water fix 2020-04-02 23:12:21 -04:00
Aikar cfaf32cf66
Dead Player's shouldn't be able to move
This fixes a lot of game state issues where packets were delayed for processing
due to 1.15's new queue but processed while dead.
2020-04-02 19:42:20 -04:00
Aikar 16287d01e2
Don't tick dead players
Causes sync chunk loads and who knows what all else.
This is safe because Spectators are skipped in unloaded chunks too in vanilla.
2020-04-02 17:19:44 -04:00
Aikar e4d10a6d67
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:
122289ff Add FaceAttachable interface to handle Grindstone facing in common with Switches
a6db750e SPIGOT-5647: ZombieVillager entity should have getVillagerType()

CraftBukkit Changes:
bbe3d58e SPIGOT-5650: Lectern.setPage(int) causes a NullPointerException
3075579f Add FaceAttachable interface to handle Grindstone facing in common with Switches
95bd4238 SPIGOT-5647: ZombieVillager entity should have getVillagerType()
4d975ac3 SPIGOT-5617: setBlockData does not work when NotPlayEvent is called by redstone current
2020-04-02 17:09:17 -04:00
Aikar c867045d3c
And that's why hand editing patch files in nano is risky.... make it compile 2020-04-02 03:58:46 -04:00
Aikar c2d7876a54
Improve Entities in water activation immunity and let items always move 2020-04-02 03:56:05 -04:00
Aikar 1dc7c308aa
Optimize Collision Chunk lookup and avoid loading far chunks
Try to use a faster chunk lookup for collision detection, and only
fall back to the original for nearby chunks.

The collision code takes an AABB and generates a cuboid of checks rather
than a cylinder, so at high velocity this can generate a lot of chunk checks.
2020-04-02 02:43:07 -04:00
Aikar d5c6dbee56
Prevent Double PlayerChunkMap adds crashing server
Suspected case would be around the technique used in .stopRiding
Stack will identify any causer of this and warn instead of crashing.
2020-04-02 01:45:33 -04:00
Aikar a2a9ffe3b9
Fix issues with Activation Range causing large chunk lookups.
Where I blocked movement did not consider velocity buildup, which I assume
then "unleashes" if something was really trying to push that entity, and moves
it a very large distance.

Additionally, this method was completely misnamed, as movementTick
is more "doLotsOfTickThings", and ended up breaking AI too, which the whole
point of temporary wake ups was to let AI run to trigger new immunity.

Also fixed numerous behavioral rules for Immunity to improve vanilla gameplay,
suchas bees that are angry or moving towards a flower or hive, any insentient
that is targetting any enemy (Accidently made it any player), and included flying
mobs such as phantoms by reducing the type check to insentient instead of Creature.

Also improved inWater immunity to consider if the mob is movable by water or not.
2020-04-02 01:25:36 -04:00
Aikar 017297cdba
Improve entity.getCurrentChunk() and use it for entity.isChunkLoaded() 2020-04-02 00:43:11 -04:00
chickeneer 979b53a7f1
Do not allow bee's to load chunks for beehives 2020-03-31 03:54:42 -04:00
Aikar 13cb837394
Remote Connections shouldn't hold up shutdown
Bugs in the connection logic appears to leave stale connections even, preventing shutdown
2020-03-31 03:52:57 -04:00
Aikar 7dac546709
Fix bug in double register fix
could accidently delay entity reg by a tick if the bug this was fixing was encountered
2020-03-31 03:52:30 -04:00
Aikar 87829d8333
Remove incorrect IO flush for save-all that doesn't have flush parameter
The entire reason the if statement exists is to only flush and print when done if flag is true

This avoids /save-all from hurting as much as it was before, such as from backup plugins.
2020-03-31 03:15:34 -04:00
Aikar 31e751cb40
Fix unregistering entities from unloading chunks
CraftBukkit caused a regression here by making unloading chunks not
have a ticket added and returning unloaded future.

This caused entities who were killed in same tick their chunk is unloading
to not be able to be removed from the chunk.

This then results in dead entities lingering in the Chunk.

Combine that with a buggy detail of the previous implementation of
the Dupe UUID patch, then this was the likely source of the "Ghost entities"
2020-03-31 03:05:04 -04:00
Aikar bc351f6eff
Ensure Entity is never double registered
If something calls register twice, and the world is ticking, it could be
enqueued to add twice.

Vs behavior of non ticking of just overwriting state.

We will now simply log a warning when this happens instead of crashing the server.
2020-03-31 03:04:47 -04:00
Aikar 2ec0274b88
Fix many issues with dupe uuid resolve patch
This was not applied correctly, and would completely blow up chunk entity
registration if this feature was turned off....

Additionally, change how the entities are removed to be more consistent with other code.

Surface some of the logs indicating there is a problem as we are having so many issues with
entities that we don't need to be surpressing logs like that.
2020-03-31 02:52:12 -04:00
Shane Freeder 756da10d46
(Actually) Don't duplicate velocity entry into hidden-configs 2020-03-31 05:37:39 +01:00
Shane Freeder 9b3679fbd3
Don't duplicate velocity entry into hidden-configs
also, rebuild patches
2020-03-31 05:30:04 +01:00
Max Lee 28cf6540c6
Pillager patrol spawn settings and per player options (#2924) 2020-03-31 04:27:58 +01:00
froobynooby 6bf04cd5ed
Reduce entity tracker updates on move 2020-03-31 03:58:13 +01:00
Spottedleaf de5b093c05
Handle chunk unloading during block tick 2020-03-30 05:07:04 +01:00
Spottedleaf be7b40634d
performance: Improve Activation Range entity iteration
Faster Entity iteration using the chunks full entity list and array access.

Faster chunk lookups skipping the cache, as the pattern of access was not suitable
for cache usage (each request will likely blow cache)

This reduces the cost of Entity Activation Range's initial marking.
2020-03-29 23:35:04 -04:00
Aikar bacbd8805f
performance: Many Entity Activation Range Improvements
1) Immunity no longer gives 20 tick immunity, each immunity check can
give its own tick value on how long it lasts, drastically cutting down on most to 0-1 ticks.

2) Fixed Villager Immunity to use proper 1.15 check for Breeding.

3) Fixed Water Mobs being 100% immune due to the inWater check...

4) Fixed flying mobs being 100% immune due to the !onGround check...

5) Made Insentient mobs only check for the hasTasks during immunity check window, not every single tick. this made them way more active than desired
  - this puts behavior closer to inline with my original behavior in Spigot, but still does some checks to allow them temporary immunity, just not as much as before.

6) Inactive Entities would "inch" while trying to move, effectively getting nowhere. Now while an entity is inactive, it just won't even try to move.
  - this saves us from the expensiveness of Entity movement 1 out of 20 ticks. Now they will only move while either active or triggered a true immunity.
2020-03-29 23:33:39 -04:00
Shane Freeder 269394fe15
Update hidden-configs 2020-03-30 03:52:56 +01:00
Shane Freeder 9a7ca3dbc5
Updated Upstream (Bukkit/CraftBukkit/Spigot)
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:
564ed152 #482: Add a DragonBattle API to manipulate respawn phases etc
9f2fd967 #474: Add ability to set other plugin names as provided API so others can still depend on it

CraftBukkit Changes:
fc318cc1 #642: Add a DragonBattle API to manipulate respawn phases etc
796eb15a #644: Fix ChunkMapDistance#removeAllTicketsFor not propagating ticket level updates
a6f80937 SPIGOT-5606: call BlockRedstoneEvent for fence gates

Spigot Changes:
a03b1fdb Rebuild patches
2020-03-26 02:44:23 +00:00
Spottedleaf 68ec946c7a
Fix memory leak in TickListServer (#3068)
Only occurred when entries were scheduled with huge tick delays

Add two flags to debug excessive tick delays:
-Dpaper.ticklist-warn-on-excessive-delay=true (false by default)
and -Dpaper.ticklist-excessive-delay-threshold=ticks which
sets the excessive tick delay to the specified ticks (defaults to
60 * 20 ticks, aka 60 seconds)
2020-03-25 14:56:18 -05:00
Spottedleaf 49fdb18206
Timings changes (#3044)
* Timings changes

- Increment entity tick count only when an entity ticks
- Remove chunk inhabited timer
- Try finally entity timings

* Add activated entity ticks

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2020-03-19 02:03:32 -04:00
Nassim d63075dff8
Pass fireworks through vanished players (#3021) 2020-03-18 13:58:50 +00:00
Shane Freeder 4d991f1946
[CI-SKIP] Rebuild patches 2020-03-18 12:42:18 +00:00
Spottedleaf 26070a0e5c
Indicate ticking status in entity list command (#2856) 2020-03-18 12:38:24 +00:00
Spottedleaf 2ff7b4800b
Optimise Chunk#getFluid (#2860)
Removing the try catch and generally reducing ops should make it
faster on its own, however removing the try catch makes it
easier to inline due to code size
2020-03-18 12:21:35 +00:00
Spottedleaf c23ebb780d
Optimise ticklistserver (#2957) 2020-03-18 12:17:28 +00:00
Shane Freeder e4602b6d48
Drop Ignore-Missing-Recipes-in-RecipeBook-to-avoid-data-e.patch
This patch appears to be no longer relevant, and is seemingly a leading
cause of datapack performance being horrific
2020-03-15 20:03:36 +00:00
Jan 0ad8cf73ff
Call BlockRedstoneEvent for fence gates (#3026)
Co-authored-by: Jan Boerman <Janboerman95@gmail.com>
2020-03-14 13:39:54 +00:00
Shevchik c8dea96ee1
Prevent blocking on adding a new network manager (#3027)
Previous solution could still block network thread (while addPending is executing). This window is small, but removing it completely is better. This should probably also speed up concurrent adds, because no locking will be performed anymore.
The only possible downside is that adding elements one by one to synchronized list might be slower (But it's done while already locked, so maybe jvm will avoid additional locking?),
2020-03-14 11:20:50 +00:00
BillyGalbreath ac2bbf62c8
Fix NPE on GUI during Windows Lock Screen (#3023) 2020-03-13 07:02:30 +00:00
Zero e1281a1414
Configurable chance of villager zombie infection (Closes #2501)
This allows you to solve an issue in vanilla behavior where:
* On easy difficulty your villagers will NEVER get infected, meaning they will always die.
* On normal difficulty they will have a 50% of getting infected or dying.
2020-03-10 16:13:58 +00:00
William Blake Galbreath ad708dd3f3
Add option to allow iron golems to spawn in air (Closes #1965, Closes #1851) 2020-03-10 15:35:54 +00:00
Shane Freeder b16fd5c3a3
Updated Upstream (Bukkit/CraftBukkit/Spigot)
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:
6148fca7 SPIGOT-5484: Add more spawn tick settings

CraftBukkit Changes:
fc249340 SPIGOT-5484: Add more spawn tick settings

Spigot Changes:
6de3d4be Rebuild patches
2020-03-10 11:01:21 +00:00