Commit Graph

111 Commits

Author SHA1 Message Date
Aikar b2d81e21c5
Improve Chunk Prioritization and Internal Scheduler
In previous MC versions, we had a rather simple internal scheduler
for delayed tasks that would just keep pushing task back until desired
tick was reached.

The method it called to schedule the task changed behavior in 1.14, and now
this scheduler is not working nowhere near what it was supposed to be doing.

This was causing long delayed task to eat up CPU (In Oversleep for example)

Rewrite this to just use the CraftScheduler for scheduling delayed tasks.

Once this was fixed, it became quite clear the code that delayed ticket
additions for chunks based on distance was clearly not right, as it was
tested on the previous broken logic.

So the ticket delay process has been vastly revamped to be even smarter.
Chunks behind the player can load slower than the chunks in front of the player.
We also can delay ticket adding until one of its neighbors has loaded, as
this lets us get a smoother spiral out for the chunks (minus frustum intent).

Additionally on frustum previous commit inadvertently broke frustum trying to
fix an issue when the real fix lied elsewhere, so restore chunk priority so
it works again.
2020-06-09 03:17:25 -04:00
Aikar a4fe910f57
Fix sounds when using worldedit regen command
Locks dimension manager to the first world its used with.

WE is creating a temp world and the world ref on that manager
is getting changed to the temp world.

This would of also caused a memory leak of that temp world too.
2020-06-02 01:29:18 -04:00
Aikar 70ad51a80c
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

My recent work on serialization is now in CraftBukkit so was able to drop the patch and Paper
is now consistent with upstream.

Bukkit Changes:
e2699636 Move API notes to more obvious location

CraftBukkit Changes:
1b2830a3 SPIGOT-4441: Fix serializing Components to and from Legacy
2020-06-02 01:29:18 -04:00
Aikar b0b54e4ef3
Optimize Villager Pathfinding - Massive Villager Improvement
This change reimplements the entire BehaviorFindPosition method to
get rid of all of the streams, and implement the logic in a more sane way.

We keep vanilla behavior 100% the same with this change, just wrote more
optimal, as we can abort iterating POI's as soon as we find a match....

One slight change is that Minecraft adds a random delay before a POI is
attempted again. I've increased the amount of that delay based on the distance
to said POI, so farther POI's will not be attempted as often.

Additionally, we spiral out, so we favor local POI's before we ever favor farther POI's.

We also try to pathfind 1 POI at a time instead of collecting multiple POI's then tossing them
all to the pathfinder, so that once we get a match we can return before even looking at other
POI's.

This benefits us in that ideally, a villager will constantly find the near POI's and
not even try to pathfind to the farther POI. Trying to pathfind to distant POI's is
what causes significant lag.

Other improvements here is to stop spamming the POI manager with empty nullables.
Vanilla used them to represent if they needed to load POI data off disk or not.

Well, we load POI data async on chunk load, so we have it, and we surely do not ever
want to load POI data sync either for unloaded chunks!

So this massively reduces object count in the POI hashmaps, resulting in less hash collions,
and also less memory use.

Additionally, unemployed villagers were using significant time due to major ineffeciency in
the code rebuilding data that is static every single invocation for every POI type...

So we cache that and only rebuild it if professions change, which should be never unless
a plugin manipulates and adds custom professions, which it will handle by rebuilding.
2020-05-27 01:35:36 -04:00
Aikar 21f9efa2ca
Improve implementation of chunk leak clean to not run as often 2020-05-25 21:42:53 -04:00
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 10502558e9
Workaround for some hacky environments that mess up things
2 people had issues where some plugin is doing some reallly insane NMS hackery
that created invalid worlds, which caused some errors...

Really don't understand what in the world they did, but putting in a dumb guard that
shouldn't even be necessary to just not send the sound effect rather than erroring.
2020-05-23 22:27:37 -04:00
Aikar 64cfcf3e4b
Optimize sending packets to nearby locations (sounds/effects)
Instead of using the entire world or player list, use the distance
maps to only iterate players who are even seeing the chunk the packet
is originating from.

This will drastically cut down on packet sending cost for worlds with
lots of players in them.

Closes #3437
2020-05-23 17:17:14 -04:00
Aikar 7c001d64a5
More Improvements to Chunks
Fixed issues where urgent and prioritized chunks didn't actually
always get their priority boosted correctly....

Properly deprioritize non ticking chunks.
Limit recursion on watchdog prints to stop flooding as much
Remove neighbor priorities from watchdog to reduce information
reduce synchronization duration so that watch dog won't block main should main actually wake up
probably fixed a deadlock risk in watchdog printing also that was leading to crashes
fixed chunk holder enqueues not being processed correctly
added async catchers in some locations that should not be ran async

Fixed upstream bug where VITAL callbacks that must run on main actually could
sometimes run on the server thread pool causing alot of these nasty bugs we've seen lately!

This build will provide massive improvements to stability as well as even faster
sync chunk load/gens now that priority is correctly set.

Fixes #3435
2020-05-22 23:52:56 -04:00
Aikar 18c686576b
Optimize performance of object pool
synchronized arraydeque ends up still being way faster.
Kinda shocked how much that strategy was using, it wasn't really
that complicated... but oh well, this is even simpler and not
seeing blocked threads show up at all in profiling because
the lock is held for such a short amount of time.

also because most uses are on either server thread pool or chunk load pool.

Also optimize the pooling of nibbles to not register Cleaner's
for Light Engine directed usages, as we know we are properly
controlling clean up there, so we don't need to rely on GC.

This will return them to the pool manually, saving a lot of Cleaners.

Closes #3417
2020-05-20 21:45:43 -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 897dd2c840
Foundational work for Future Memory usage improvements
This commit doesn't do much on its own, but adds a new Java Cleaner API
that lets us hook into Garbage Collector events to reclaim pooled objects and
return them to the pool.

Adds framework for Network Packets to know when a packet has finished dispatching
to get an idea when a packet is done sending to players.

Rewrites PooledObjects impl to properly respect max pool size and remove
almost all risk of contention.

Bumps the Paper Async Task Queue to use 2 threads, and properly shuts it down on shutdown.
2020-05-16 21:38:19 -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 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 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 5ca5f131bb
Rebuild all patches using the new rebuild pattern 2020-05-06 05:48:49 -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 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
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
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
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 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
Spottedleaf e6d395cc83
Port 04-Util.patch from Tuinity (#3136) 2020-04-13 01:34:18 -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 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 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
Spottedleaf c23ebb780d
Optimise ticklistserver (#2957) 2020-03-18 12:17:28 +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
Shane Freeder 2e44dc1ae3
Updated Upstream (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

CraftBukkit Changes:
7f61a252 #640: Fix chunk load/unload callbacks for chunk load cancellations
2020-03-07 08:47:53 +00:00
Shane Freeder 9946cef8c5
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:
f52c70ab Fix incorrect nullability in MultipleFacing
6af4c0b2 SPIGOT-5311: Add API to get/set item associated with throwable projectiles
97aeae56 Add set/isAware to disable Vanilla AI components of a Mob

CraftBukkit Changes:
fba9f487 Improve legacy conversion of some materials that changed post flattening
b1ba8749 Move Bukkit.Aware loading/saving to correct location
f7cdb53c SPIGOT-5311: Add API to get/set item associated with throwable projectiles
689f429c #634: Cross platform patch scripts
ab85433d Add set/isAware to disable Vanilla AI components of a Mob

Spigot Changes:
8faa8b45 Rebuild patches
2020-02-21 17:52:20 +00:00
Shane Freeder 859f1296fe
Remove entities from per-chunk list (Fixes #2918) 2020-01-31 16:09:56 +00:00
Shane Freeder b21010e7e3
Remove chunks after calling ChunkUnloadEvent (Fixes #2919) 2020-01-30 16:57:46 +00:00
Spottedleaf 01b965e0fd
Fix getChunkAtIfCachedImmediately (#2915) 2020-01-29 01:26:07 +00:00
Shane Freeder 5792c8626a
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:
93e39ce1 Clarify documentation regarding getMaterial with legacyName = true
c3aeaea0 Improve dependency tracker
14c9d275 Add support for transitive depends in load access warning
c8afe560 SPIGOT-5526: Add EntityEnterBlockEvent
6bb6f07d SPIGOT-5548: Show error that hints towards plugins misusing reflection
ed75537d SPIGOT-5546: Fix bad depend access using wrong provider in message
4e4c0ee9 Fix buggy classloader warning triggering for all classes
89586a4c Print warning when loading classes from depends that have not been specified
d4fe9680 Fix bug where disablePlugin could remove ConfigurationSerializable classes from other plugins
85e683b7 Add additional checkstyle checks
612fd8e1 Correct max page count in BookMeta docs
fa8a9781 Correct max title length in BookMeta docs

CraftBukkit Changes:
ab13a117 SPIGOT-5550: Cancelled ProjectileLaunchEvent still plays sound for eggs
44016b1d SPIGOT-5538: Using javaw to run GUI prints input error
e653ae76 SPIGOT-5526: Call EntityEnterBlockEvent for bees trying to enter hives
6515ea49 SPIGOT-5537: Bee nests generated by growing trees near flower have no bees
d82b3149 Remove unused CraftWorld.getId method
10763a88 Change some block == AIR checks to isAir to catch CAVE_AIR

Spigot Changes:
f2c1cd15 Rebuild patches
bcd458ad Reformat patches
2020-01-28 19:43:57 +00:00
Spottedleaf d16a5d8813 Performance patches prerequisite (#2802)
Prereq changes for the coming storm of performance patches.
Includes optimising incremental saving
2020-01-27 18:16:53 -06:00
Spottedleaf 19de9af63c 1.15.2 update (#2887)
Functional GUI fix added by billygalbreath
2020-01-21 20:02:07 -06:00
Shane Freeder 8e972bf5aa
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:
bf1fa3e3 Update to Minecraft 1.15.1

CraftBukkit Changes:
30a1b691 Update to Minecraft 1.15.1
e2790ae2 Remove outdated build delay.

Spigot Changes:
2ee05fef Update to Minecraft 1.15.1
2019-12-17 22:39:07 +00:00
Shane Freeder c034be8a82
Remove debug statement and rebuild patches properly 2019-12-13 16:29:51 +00:00
Zach Brown 4565495711
More compile fixes 2019-12-12 21:29:45 -06:00
Shane Freeder b0dc983f21
More progression on patches 2019-12-12 21:01:16 +00:00
MiniDigger d8a0622602 Compile fixes (#2732) 2019-12-12 18:45:00 +00:00
Shane Freeder a308619d28
Work on server patches 2019-12-11 00:56:03 +00:00
Spottedleaf fe7ef7b5d6 Do not schedule to main for getChunkImmediately type calls (#2362)
They are MT-Safe already. These changes reduce deadlock chances
given these calls are used in Entity#isValid(), and plugins
check this in packet handling...
2019-07-26 02:36:26 +01:00
Spottedleaf 9fe63a1673 Update to 1.14.4 (#2333) 2019-07-19 23:01:24 -05:00
Shane Freeder 73983e4c16
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:
3dc4cdcd Update to Minecraft 1.14.3-pre4
88b25a8c SPIGOT-5098: Add a method to allow colored sign changes
6d913552 Update to Minecraft 1.14.3-pre4

CraftBukkit Changes:
f1f33559 Update to Minecraft 1.14.3
8a3d3f49 SPIGOT-5098: Add a method to allow colored sign changes
533290e2 SPIGOT-5100: Console warning from pig zombie targeting
6dde4b9f SPIGOT-5094: Allow opening merchant for wandering traders and hide the xp bar for custom merchants
9af90077 SPIGOT-5097: Bukkit.clearRecipes() no longer working
38fa220f Fix setting game rules via the API
fe3930ce Update to Minecraft 1.14.3-pre4
da071ec5 Remove outdated build delay.

Spigot Changes:
4d2f30f1 Update to Minecraft 1.14.3
f16400e3 Update to Minecraft 1.14.3-pre4
2019-06-25 03:46:54 +01:00
Spottedleaf 5c7081fecc Update upstream & fix some chunk related issues (#2177)
* 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:
45690fe9 SPIGOT-5047: Correct slot types for 1.14 inventories

CraftBukkit Changes:
4090d01f SPIGOT-5047: Correct slot types for 1.14 inventories
e8c08362 SPIGOT-5046: World#getLoadedChunks returning inaccessible cached chunks.
d445af3b SPIGOT-5067: Add item meta for 1.14 spawn eggs

* Bring Chunk load checks in-line with spigot

As of the last upstream merge spigot now checks ticket level status
when returning loaded chunks for a world from api. Now our checks
will respect that decision.

* Fix spawn ticket levels

Vanilla would keep the inner chunks of spawn available for ticking,
however my changes made all chunks non-ticking. Resolve by changing
ticket levels for spawn chunks inside the border to respect this
behavior.


* Make World#getChunkIfLoadedImmediately return only entity ticking chunks

Mojang appears to be using chunks with level > 33 (non-ticking chunks)
as cached chunks and not actually loaded chunks.

* Bring all loaded checks in line with spigot

Loaded chunks must be at least border  chunks, or level <= 33
2019-06-14 03:27:40 +01:00
Shane Freeder ec405a6bea
Fix async calls to getChunkAtIfLoadedImmediately 2019-06-11 04:17:39 +01:00
Spottedleaf 1c68c72b1f Improve chunk loaded checks 2019-06-11 02:37:37 +01:00
Spottedleaf 2f782a6652 Updated Upstream (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

CraftBukkit Changes:
17543ecf SPIGOT-5035: Error Using Virtual Merchant GUI
0fc6922b SPIGOT-5028: Villager#setVillagerExperience() doesn't work
bdbdbe44 SPIGOT-5024: Fox error - Unknown target reason
2019-06-06 16:56:51 +01:00
Spottedleaf 5dc46cd3b2 Move getTypeIfLoaded and friends to IBlockAccess (#2077) 2019-05-27 01:14:14 -05:00