Changes upstream moved this to a profile a while back, however,
when updating (for some unknown reason) I kept it enabled by default,
however, leaving this enabled breaks building the server in newer
versions of java, which while this wasn't a concern before, is now
an issue for users.
Spigot capped it to 2 threads. This bumps it back up to do
maxcores -2 with a max cap of 6.
A typical 4C8T system can use 6 threads and be done in 6 seconds.
Server owners can use system property to override, but this
improves the default.
this should provide a pretty good across-the-board performance
improvement for the entire server, as it's very common for code
to check if (isLoaded(x, z)) { then do something on that chunk }
Previously, containsKey would not read or set the last access cache
By making it do get() != null, we gain the benefits of last access
and also improves thread safey for async isLoaded checks
This exact usage scenario is used in Entity movement, so that alone
saves us up to 5%~ of CPU time for Entity movement.
it used public method instead of private, and moved to world config
also improved the implementation to not use obfuscated stuff
Also removed the Fix Double chest conversion patch since its
fixed in other ways in vanilla
It is not immediately clear how these characters ended up on signs in
previous versions. It is clear, however, that they now render as empty
unicode boxes in 1.13, whereas previously they rendered as invisible
characters.
When these signs are loaded in versions after this commit, these
characters from the private use area of the Unicode block will be
stripped. The sign will then be marked to ensure this conversion only
runs once.
There is a flag -DPaper.keepInvalidUnicode=true that can be used if you
do not want us to strip these characters from your signs, though I can
think of no reason to use it.
Fixes GH-1571
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:
a639ae44 Remove outdated build delay.
The item tag is stored before executing the interaction and restored before handling the
resulting events. If the event was not canceled and the ItemStack is not modified in the
event, the new tag is set back to the new one afterwards. This is similar to the handling
of the item amount.
This fixes a bug where tools lose durability when the interaction is canceled and another bug
where tools become completely repaired when they should break but the interaction was canceled.
This will provide quite a major performance boost by avoiding
synchronizing on EVERY chunk lookup.
Synchronize, even without contention, incurs processor cache flushes.
Considering this is the 2nd hottest method in the code base, lets
avoid doing that...
Additionally, chunk conversion operations were occuring while
under synchronization which lead to deadlocks.
Now the conversion will occur outside of the lock, and fix
that issue, resolving #1586
Note, that the chunk map is still thread safe for get operations!
The chunk map was never intended to be modified async with our
changes, as we post to main to modify the map, however
we do still synchronize for write operations (put, remove)
We also synchronize for async get operations, ensuring that
async gets are safe.
We do not need to synchronize main thread gets as the processor
cache will be insync since the map is only updated on the main thread.
However, if someone does try to delete or put concurrently, we
will force their operation back to the main thread.
While Velocity supports BungeeCord-style IP forwarding, it is not secure. Users
have a lot of problems setting up firewalls or setting up plugins like IPWhitelist.
Further, the BungeeCord IP forwarding protocol still retains essentially its original
form, when there is brand new support for custom login plugin messages in 1.13.
Velocity's modern IP forwarding uses an HMAC-SHA256 code to ensure authenticity
of messages, is packed into a binary format that is smaller than BungeeCord's
forwarding, and is integrated into the Minecraft login process by using the 1.13
login plugin message packet.
Mojang was not checking that the chunk did not overwrite, or
was successfully removed.
We're seeing odd reports in #1561 that indicates issues around
this are having problems.
Say a player shoots an arrow through a nether portal, the game
would lose the shooter for determining things such as Player Kills,
because the entity is in another world.
If the projectile fails to find the shooter in the current world, check
other worlds.
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:
e7ced970 Catch plugins setting null Material or BlockData to blocks
fixes an issue in which thread requests are only processed
for the current provider which can cause a deadlock should
multiple requests exist across providers
These methods are used internally throughout the game for things like spawning mobs during day/night only or making them burn in daylight, etc. Now exposed for plugin usage.
If a chunk load comes in on a chunk load or gen thread,
execute it synchronously on that thread instead of enqueueing it.
It doesn't make sense to enqueue it as that thread is then
going to future.join() it and block until it's ready anyways.
This opens risk to a deadlock if every load or gen thread is
waiting on a recursive chunk but it will never finish because
all of the threads are waiting.
If we identify an invalid offset (negative, or the header sectors),
then back up the region file and erase that specific chunks offset
data.
This will avoid crashing the server with AIOBB errors and also avoids
server owners having to consider the entire region file 'lost'.
I'm not sure what leads to this state, I can only assume write cut
off mid bits.
In this scenario, there is absolutely no way to know where the chunk
actually is in the data file without loading every
single chunk in the file. And even to do that, would be quite extreme
due to the fact the file isn't in some orderly fashion.
Since the file is backed up, the user can use a region fixer tool
externally to try to restore that single chunk. We could even
add a command to restore a chunk from a backup file in a different
commit later on. But this at least prevents the server from crashing.
The server will just generate a new chunk and move on,
after printing an error to the console about it.
Also fixed the case reported in this issue about the server
hanging when a corrupt chunk is encountered, so this issue
is now fully closed.
Resolves#1541
Applied a "Only run this when the blocks are different" to
a place, that apparently must be called even with the same
block but different other data I guess.
This was causing oddness with light data.
Chunk Generation was occuring while inside of the progressCache lock
this caused the progressCache to stay blocked for a long period of time
which then blocked main when main needed to clean the expiring map.
We now maintain a separate map for pending scheduler entries, that
we can join on if a 2nd request comes in while one is starting.
This strategy keeps the lock only for a fraction of time but
maintains thread safety.
So now the chunk is generated without holding a lock and wont
block the main thread on the expiring map as we will insert it
once ready.
1) Removed "Regen" mode of Dupe UUID resolver, forced safe.
Some servers who updated before we had safe mode added still had this value.
There's really no reason to keep this mode, as we've seen that vanilla
triggers this often and 99.9999999% of cases will be an actual duplicate
that needs to be deleted.
2) Made Vanilla Debug messages about dupe UUIDs and dupe uuid resolve messages
only show up if the debug.entities flag is on. This will stop server owners
from panicing from seeing these logs, and stop opening bug reports on this,
only for us to tell you "don't worry about it".
3) Avoid adding entities to world that are already added to world.
This can be triggered by anything that causes an entity to be added
to the world during the chunk load process, such as chunk conversions.
Issue #1544 was a case of this.
4) Removed debug warning about ExpiringMap.
Nothing more I know to do about this anyways. We recover from it,
stop warning to reduce noise of issues to us.
Seems my original pull for this created an unseen bug where the target timer would never run out (the slime would not "forget" it's target over time). Went ahead and fixed that, and made the code more legible by adding the imports.
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:
ee12ca7b Add maximum repair cost API to AnvilInventory
CraftBukkit Changes:
1ceee633 Implement maximum repair cost API to AnvilInventory
This will improve queue times by canceling chunks when a player
leaves the radius of an async loading/generating chunk.
This matches behavior we had pre 1.13 for loading too.
Primarily to update plugins for our fastutil relocation. Can also be
used to do things like debug plugins accessing versioned NMS packages in
an IDE pre-relocate step.
Following this comment on PaperLib, https://github.com/PaperMC/PaperLib/pull/2#discussion_r222761017
I've made non-snapshot TE's not update when they receive the update call. They still do the rest of the update, just not the applying of the TE data. This is to still allow forced physics updates etc. Also in the case of Jukeboxes, updating the properties
improved the water code so that immunity wont trigger if the entity
has the water pathfinder system active, so this improves support
for all entities that know how to behave in water.
Merged 2 EAR patches together, and removed an MCUtil method that
doesnt have a purpose anymore
Anything that posts something to main thread was not
correctly reporting their errors to the logger, passing the
ExecutionExcetion instead of the cause. This resolves that,
as well as patches some simple cases of System.nanoTime where mojang
had used a LongSupplier to use a different method on client.
This update introduces Entity Activation Range for water mobs.
Activation Range has been one of my biggest performance improvements
I ever added to Minecraft, however "Entity is in Water" is an immunity
case that keeps an entity active.
This update ignores the water check for known water based mobs, allowing
them to actually go inactive.
In addition to that, a new config option was added to spigot.yml to go with
the rest of the entity-activation-range options to let you configure
aquatic mobs like fish, squid and dolphins separately.
This should overall fix all lag caused by water mobs.
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:
867794b2 Make setPersistent also control player saving
CraftBukkit Changes:
02518f92 Make setPersistent also control player saving
FileIOThread was using two volatile counters in order to track if
any pending work was in the queue, this causes potential concurrency
issues when this counter is updated from multiple threads, potentially
causing these counters to desync due to the unsafe volatile update
Shared Hosts have been concerned over the increased CPU usage that Async Chunks
has introduced. We understand that shared hosts can't allow 1 client
to abuse the systme resources depriving other servers of cpu time, so we've
added some configs to allow hosts to force some settings.
Hosts, you may set the following SYSTEM ENVIRONMENT VARIABLES (NOT JVM FLAGS)
to change some behavior:
PAPER_ASYNC_CHUNKS_SHARED_HOST_GEN=1 - Enable Single Threaded World Generation (capping CPU Usage
PAPER_ASYNC_CHUNKS_SHARED_HOST_GEN=2 - Disable Async Chunk Generation - Please do not do this!!!
- Minecraft is moving towards asynchronousm per-world chunk generation itself. You need to prepare
- for this, so please do not disable async chunk generation.
PAPER_ASYNC_CHUNKS_SHARED_HOST_LOAD=# - Where # is Maximum number of threads to use on Chunk Loading
- This is a max, so your end user can reduce it more too. I suggest no lower than 2. Minimum is 1.
- These are usually much faster request, so outside of loading entire worlds, They usually do not
- get as much load. Paperby default uses CPU Core count * 1.5, so this may default to a higher value
- on shared host and you should override it with this value to say 2-4.
These settings will override your clients paper.yml options. Set as a system wide environment
variable to ensure all Paper clients respect your resource usage desires.
Resolves#1520
This should greatly improve performance by using a No Op lock
while on the main thread.
Vanilla always had a write lock on write operations, but we added
a Read Lock during Async Chunks to make concurrent writes non fatal
for Async Chunks.
This means we added on a bunch of over head to all chunk read operations.
This corrects that, as well as disabling the write lock while on main thread.
It is a general rule that you do not touch a chunk async once it is loaded
into the world, as we never had locks on the chunk before 1.13 even.
So once we are on main, we don't expect concurrent access to begin with,
so we don't need the write locks either.
light calculations repeatedly looks up the same chunk while going
down on the Y access. Pass the chunk to it to skip many round trips
to the map lookup process.
while the gains arent as big since we have last access cache, it
should hopefully avoid many callstacks of depth and improve inlining,
as well as avoids entering a synchronized code block.
The avoiding of entering synchronized section is the main goal here.
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:
68588dac SPIGOT-4405: Chunk generation problem
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:
c71bb9ca Add PlayerRecipeDiscoverEvent and methods to (un/)discover recipes
CraftBukkit Changes:
7a2f4867 Implement PlayerRecipeDiscoverEvent and methods to (un/)discover recipes
During testing, I could not find any case of TabCompleteEvent firing,
however, upon reinspection of the code, and additional testing, this
appears to work fine without any changes on our part.
this has technically been a longer standing problem, but if an async
chunk loads after a chunk has been removed from the chunk map, it would
be treated as any other spare chunk and kept loaded until Chunk GC kicks in.
This fixes that, but also obsoletes ChunkGC in that anytime we load a spare
chunk (a chunk outside of any players view distance), we will immediately
mark it for unload.
This should reduce the amount of spare chunks loaded on a server.
GH-1507
The canWander property is initialized to true by default, however when
loaded from NBT, if the key doesn't exist the property will be set to
false. The correct solution is to ensure the key exists before setting
the property.
The patch was previously applied wrong, and still caused chunk loads.
Now, we will prevent it again, but also added a config option to
disable this optimization.
However, I also updated it so that doors are not removed if the chunk
the door is in is unloaded, so this should avoid breaking farms.
Fixes#1506
Vanilla has some screwy logic that doesn't send a chunk until
it has been post processed. This is an issue as post processing
doesn't occur until all neighbor chunks have been loaded.
This can reduce view distance while generating terrain, but also
cause bugs where chunks are never sent to the client.
This fix always sends chunks to the client, and simply updates
the client anytime post processing is triggered with the new chunk data.
The server does a "Did my update succeed" check after setting
a blocks data to a chunk.
However, writes can not fail outside of a hard error or a
a race condition from multiple threads writing, which is
not something that should ever occur on the server.
So this check is pointless, as if it did occur, the server would
be having data corruption issues anyways.
This provides a small boost to all setType calls.
Vanilla has risk of losing entities by causing them to be
removed from all chunks if they try to move into an unloaded chunk.
This pretty much means high chance this entity will be lost in this scenario.
There is another case that adding an entity to the world can fail if
the chunk isn't loaded.
Lots of the server is designed around addEntity never expecting to fail for these reasons,
nor is it really logical.
This change ensures the chunks are always loaded when entities are
added to the world, or a valid entity moves between chunks.
Hopefully will fix issues #1496 and #1434
The server triggers light recalculations even if the new block
is the same as the old block. At this time, BlockData Properties
do not impact light calculations.
So the only way light should change, is if the block itself
changes from 1 block to another.
Additionally, as of 1.13, water now only blocks 1 light level
instead of 3, meaning that light level decreasing is the same as air.
This means, transitions between water and air also do not need
to recalculate light, which saves a TON of updates caused by
fluids flowing.
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:
39ce5d3a SPIGOT-4399: ItemMeta.equals broken with AttributeModifiers
CraftBukkit Changes:
1cf8b5dc SPIGOT-4400: Populators running on existing chunks
116cb9a1 SPIGOT-4399: Add attribute modifier equality test
5ee1c18a SPIGOT-4398: Set ASM7_EXPERIMENTAL flag