Commit Graph

2550 Commits

Author SHA1 Message Date
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