From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Shane Freeder Date: Fri, 3 Sep 2021 15:50:25 +0100 Subject: [PATCH] Do not process entity loads in CraftChunk#getEntities This re-introduces the issue behind #5872 but fixes #6543 The logic here is generally flawed however somewhat of a nuance, upstream uses managedBlock which is basically needed to process the posted entity adds, but, has the side-effect of processing any chunk loads which has the naunce of stacking up and either causing a massive performance hit, or can potentially lead the server to crash. This issue is particularly noticable on paper due to the cumulative efforts to drastically improve chunk loading speeds which means that there is much more of a chance that we're about to eat a dirtload of chunk load callbacks, thus making this issue much more of an issue diff --git a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java index 2db015b975077f0bd9514a164d4857a5e05bd701..8946a5607864524b31975f9d3dfaf5881e20a9c3 100644 --- a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java +++ b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java @@ -118,30 +118,6 @@ public class CraftChunk implements Chunk { this.getWorld().getChunkAt(x, z); // Transient load for this tick } - PersistentEntitySectionManager entityManager = this.getCraftWorld().getHandle().entityManager; - long pair = ChunkPos.asLong(x, z); - - if (entityManager.areEntitiesLoaded(pair)) { // PAIL rename isEntitiesLoaded - return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this - } - - entityManager.ensureChunkQueuedForLoad(pair); // Start entity loading - - // now we wait until the entities are loaded, - // the converting from NBT to entity object is done on the main Thread which is why we wait - this.getCraftWorld().getHandle().getServer().managedBlock(() -> { - boolean status = entityManager.areEntitiesLoaded(pair); - // only execute inbox if our entities are not present - if (status) { - return true; - } - // tick loading inbox, which loads the created entities to the world - // (if present) - entityManager.tick(); - // check if our entities are loaded - return entityManager.areEntitiesLoaded(pair); - }); - return getCraftWorld().getHandle().getChunkEntities(this.x, this.z); // Paper - optimise this }