testserver/patches/server/0403-Fix-Chunk-Post-Process...

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Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sat, 18 Apr 2020 04:36:11 -0400
Subject: [PATCH] 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.
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
index 6f851c24a67d1b3a349790b0d60f45b23ff93bc6..4566af37c76cb3a2fe6441451a444a5a3c9914f9 100644
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
@@ -174,6 +174,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
};
// CraftBukkit end
+ final CallbackExecutor chunkLoadConversionCallbackExecutor = new CallbackExecutor(); // Paper
// Paper start - distance maps
private final com.destroystokyo.paper.util.misc.PooledLinkedHashSets<ServerPlayer> pooledLinkedPlayerHashSets = new com.destroystokyo.paper.util.misc.PooledLinkedHashSets<>();
@@ -954,7 +955,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
return Either.left(chunk);
});
}, (runnable) -> {
- this.mainThreadMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, runnable));
+ this.mainThreadMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, () -> ChunkMap.this.chunkLoadConversionCallbackExecutor.execute(runnable))); // Paper - delay running Chunk post processing until outside of the sorter to prevent a deadlock scenario when post processing causes another chunk request.
});
completablefuture1.thenAcceptAsync((either) -> {
diff --git a/src/main/java/net/minecraft/server/level/ServerChunkCache.java b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
index 5b6381858418ceca4fe40ef329e050538e980cdb..66dfe3d79fa3273a2bab64193f73f2b38002c18c 100644
--- a/src/main/java/net/minecraft/server/level/ServerChunkCache.java
+++ b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
@@ -1144,6 +1144,7 @@ public class ServerChunkCache extends ChunkSource {
return super.pollTask() || execChunkTask; // Paper
}
} finally {
+ chunkMap.chunkLoadConversionCallbackExecutor.run(); // Paper - Add chunk load conversion callback executor to prevent deadlock due to recursion in the chunk task queue sorter
chunkMap.callbackExecutor.run();
}
// CraftBukkit end