diff --git a/patches/server/Do-not-process-entity-loads-in-CraftChunk-getEntitie.patch b/patches/server/Do-not-process-entity-loads-in-CraftChunk-getEntitie.patch new file mode 100644 index 000000000..329832a9e --- /dev/null +++ b/patches/server/Do-not-process-entity-loads-in-CraftChunk-getEntitie.patch @@ -0,0 +1,52 @@ +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 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644 +--- a/src/main/java/org/bukkit/craftbukkit/CraftChunk.java ++++ b/src/main/java/org/bukkit/craftbukkit/CraftChunk.java +@@ -0,0 +0,0 @@ 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 + } +