If the chunk count is high, then the memory used by the
chunks adds up and could cause problems. By flushing
every so many chunks, the server will not become
stressed for memory. It will also not increase the total
time to save, as flush saving performs a full flush at
the end anyways.
The logic cannot even determine what local chunk they should be,
and out of bounds chunks can only occur from external modifications
to the regionfile.
If regionfile recalculation cannot occur, then do not attempt
to retry read actions.
Fixes https://github.com/PaperMC/Paper/issues/6718
Note from Spottedleaf:
Please note that this doesn't fix any problems using dataconverter
because dataconverter does not re-route world gen settings conversion.
Co-authored-by: Callum Seabrook <callum.seabrook@prevarinite.com>
This PR contains all of Tuinity's patches. Very notable ones are:
- Highly optimised collisions
- Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16)
- Starlight https://github.com/PaperMC/Starlight
- Rewritten dataconverter system https://github.com/PaperMC/DataConverter
- Random block ticking optimisation (wrongly dropped from Paper 1.17)
- Chunk ticking optimisations
- Anything else I've forgotten in the 60 or so patches
If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml.
* Port tuinity, initial patchset
* Update gradle to 7.2
jmp said it fixes rebuildpatches not working for me. it fucking better
* Completely clean apply
* Remove tuinity config, add per player api patch
* Remove paper reobf mappings patch
* Properly update gradlew
* Force clean rebuild
* Mark fixups
Comments and ATs still need to be done
* grep -r "Tuinity"
* Fixup
* Ensure gameprofile lastaccess is written only under the state lock
* update URL for dataconverter
* Only clean rebuild tuinity patches
might fix merge conflicts
* Use UTF-8 for gradlew
* Clean rb patches again
* Convert block ids used as item ids
Neither the converters of pre 1.13 nor DFU handled these cases,
as by the time they were written the game at the time didn't
consider these ids valid - they would be air. Because of this,
some worlds have logspam since only DataConverter (not DFU or
legacy converters) will warn when an invalid id has been
seen.
While quite a few do need to now be considered as air, quite a lot
do not. So it makes sense to add conversion for these items, instead
of simply suppressing or ignoring the logs. I've now added id -> string conversion
for all block ids that could be used as items that existed in the game
before 1.7.10 (I have no interest in tracking down the
exact version block ids stopped working) that were on
https://minecraft-ids.grahamedgecombe.com/
Items that did not directly convert to new items will
be instead converted to air: stems, wheat crops, piston head,
tripwire wire block
* Fix LightPopulated parsing in V1466
The DFU code was checking if the number existed, not if it
didn't exist. I misread the original code.
* Always parse protochunk light sources unless it is marked as non-lit
Chunks not marked as lit will always go through the light engine,
so they should always have their block sources parsed.
* Update custom names to JSON for players
Missed this fix from CB, as it was inside
the DataFixers class.
I decided to double check all of the CB changes again:
DataFixers.java was the only area I missed, as I had inspected all
datafixer diffs and implemented them all into DataConverter. I also
checked Bootstrap.java again, and re-evaluated their changes. I had
previously done this, but determined that they were all bad.
The changes to make standing_sign block map to oak_sign block in
V1450 is bad, because that's not the item id V1450 accepts. Only
in 1.14 did oak_sign even exist, and as expected there is a converter
to rename all existing sign items/blocks.
The fix to register the portal block under id 1440 is useless, as
the flattenning logic will default to the lowest registered id - which
is the exact blockstate that CB registers into 1440. So it just
doesn't do anything.
The extra item ids in the id -> string converter are already added,
but I found this from EMC originally.
The change for the spawn egg id 23 -> Arrow is just wrong,
that id DOES correspond to TippedArrow, NOT Arrow. As
expected, the spawn egg already has a dedicated mapping for
Arrow, which is id 10 - which was Arrow's entity id.
I also ported a fix for the cooked_fished id update. This doesn't
really matter since there is already a dataconverter to fix this,
but the game didn't accept cooked_fished at the time. So I see
no harm.
* Review all converters and walkers
- Refactor V99 to have helper methods for defining entity/tile
entity types
- Automatically namespace all ids that should be namespaced.
While vanilla never saved non-namespaced data for things that
are namespaced, plugins/users might have.
- Synchronised the identity ensure map in HelperBlockFlatteningV1450
- Code style consistency
- Add missing log warning in V102 for ITEM_NAME type conversion
- Use getBoolean instead of getByte
- Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow
rename, as it will affect ENTITY_NAME type
- Always set isVillager to false in V502 for Zombie
- Register V808's converter under subversion 1 like DFU
- Register a breakpoint for V1.17.1. In the future, all final
versions of major releases will have a breakpoint so that
the work required to determine if a converter needs a breakpoint
is minimal
- Validate that a dataconverter is only registered for a version
that is registered
- ConverterFlattenTileEntity is actually ConverterFlattenEntity
It even registered the converters under TILE_ENTITY, instead of
ENTITY.
- Fix id comparison in V1492 STRUCTURE_FEATURE renamer
- Use ConverterAbstractStatsRename for V1510 stats renamer
At the time I had written that class, the abstract renamer didn't
exist.
- Ensure OwnerUUID is at least set to empty string in
V1904 if the ocelot is converted to a cat (this is
likely so that it retains a collar)
- Use generic read/write for Records in V1946
Records is actually a list, not a map. So reading map was
invalid.
* Always set light to zero when propagating decrease
This fixes an almost infinite loop where light values
would be spam queued on a very small subset on blocks.
This also likely fixes the memory issues people were
seeing.
* re-organize patches
* Apply and fix conflicts
* Revert some patches
getChunkAt retains chunks so that plugins don't spam loads
revert mc-4 fix will remain unless issues pop up
* Shuffle iterated chunks if per player is not enabled
Can help with some mob spawning stacking up at locations
* Make per player default, migrate all configs
* Adjust comments in fixups
* Rework config for player chunk loader
Old config is not compatible. Move all configs to be
under `settings` in paper.yml
The player chunk loader has been modified to
less aggressively load chunks, but to send
chunks at higher rates compared to tuinity. There are
new config entries to tune this behavior.
* Add back old constructor to CompressionEncoder/Decoder (fixes
Tuinity #358)
* Raise chunk loading default limits
* Reduce worldgen thread workers for lower core count cpus
* Raise limits for chunk loading config
Also place it under `chunk-loading`
* Disable max chunk send rate by default
* Fix conflicts and rebuild patches
* Drop default send rate again
Appears to be still causing problems for no known reason
* Raise chunk send limits to 100 per player
While a low limit fixes ping issues for some people, most people
do not suffer from this issue and thus should not suffer from
an extremely slow load-in rate.
* Rebase part 1
Autosquash the fixups
* Move not implemented up
* Fixup mc-dev fixes
Missed this one
* Rebase per player viewdistance api into the original api patch
* Remove old light engine patch part 1
The prioritisation must be kept from it, so that part
has been rebased into the priority patch.
Part 2 will deal with rebasing all of the patches _after_
* Rebase remaining patches for old light patch removal
* Remove other mid tick patch
* Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch
Replaced by `Do not copy visible chunks`
* Revert AT for Vec3i setX/Y/Z
The class is immutable. set should not be exposed
* Remove old IntegerUtil class
* Replace old CraftChunk#getEntities patch
* Remove import for SWMRNibbleArray in ChunkAccess
* Finished merge checklist
* Remove ensureTickThread impl in urgency patch
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
* Ensure priority updates are determined by current level, not deferred level
Deferral could cause an infinite loop to occur.
Also, re-add the light engine priority logic.
* Rebase
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
The chunk system can swallow the exception given it's all
built with completablefuture, so ensure it is at least printed.
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
Mojang did NOT add dataconverters for world gen configurations
that they CHANGED. So, the codec fails to parse old data.
This fixes two instances:
- IntProvider is new and Mojang did not account for old data.
Thankfully, only ColumnPlace needed to be special cased.
- TreeConfiguration had changes. Thankfully, they were
only renames for one value and thankfully defaults could
be provided for two new values (WITHOUT changing behavior).
even even even even even even even even even even
even even even even even even even even even even
even even even even even even even even even even
even even even even even even even even even even
even even even even even even even even even even
even even even even even even even even even even
more work
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:
3284612a SPIGOT-5853: Add DragonBattle#generateEndPortal()
e4db04ae SPIGOT-5841: New map colours broken
CraftBukkit Changes:
d4243510 SPIGOT-5853: DragonBattle#getEndPortalLocation() throws NPE on new world
1601ec31 SPIGOT-5845: ChatColor.RESET does not work in ItemMeta to reset italics
4d92db6f CraftChatMessageTest does not need AbstractTestingBase
71045d3d SPIGOT-5828: Unlock worlds on unload
dbc347b9 SPIGOT-5841: New map colours broken
14053c70 SPIGOT-5847: BlockFadeEvent cannot be triggered asynchronously from another thread
Spigot Changes:
6f4ff1b6 SPIGOT-5851: ChatColor (HEX) doesn't appear correctly in the ActionBar
d94a518a SPIGOT-5848: PlayerSpawnLocationEvent throws NPE when setting a location of another world
Caused the server to revert to the player's overworld coordinates
after teleporting into the end.
Sidenote: The underlying issue is that the move call can teleport
entities and do other things like kill the entity. In the future,
to fix all exploits derieved from this usually unexpected
behaviour, we need to move all of this dangerous logic outside
of the move call and into an appropriate place in the tick method.
This renames the config from enable tnt duping to enable piston duping
Normally we would not have a config for rails and carpet duping, but
the fix for TNT is the same fix for rails and carpet, so they are
having to be covered under that same config.
Use a proper teleport for teleporting to entities in different
worlds.
Validate that the target entity is valid and deny spectate
requests from frozen players.
Also, make sure the entity is spawned to the client before
sending the camera packet. If the entity isn't spawned clientside
when it receives the camera packet, then the client will not
spectate the target entity.
Appending to the tail of the chunk tasks leaves a
window for the chunk to be moved to a
non-ticking status.
Additionally, use CB's callback executor so we
can ensure that we are not incorrectly
scheduling.
Very few entities actually hard collide, so store them in their own
entity slices and provide a special getEntites type call just for them.
This reduces entity collision checking impact (in my testing) by 25%
for crammed entities (shove 130 cows into an 8x6 area in one chunk).
Less crammed entities are likely to show significantly less benefit.
Effectively, this patch optimises crammed entity situations.
CB used the resulting item in the dispenser rather than the item
dispensed. The resulting item would have size == 0 and therefore
be convertered to air, hence why the effects disappeared.
The counter is used to distinguish entries from each other, however
since we can concurrently increment the counter we could totally
screw over the comparision of entries (see a() in NextTickListEntry),
as it compares only the time when the entry will tick, the priority
at which it will tick, and the counter. The block is not compared.
Async loading loads the chunk asynchronously which creates these
entries asynchronously.
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:
7554e08e Add UUID support to CraftProfileBanList
3fe37460 SPIGOT-5378: Fix TileEntity fixer deadlock
12386dd4 SPIGOT-5375: Add spaces to coordinates from tile fixer
606c19e2 SPIGOT-5373: Simultaneous left+right click in creative mode does not work
13caf848 SPIGOT-5370: Fix Block#rayTrace considering other blocks.
Spawn loading has been changed to use getChunkAt calls to manually
load chunks since watchdog can watch these calls and so we guard
against plugins/players changing the radius of a spawn while it's
loading
Debug output has been improved to note the status of the currently
waiting chunk
* 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:
6527cb58 SPIGOT-5329: Clarify isGlowing documentation
5ddb414f Make Lantern extend BlockData
cb888903 Fix typos in previous commits
2a5e0ca2 Bring EnchantItemEvent documentation in line with EnchantmentOffer
3c5fcea2 SPIGOT-5317: Create accessors for player absorption hearts
c6e0d625 SPIGOT-5320: Clarify scope of ExactChoice
CraftBukkit Changes:
a3fdef8c SPIGOT-5331: Add support for Java 13
6ddeb980 SPIGOT-5317: Create accessors for player absorption hearts
5d335e96 SPIGOT-5315: Cannot serialize armor stand ItemMeta
Spigot Changes:
94af569b SPIGOT-5319: Async catcher for getNearbyEntities
I changed a method call without looking at the implications.
super.processDeath would re-invoke the unmapped method, whereas super.d
would call the super method.
* fixup patch and rebuild
* 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:
bde198c9 SPIGOT-5246: PlayerQuitEvent.get/setQuitMessage() is incorrectly marked as NotNull
24ad5a79 SPIGOT-5240: Vector.angle not valid for angles very close to each other
a143db9a SPIGOT-5231: ShotAtAngle API for Fireworks
10db5c3d SPIGOT-5226: Update Javadoc of PlayerDeathEvent
CraftBukkit Changes:
1ec1b05e SPIGOT-5245: Unneeded cast to WorldNBTStorage in CraftWorld#getWorldFolder
e5e8eec2 SPIGOT-5241: setAttributeModifiers does not work on untouched stack
803eaa31 SPIGOT-5231: ShotAtAngle API for Fireworks
7881d2ae SPIGOT-5237: Horses, pigs do not drop their inventory
06efc9ec Don't accept connections until all plugins have enabled
da62a66a SPIGOT-5225: World handle isn't closed if world is unloaded without saving
104b3831 SPIGOT-5222: Cannot get Long values from Entity memory
f0b3fe43 SPIGOT-5220: Server CPU usage reaches 100% when stdin is null
Spigot Changes:
e5b1b5db SPIGOT-5235: Destroy expired area effect clouds / fireworks that are inactive
cbcc8e87 Make region files more reliable to write to
8887c5f4 Remove redundant late-bind option
dac29063 Rebuild patches
* Preserve old flush on save flag for reliable regionfiles
Originally this patch was in paper
* Fix some issues with the death event
- Entities potentially entering a glitched state to the client where
they appear to be falling over
- Donkeys losing their chest if the event was cancelled (only an
issue since the upstream merge)
- Some wither death logic running for an entity killed by a wither
We were previously calling what looks like a legacy check for distance
away for the inventory. Unfortunately, with our logic, we called the
open logic before the active container was set. So the legacy check
would register 0 viewers and the logic would become bugged.