If the player dies, then they are removed from the world and
as a result are not present in the world entity map.
To guarantee that the player entity scheduler is ticked, we can
tick all schedulers for players in the server player list, and
then skip all players we find in the world entity map.
This problem is not present on Folia since Folia must guarantee
that the player remains in the world.
The ServerLevel#getAllEntities function only returns entities which
are accessible. FeatureHooks#getAllEntities will return all
entities, whether or not they are accessible.
Use the new hook in the EntityCommand, which allows server admins
to inspect entities in unloaded chunks.
Use the hook as well for ticking the EntityScheduler. This fixes
an issue whether unloaded entities did not have their scheduler ticked.
Send more keepalives, record all transactions within the last minute.
We send more keepalives so that the latency calculation is more
accurate. Since we send more keepalives, we track all pending
keepalives in case multiple end up in flight.
Additionally, replace the latency calculation with a true
average over the last 5 seconds of keepalive transactions.
We add the change to guarantee that the player position moves
in-sync with the vehicle's. As a result, it should be teleporting
the player using the new position of the vehicle rather than the
old.
Note: This cannot happen on the Fabric/NeoForge versions since
async ticket level processing is not allowed, but can happen on
Paper. This change is made here so that Paper can
remain in sync.
Ticket level decreases may be handled asynchronously when the
off-thread invokes processTicketUpdates() when the main thread
is running ChunkHolderManager#tick(). This is because the ticket
update is queued during tick(), but not executed (invoking
processTicketUpdates) until after releasing the ticket lock.
This creates a small window for an off-thread to invoke
processTicketUpdates() and steal the update.
When the update is stolen, the full chunk status update (if any)
will be eventually queued to execute via the chunk task queue.
If the chunk queue is processed during the server tick at any
point other than the ChunkHolderManager tick, then any ticket
level decrease will violate an important invariant in the
Moonrise chunk system: ticket level decreases only occur during
ChunkHolderManager tick. This invariant exists to make interfacing
with the chunk system easier, especially working with off-thread
contexts.
This change is specifically made to work towards fixing
https://github.com/PaperMC/Folia/issues/363
Vanilla does not increment ticket timeouts if the chunk is
progressing in generation. They made this change in 1.21.6
so that the ender pearl ticket does not expire if the chunk
fails to generate before the timeout expires. Rather than
blindly adjusting the entire system behavior to fix this
small issue, we instead add non-expirable tickets to keep
ender pearls ticking.
It's important to convert the ItemStack present inside
the text component. The ItemStack nests TEXT_COMPONENT (written
book pages, custom name, ...) which would otherwise not be walked
since we have set a breakpoint at the version and moved the walker
to the next version step.
This fixes item names for hover events inside written book pages
failing to convert to NBT. This issue is also present on DFU.
If an exception is thrown during decompress then the read process
would be started again, which of course would eventually throw in
the decompress process.
Set the old pos/rot to be the same as the current pos/rot for new
entities as the default value for the old pos/rot is zero.
Fixes https://github.com/PaperMC/Folia/issues/302
If the player is not affected by movement through blocks, then
storing the movement would eventually invoke logic to apply effects
caused by moving through such blocks. For example, moving through
a portal in spectator mode and then later switching to creative mode
would portal the player.
This allows plugins to access chunks slightly outside of the
max world border (such as ones which may be loaded naturally
by players) without tripping any logs.
This method was used pre 1.17 era where an Entity was explicitly
tied to a (then called) Chunk's entity slices. If an entity
was not inside a Chunk, then it was considered invalid as
it was not possible to save the entity.
In 1.17+, entities are now tied to a separately tracked entity
section management system. This system is far more reliable now
as it no longer requires a full chunk load to properly track
entities for saving. As a result, an Entity if inside the world
is always attached to some entity chunk section (except in rare
cases in Vanilla which are fixed in Moonrise).
As a result, whether the chunk the entity is in is loaded is no
longer an indication of whether they are tracked in the world
and we can reliably infer that the entity is correctly in the
world through the valid field alone.
Additionally drop the isInWorld() check, as valid=true implies
isInWorld=true. More importantly, the isInWorld() check invokes
getHandle which may trip a thread check on Folia. This will fix
World#getEntities() and friends exploding on Folia.
However, World#getEntities() on Folia still cannot reliably return
all entities in the world as actions such as cross-region
(not cross-world) teleporting will remove entities from the world.
This allows the watchdog thread to be seen as the
primary thread during shutdown, which prevents it
from tripping thread checks in various areas.
Fixes https://github.com/PaperMC/Paper/issues/12030
The windows file system does not write metadata unless
the FileChannel is explicitly flushed with metaData=true.
Note: Setting SYNC (not DSYNC) on the FileChannel does not appear
to write the metadata.
Specifically, we are interested in writing the last modified
timestamp so that fs watchers can detect when RegionFiles are
modified.
This diff was accidentally dropped when updating to hard fork.
This diff importantly:
- Does not return true if the async catcher is disabled
- Does not return true during shutdown
- Returns true for any instance of TickThread (enables
watchdog and Folia threads to be considered main)
ForkJoin thread pools are specially handled with CompletableFuture.
Specifically, join()/get() calls will allow work stealing from other
fork join threads.
This fixes a deadlock where the worldgen worker is waiting on the
I/O worker.
VoxelShape coordiantes generally are an integer + a sum of powers of
two between [-1, -3]. Most offsets are generally an integer. As
a result, applying an offset to the coordinates generally results
in an error of 0. However, coordinate inputs do not follow such
trends. Thus, when applying an offset to the coordinate input,
there may be some floating point error.
By applying the offset to the VoxelShape coordinates, we can
eliminate additional floating point error.
This change also fixes the inconsistency when using
the single AABB, as input coordinates were not offset
when using the single AABB as the single AABB is already
offset.
Fixes https://github.com/Tuinity/Moonrise/issues/81
This specific issue is caused by floating point error resulting
in the falling anvil's y position becoming around -8E-17 when it
should be 0.
While this is still very comfortably in the collision
epsilon (1.0E-7), this results in the falling anvil's y block
position to become -1 (as the block position is simply
the floor of the coordinate).
1. For NearbyPlayers, we need to be using the view distance, and
not the load distance (which is +1 of the view distance).
2. Correctly clamp tick distance to view distance. Since
load distance is +1 of view distance, we need to subtract
one from the load distance when clamping.
Additionally, add checks inside ViewDistances to ensure that
the inputs are in range to catch future errors.
Also, clamp simulation distance, as values < 0 or above
MAX_VIEW_DISTANCE do not make sense to configure.
Force LazyEntityCollisionContext#getEntity() to delegate
- By delegating when the entity is retrieved, we can correctly catch
cases where the collision method is inspecting some entity state.
Adjust constant collision shape determination
- Our previous hack did not actually catch every case. For now,
it will only assume a constant collision shape of EMPTY for
air blocks.
Fixes https://github.com/PaperMC/Paper/issues/11697
This patch does not appear to be doing anything useful, and may
hide errors.
Currently, the save logic does not run through this path either
so it did not do anything.
Additionally, properly implement support for handling
RegionFileSizeException in Moonrise.
ThreadUnsafeRandom is a random implementation that is
identical to LegacyRandomSource behaviourally, but
without the thread checks.
SimpleThreadUnsafeRandom is ThreadUnsafeRandom except with
its nextInt(int) function replaced with a faster
but more biased implementation when bound is very large.
Additionally, replace Level/Entity randoms with ThreadUnsafeRandom.
This avoids the expensive CAS logic at the expense of losing the
thread check.
This method should be present in Paper, not just in Folia, given
that the GlobalRegionScheduler is present.
Additonally, add Server#isOwnedByCurrentRegion(World, int, int, int, int)
for checking of a rectangle of chunks is owned by the current region.
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
First, if the light data is not marked as correct, we should not be
parsing it in the first place. This will eliminate errors from
parsing possibly different versioned light data.
Secondly, if parsing the light data throws an exception (from
the SWMRNibbleArray constructor), then we can simply mark
the returned chunk as having incorrect light data - rather than
propagating the exception and causing the chunk to be re-generated.
This is based on Moonrise's 1.21.2 branch, but this on
1.21.1 so some diffs cannot be applied (and this doesn't
compile).
See moonrise_update_1_21_2.txt for progress
When trying to fall back to offline player data in onlide mode,
we need to use the player file. This fixes a mistake during
update where 'file' was used, but the new code uses 'file1'
for the player file.
The function assumed that the current resize chain pointed to
the previous table, when in fact it pointed to the current table.
The function is supposed to restore the resize chain to the previous
table, previous increment, and previous index + new increment.
Mojang missed these in their mapping. Since the entity data
is used when spawning the bucketed mob, we need to have these
inside the id map to ensure that the entity data is converted
correctly if the entity id is missing.