This restores Asynchronous Chunk Loading to 1.13, as well as adds Asynchronous Chunk Generation..
This provides a massive boost to server performance and should bring 1.13 back closer to 1.12 performance levels for pre generated worlds.
World Generation will now be faster overall than 1.12 since 1.12 did not have async generation.
**DONATE:**
Lots of effort has went into making this happen. Want to say thanks and donate?
https://donate.emc.gs/AsyncChunks
Added information to not use github attachments.
Added information to not report "DO NOT REPORT THIS TO PAPER" logs, because obviously that wasn't clear enough they shouldn't.
light queue is actually buggy, so re-enabling the config.
however, if anyone is ok with the buggy behavior, made the max time lost due to
light queue configurable.
We want to get to making the ligth queue default if we can make it work perfectly.
also applying neighbor optimizations to use the faster method for light checks.
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:
dcb43ef8 MC-136886: locate command loads chunks without needing to.
Spigot Changes:
f823ac54 Rebuild patches
There is no reason for the light queue to even be an option. This
enables the light queue for everyone.
This also improves the "can we still tick" time logic to always
check before running a light operation.
previously, we always executed at least 10 on the first world
(but not other worlds...), but we are seeing light take up some
heavy time, so improving that for now.
I've now also improved recheck gaps logic to happen at the end of all single block updates
This also prevents multiple gap checks, as previously if a tick skipped
the gaps check, the next tick would end up re-adding the entry again,
resulting in multiple gap checks.
This now just sets a marker "We need to recheck gaps" and will only occur
once.
This also should reduce chunk loads, as previously, we checked if
the neighbor chunks were loaded for the gap check, however those
neighbor chunks might of unloaded before the light queue operation
actually ran. Now, the neighbor chunk is done when the gap check
is being done, so it should avoid loading chunks.
Fixes#1466Fixes#1431
Some chunks that need conversion may fail the loadChunks pass, and
end up entering the world gen code to finish processing.
We solved this on the API level before, but this needs to apply to
all chunk loads when gen=false
This adds a new Future based, Consumer<Chunk> based, and ability
to control whether or not to generate to the Async Chunk API.
Until Async Chunks merges, these API's are still synchronous, but
this commit will allow plugins to start using the API's in use
with the Async Chunks beta.
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:
cbb4fc16 SPIGOT-1916: Attribute modifiers for ItemStacks
CraftBukkit Changes:
8164f4b2 SPIGOT-1916: Attribute modifiers for ItemStacks
Spigot Changes:
38536abd Rebuild patches
A bug with double chest conversion would lead to data
loss from chunks if they crossed chunk boundries.
This fixes the issue.
It should now be safe to upgrade worlds to 1.13.1
If you try to load a world inresponse to another world loading,
a concurrent modification exception will throw.
This avoids that by making a defensive copy of the list for the server init stage.
you might want to do this if you want to guarantee your world loads
immediately after the vanilla worlds before another plugin has a chance
to load worlds during POST_WORLD plugin stage.
Minecraft moved worlds to a hashmap in 1.13.1.
This creates inconsistent order for iteration of the map.
This patch restores World management to be back as an Array.
.values() will allow us to iterate as it was pre 1.13.1 by
ArrayList, giving consistent ordering and effecient iteration performance.
KeySet and EntrySet iteration is proxied to the List iterator,
and should retain manipulation behavior but nothing should be doing that.
Getting a World by dimension ID is now back a constant time operation.
Hopefully no other plugins try to mess with this map, as we are only handling
known NMS used methods, but we can add more if naughty plugins are found later.
Multiverse was tested with this and no breakage.
Allows you to add to paper.yml
seed-overrides:
world_name: some seed value
This will ignore every where a seed is set/created/loaded and force
a world to use the specified seed.
This seed will end up being saved to the world data file, so it is
a permanent change in that it won't go back if you remove it from paper.yml
It's always been commonly said to 'ignore' that TPS was '19.X', that
it was fine.
I suspect that the inaccuracy of floating point math resulted in us
losing precision over time, making it difficult to actually get back to 20,
as you know the fun 0.1 + 0.1 ... 9 more times != 1 problem.
BigDecimal supports working with doubles with higher precision.
This change makes it so our RollingAverage class maintains all of the data
using BigDecimal and using BigDecimal arithematic operations.
This ensures we have extremely high precision, enabling us to
actually be able print '20 TPS' when TPS is perfect.
computeIfAbsent would leak as the entry
was never registered into the ttl map
This fixes that ,as well as redesigns cleaning to
not run on every manipulation, and instead to run clean
once per tick per expiring map.
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:
94b8708a SPIGOT-4373: Item display colours are white by default
61668436 SPIGOT-4378: Fix mistakenly included code
When a mob was about to load a chunk to try to spawn in, we did not
increment the attempt counter, resulting in it being stuck in the mob
spawn loop for a long time and hanging servers.
Found some more unsafe operations in DataFixers.
Also replaced quite a few bad uses of Map.containsKey
containsKey is a common newbie mistake that "reads" cleaner, but
results in double the performance cost of all map operations as
containsKey in MOST cases where null values are not used is identical to get() == null
Considering how deep datafixers go in call stacks, with tons of map lookups,
this micro optimization could provide some gains.
Additionally, many of the containsKey/get/put style operations were
also a concurrency risk, resulting in multiple computation/insertions.
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:
47b9cf30 SPIGOT-4372: LightningStrikeEvent cause API
a9ceda75 Include the plugin channel name in the exception message
CraftBukkit Changes:
a4bdecff SPIGOT-4372: LightningStrikeEvent cause API
34caaf6d SPIGOT-4371: Trident damaged when event cancelled
97315374 SPIGOT-4369: Handle cancelled trident event
bf1c8273 SPIGOT-4370: Remove vehicle if its passenger spawn event was cancelled
Spigot Changes:
6b015b4b SPIGOT-4370: Remove vehicle if its passenger spawn event was cancelled
Modifying of permissions was only half protected, enabling concurrency
issues to occur if permissions were modified async.
While no plugin really should be doing that, modifying operations
are not heavily called, so they are safe to add synchronization to.
Now, all modification API's will be synchronized ensuring safety.
Additionally, hasPermission was victim to a common java newbie mistake
of calling if (containsKey(k)) return get(k), resulting in 2 map lookups.
Optimized it to simply be a single get call cutting permission map
lookups in half.
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:
7033f180 Hoist out synchronisation from ChunkRegionLoader
Spigot Changes:
500ff5d4 Rebuild patches
Additional Paper changes:
Fixed Versioned World Folders to not synchronize on ChunkRegionLoader
Optimized Save Queue even more to use a Long2ObjectOpenHashmap for save map
Add World#getXIfLoaded to IWorldReader to expose it to more places
Adds an API to allow plugins to instruct a Mob to Pathfind to a Location or Entity
This does not do anything to stop other AI rules from changing the location, so
it is still up to the plugin to control that or override after another goal changed
the location.
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:
3e2858f6 SPIGOT-4352: MoistureChangeEvent
5466e281 Add BlockDispenseArmorEvent
CraftBukkit Changes:
3123a069 SPIGOT-4352: MoistureChangeEvent
226db0ea Add BlockDispenseArmorEvent
cd367fa4 Fix bad thread safety in ChunkRegionLoader
3f5ca5f2 SPIGOT-4355: Improve cancelling VehicleEnterEvent
Spigot Changes:
145a37ae Rebuild patches
3f2423cc Rebuild patches
Adds an API to allow plugins to instruct a Mob to Pathfind to a Location or Entity
This does not do anything to stop other AI rules from changing the location, so
it is still up to the plugin to control that or override after another goal changed
the location.
The PluginManager incorrectly used synchronization on firing any event
that was marked as synchronous.
This synchronized did not even protect any concurrency risk as
handlers were already thread safe in terms of mutations during event
dispatch.
The way it was used, has commonly led to deadlocks on the server,
which results in a hard crash.
This change removes the synchronize and adds some protection around enable/disable
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:
632449b6 SPIGOT-4349: End portal has wrong TeleportCause
3eb8af23 SPIGOT-4348: Use online player for setting skull owner if possible
We are seeing issues with DataFixers being not thread safe in async chunks
and even in some spigot packet sending code.
There are a few more global objects that are mutated that need to
be synchronized to be safe for use over multiple threads.
There may be more cases, but these are extremely obvious ones.
the way I handled this on my fork was using the metadata in the
git "stats" output of patches, however we don't include stats in
the patch files for paper so the code didn't work.
Changed the code to detect our own file editions inside of NMS
to a method that works without stats.
So we no longer need to manually add files to this list
Some things break from this, while this was trying to fix other things
since the thing this patch tried to fix still had problems and required
yet another fix, just going to remove this patch.
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:
dc69d2b3 Fix unbound shaped recipe ingredients
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:
eaf05a2a Expand Recipe API to allow multiple Materials per slot
CraftBukkit Changes:
4c219e2a Expand Recipe API to allow multiple Materials per slot
ForgeFlower is better than Spigots FernFlower at decompiling the source.
However, in order to maintain the CraftBukkit patches, we must keep
using spigots for the primary.
However, for any file that we import on top of Spigots imported files
there is nothing stopping us from using better decompiled files.
So these changes will use ForgeFlower to maintain a better set of
decomped files, so anything we add on top of Paper can start off
in a better spot.
With 1.13, the idea of accessing chunks async is going to have to
be supported with the push towards thread safe chunk access mojang
has done.
This commit changes timings to always thread check at start and stop
timings and only mutate state on main thread.
This makes startTimingIfSync pointless, but I'm just going to leave
it as is.
Timings will no longer complain when used async, it just will not
do anything.
Further concurrency issues have been addressed with creating
timings handlers that may of overall been an issue for any handler
that might of been created async (happened even for things that
only timed sync)
with that, the 'protected' concept of handlers has been removed,
and 'plugin' vs 'safe' handlers are now the same.
Got rid of some guava functions in favor of java 8 real stuff now too.
Uses optimized check to avoid major locks and large method.
Will improve inlining across many hot methods.
Improve getBrightness to not do double chunk map lookups.
Also fixes some bugs in ours
Ultimately they both are near the same, but ours is behind the synchronized gate.
Mojangs is mixed behind 2 different synchronization contexts (chunks can lock 2 different objects)
Mojang also blindly unsets the ref on any chunk unload, not just if its the one being pointed to.
Updated Upstream (Bukkit/CraftBukkit/Spigot)
Bukkit Changes:
2dcc44dc SPIGOT-4307: Fix hacky API for banners on shields
e0fc6572 SPIGOT-4309: Add "forced" display of particles
efeeab2f Add index to README.md for easier navigation
f502bc6f Update to Minecraft 1.13.1
CraftBukkit Changes:
d0bb0a1d Fix some tests randomly failing
997d378d Fix client stall in specific teleportation scenarios
b3dc2366 SPIGOT-4307: Fix hacky API for banners on shields
2a271162 SPIGOT-4301: Fix more invalid enchants
5d0d83bb SPIGOT-4309: Add "forced" display of particles
a6772578 Add additional tests for CraftBlockData
ce1af0c3 Update to Minecraft 1.13.1
Spigot Changes:
2440e189 Rebuild patches
4ecffced Update to Minecraft 1.13.1
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:
f41aae40 Remove reflection from CraftBlockData
Mojang changed behavior of .cloneItemStack() so that if you clone while
count = 0, it clones as AIR instead of original Item type.
So we needed a flag to keep old behavior.
* master:
Fix bug in last patch
Ensure chunks are always loaded on hard position sets
Improve Watchdog Early Warning Feature - Closes#1319
Allow disabling armour stand ticking