Commit Graph
100 Commits
Author SHA1 Message Date
Aikar f4afd120d2 Optimize Captured TileEntity Lookup
upstream was doing a containsKey/get pattern, and always doing it at that.
that scenario is only even valid if were in the middle of a block place.

Optimize to check if the captured list even has values in it, and also to
just do a get call since the value can never be null.
2019-04-06 10:25:21 -04:00
Aikar 1abad1ff37 Improve Cancelled Block Place Tile Entity discardment
We bandaided this logic on a case by case basis before with Loot Tables and Chests,
but that is not the correct fix.

Ultimately we just needed to clear out the captured tile entity list so that the
update calls did not process the tile entity that is no longer even valid.

This solution will ensure ALL placed tile entities data is ignored and not just
the few cases we previously had filters for.
2019-04-06 10:23:05 -04:00
Aikar 29399ffc02 Numerous fixes to entity related changes
While it wasn't really "broken" before, if plugins use NMS
(which they really should't be) and mess with entity management
themselves, and get it wrong, they could ultimately corrupt our
state expectations.

I've been unable to reproduce any issues locally, but these changes
are the result of me analyzing the code pretty deeply and seeing
about how to make it more durable to abnormal usage.

Any servers seeing oddities, please run with -Ddebug.entities=true
and send me any logs triggered.
2019-04-05 23:08:45 -04:00
Aikar 3ecea2902b Updated Upstream (CraftBukkit/Spigot)
We pretty much reverted most of Spigots changes here as ours is better.

I guess least Spigot is trying to get closer to us? but missed..

CraftBukkit Changes:
0bf75bbd SPIGOT-4686: Enchantment ordering nondeterministic

Spigot Changes:
f09662d0 Rebuild patches
2019-04-02 23:27:20 -04:00
Aikar 3c57e007e9 Improve upstream merge script to rebuild patches
this will help ensure that upstreams apply as cleanly as it does manually

the filtering makes the patches more fragile, but usually not an issue for small updates.

this will unfilter, apply the cleanest patches, then the next rebuild will
filter out unnecessary changes
2019-04-02 23:20:10 -04:00
Aikar 37e98e4d94 Try to improve Timings stack management
I can't reproduce issues locally, but this should be even more 'stable'
2019-04-02 22:56:32 -04:00
Aikar 1ba5ee72ff Clean upstream before merging to ensure clean state 2019-04-02 21:46:32 -04:00
Aikar fba6eef5bd Re-add isTypeNotPersistent check
seems CB did something different with that field more than I understood.

So now it permanently doesn't match vanilla? :(
2019-03-29 08:50:52 -04:00
Aikar b306372426 Restore vanilla behavior of mob counts for persistent mobs
Now decounts entities that got name tagged or persistent state changed.

Removes a bad CB check that ignored some persistent mobs persistence state.

Vanilla code explicitly only cares 'is this mob persistent?' and if
it is, it is not counted. CB should not of been checking its type state.

Fixes #1922
2019-03-29 02:51:08 -04:00
Aikar fbe06222c4 Fix map rendering issues - Fixes #1796 2019-03-29 02:27:56 -04:00
Aikar f9b8a839ff Optimize Persistent Data Loading
removes Mineshaft loading legacy as we had pre 1.13.2 to avoid managing
that very large data file from legacy systems.

Previous to 1.13.2 these data files were never loaded to begin with, so they
effectively do not contain valid/relevant data.

These files take a long time to convert on large worlds and crashes the server.

Additionally, cache the result of a file being missing so we don't keep spam checking it.
2019-03-29 02:16:55 -04:00
Aikar 274fe387da Fix a concurrency issue with legacy structure data loading
This code could get hit by many threads at once, causing multiple
chunk loads to convert legacy data, leading to all sorts of fun.

Additionally, go ahead and preload it async on world load.
2019-03-29 02:02:53 -04:00
Aikar 03603ab34b fix javadocs 2019-03-28 23:58:09 -04:00
Aikar 7ed92736c0 Reuse buffers for chunk compression to optimize memory use
Instead of allocating a buffer for every chunk compression, reuse
the same 64k sized buffer.

Also stopped doing dynamic compression levels. It wasn't helping enough.

This will improve memory usage and zlib performance of chunk compression.
2019-03-28 22:06:35 -04:00
Aikar bea67c4412 Forgot to convert duration to millis per the API expectation for tick event 2019-03-28 01:27:39 -04:00
Aikar 4606cb8ce3 PlayerDeathEvent#getItemsToKeep
Exposes a mutable array on items a player should keep on death.

This allows a cleaner method to implement "Keep certain items on death"
than how plugins currently do it in that it never removes them in first
place, so its safe if the player logs out/server is shutdown before respawn.

Example Usage: https://gist.github.com/aikar/5bb202de6057a051a950ce1f29feb0b4
2019-03-28 00:58:05 -04:00
Aikar 05c82fcfe0 Server Tick Events
Fires event at start and end of a server tick
2019-03-27 22:49:29 -04:00
Aikar 4e0a1533d0 Remove light optimization
getting lots of bug reports on light. just going to drop this even though
I really don't see how it could be the source due to my understanding of
the games light engine...

Fixes #1920
2019-03-27 20:46:46 -04:00
Aikar 9c9062547e Revert "Optimize Bukkit <-> NMS Mapping tables and legacy conversion"
This reverts commit 9329e1383d.

Has issues, will fix later
2019-03-26 01:58:53 -04:00
Aikar 8c452eb0d5 Fix issue in last build with null task timings 2019-03-26 01:31:59 -04:00
Aikar 92059ef6ba Improve Timings stack protection more
Ensures in more places that exceptions will not corrupt the Timings stack.

Timings will now better report stack corruption and auto repair itself too.
2019-03-26 00:31:34 -04:00
Aikar 9329e1383d Optimize Bukkit <-> NMS Mapping tables and legacy conversion
Use O(1) patterns for mapping conversions to improve plugin performance.
Optimize collections used by legacy plugin conversion

This should improve plugin performance across the board
on Paper for both Modern and Legacy Plugins.

Also log how long building those tables takes...
2019-03-25 22:37:28 -04:00
Aikar 0800b3909a Improve nullability changes from last commit about getWorld 2019-03-24 19:33:26 -04:00
Aikar fc271fbed3 Restore some SANITY around nullability annotations
Some of these were wrong (scoreboard manager), others are counter to
everything everyone expects (Locations world being null, which wasnt ever safe EVER)
others are just too noisy.

Replace some with Contract to get rid of the nullability constraint and go back to
the old days of IDE not considering it strictly one way or the other.

Also, stop requiring annotations on package-private.

Introduces the next Developer Perk for Paper-API: Your plugin isn't yellow anymore.

Also fixed random dupe code in ensureServerConversions that got mistakenly set in the update.
2019-03-24 19:13:07 -04:00
Aikar b3005192c9 Add the unnecessary annotation
cmon, that wasn't even API.

i've updated my IDE to now not skip tests :(
2019-03-24 18:32:08 -04:00
Aikar eb39758848 missed a spot for pickupDelay fix 2019-03-24 18:15:39 -04:00
Aikar 644e1d4f8f don't go below 0 for pickupDelay, breaks picking up items
vanilla checks for == 0

Fixes #1911
2019-03-24 18:12:56 -04:00
Aikar 310ae5b900 update metadata refresh approach
same fix, less work needed to do it
2019-03-24 17:48:22 -04:00
Aikar a76d462eae Timings Improvements
use a better stack for managing timing tree relationships
remove unnecessary synchronization (i forgot HANDLERS is only touched on main)

this should hopefully resolve any data integrity concerns
2019-03-24 17:47:23 -04:00
Aikar 3f35065cd3 include chunk gen mobs in natural counting, fix some spawn reasons 2019-03-24 13:55:27 -04:00
Aikar 5b0b2630b1 Add a config for mob spawn change, really shouldn't use it
turning this to true allows 1 player to deny other players the ability
to have mobs spawn. It really is a bad idea and reverts back to iffy
mob spawn limits where mob farms in the world stops natural spawns
from occuring.

Really recommend resorting to different solutions than ever using this config.
2019-03-24 12:46:52 -04:00
Aikar 6e81645df1 Updated Upstream (Bukkit/CraftBukkit)
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:
451bd74e Use gson for decoding version command

CraftBukkit Changes:
51100db8 SPIGOT-4678: Fix placing signs in certain circumstances
2019-03-24 12:33:39 -04:00
Aikar 669007b2f6 Only count Natural Spawned mobs towards natural spawn mob limit
This resolves the super common complaint about mobs not spawning.

This was ultimately a flaw in the vanilla count algorithim that allows
spawners and other misc mobs to count against the mob limit, which are
not bounded, and can prevent the entire world from spawning new.

I believe Bukkits changes around persistence may of actually made it
worse than vanilla.

This should fully solve all of the issues around it so that only natural
influences natural spawns.
2019-03-24 01:05:07 -04:00
Aikar 603ab21457 Entity#getEntitySpawnReason
Allows you to return the SpawnReason for why an Entity Spawned

Pre existing entities will return NATURAL if it was a non
persistenting Living Entity, SPAWNER for spawners,
or DEFAULT since data was not stored.
2019-03-24 01:00:55 -04:00
Aikar 2651356bc9 Fix a case where mob spawning could load/gen chunks 2019-03-24 00:59:45 -04:00
Aikar 51e360c648 Fix crops not popping when no plugin listens to physics 2019-03-03 12:22:24 -05:00
Aikar 7af07de57b Remove left over debug from entity slices 2019-03-02 18:52:16 -05:00
Aikar 301af1e293 MC-145260: Fix Whitelist On/Off inconsistency - Fixes #1880
Mojang stored whitelist state in 2 places (Whitelist Object, PlayerList)

some things checked PlayerList, some checked object. This moves
everything to the Whitelist object.
2019-03-02 16:23:06 -05:00
Aikar 81f54a7fa4 Add config to disable light recalculation optimizations
I really don't know how this could break things with light, but wanted to
let it be an option so we can try turning it off to fix some light bug reports
2019-03-02 16:22:01 -05:00
Aikar a447688e18 Handle Excessive Signs in Chunks creating too large of packets
Also adds a limit to stop sending Sign data to client after 500
signs per chunk to limit client lag.

Use -DPaper.excessiveSignsLimit=500 to configure that limit, or -1
to disable the limit and let your players be abused.

fixes #1878
2019-03-02 15:29:46 -05:00
Aikar 553eb93afa don't check convert signs boolean every sign save
that lookup isn't "cheap", and synchronizes so cache it to a boolean instead
2019-03-02 15:29:09 -05:00
Aikar 79756ed64c Remove outbound string length limits on signs, improve codepoint logic
now 80 chars counts multi sized code points the same so 80 chinese
characters would be allowed too.

Removed outbound limit as it doesn't solve the chunk oversize problem.

proper fix for chunk sending in another patch next.
2019-03-02 15:28:04 -05:00
Aikar 8c3f760f3c Fix incorrect check on vehicle for auto dismount
This fixes an issue where players are dismounted from their horse on logout.
2019-02-28 02:43:38 -05:00
Aikar f81fb06341 Fix BlockState hashCode optimization patch performance bug
we missed something in updating this patch and accidently left
hashCode as a 0 value. This caused a pretty nasty performance hit
for BlockStateEnum instances as they would be all a hash collision.

This update fixes that and also promotes the optimizations to cover
ALL cases of Block States, not just enums.

While mojang cached hashCode in 1.13, we can still just use a simple
large prime based hashCode that auto increments guaranteeing no overlap.

Additionally, replace all equals with an identity check.
2019-02-28 01:35:06 -05:00
Aikar f8ae2f889d Fix a sign memory leak 2019-02-28 00:47:57 -05:00
Aikar 98a42ce6d0 Strip extra Sign data to/from client - Fixes #1876
modified clients can send abnormally large data from the client
to the server and it would get stored on the sign as sent.

the client can barely render around 16 characters as-is, but formatting
codes can get it to be more than 16 actual length.

Set a limit of 80 which should give an average of 16 characters 2
sets of legacy formatting codes which should be plenty for all uses.

This does not strip any existing data from the NBT as plugins
may use this for storing data out of the rendered area.

it only impacts data sent to and from the client.

Set -DPaper.maxSignLength=XX to change limit or -1 to disable
2019-02-28 00:05:33 -05:00
Aikar 62ba4fbc95 Improve reliability of Shapeless Recipe logic
per feedback from @liach about a bug with vanillas previous logic
that we essentially just reverted to. complex recipes could run into
cases where a recipe that does have enough items can be unsatisfied
if the items are in certain orders, making them not truely shapeless.

this scenario doesn't occur in vanilla, but users can load custom recipes.

this improves the logic to do some sorting on the lists to improve
chances of matching the recipes harder ingredients before the easier
to satisfy ingredients.

the likelyhood of someone adding a recipe that still fails this is too
extreme to care about. i doubt mojangs implementation is perfect either.

we can improve this logic more later if we actually get bug reports on it.
2019-02-28 00:02:20 -05:00
Aikar 4d1ecb4426 Fix Custom Shapeless Custom Crafting Recipes
Mojang implemented Shapeless different than Shaped

This made the Bukkit RecipeChoice API not work for Shapeless.

This reimplements vanilla logic using the same test logic as Shaped
2019-02-27 21:06:04 -05:00
Aikar 5a1067ece6 Revert "Fix Custom Shapeless Crafting Recipes"
This reverts commit 77745dfa37.
2019-02-26 01:25:27 -05:00
Aikar 77745dfa37 Fix Custom Shapeless Crafting Recipes
Mojang implemented Shapeless different than Shaped

Make shaped also support the RecipeChoice API
2019-02-25 21:31:50 -05:00
Aikar a7ab48d5dc Add ItemStack Recipe API helper methods
Allows using ExactChoice Recipes with easier methodss
2019-02-25 21:31:39 -05:00
Aikar 065d510d88 BlockDestroyEvent
Adds an event for when the server is going to destroy a current block,
potentially causing it to drop. This event can be cancelled to avoid
the block destruction, such as preventing signs from popping when
floating in the air.

This can replace many uses of BlockPhysicsEvent, as this will not fire
with the same velocity as BPE.
2019-02-25 20:40:23 -05:00
Aikar 299936d568 Remove redstone checks for BlockPhysicsEvent as it wasnt working, general optimize
Just make it ignore the event fires when no plugin is listening to it.
2019-02-25 20:38:55 -05:00
Aikar 1b583b25a9 Missed diff on spigot chunk patch
not much concern over it, it would of just misidentified a corrupt chunk as not corrupt
2019-02-23 16:18:46 -05:00
Aikar 3a80ab303a Improvements to Timings concurrency and lookup performance
ConcurrentHashMap synchronizes on .computeIfAbsent even on hits,
so this does a .get(key) first, which most of our use should
be hits, and then falls back to the CHM computeIfAbsent for thread safe puts.

Also improve concurrency on handler and group collections to use a synchronized
list instead of an array deque for concurrency safety.
2019-02-23 14:22:43 -05:00
Aikar 60c7dc9769 Remove ChunkSection debug - #1302
While these logs indicate something is 'off', we've had no reports
of visible 'issues' with entities, and no one is going to take the
time to debug this farther, so just getting rid of the logs so it's
like its never happening!

Ignorance is bliss.
2019-02-23 12:24:23 -05:00
Aikar 43ffd1baf1 Unwrap Event Exceptions
This was a useless exception wrapper that ends up making
stack traces harder to read as well as the JVM cutting off
the important parts

Nothing catches this exception, so its safe to just get rid
of it and let the REAL exception bubble down
2019-02-23 12:17:41 -05:00
Aikar 2b6aa2fcca Load correct chunks for spawn chunk loading - Fixes #1866
logic was loading the wrong x/z in block coords instead of chunk coords
2019-02-22 00:02:37 -05:00
Aikar b6d862d618 Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has only been PARTIALLY tested by PaperMC and as with ANY update, please do your own testing

I've tested basic region file saving as well as our oversized chunks approach.

Bukkit Changes:
e167e549 Clarify MerchantInventory#getSelectedRecipe.
3a1d5b8f Apply default permissions by registration order.
c64cc93f Make tags Keyed
ec037ed7 Added a method to get a list of tags
bfb6ef86 Introduce rotation methods to the Vector class
fc727372 Remove draft API from FluidLevelChangeEvent

CraftBukkit Changes:
6430d9c0 SPIGOT-4632: BlockState location is not fixed
14cd1688 Fix CraftInventoryMerchant#getSelectedRecipe if there is no active merchant recipe.
c24abab7 Load custom permissions after default permissions.
bc99dfe8 Make tags Keyed
6fce004f Added a method to get a list of tags

Spigot Changes:
e5e5c7c6 Allow Saving Large Chunks
e8d3881c Rebuild patches
2019-02-21 22:41:20 -05:00
Aikar bde63bbb77 Fix loot table restriction when replenish is disabled - Fixes #1860 2019-02-16 18:22:35 -05:00
Aikar 26423ff0e6 Allow Saving of Oversized Chunks - READ COMMIT DETAILS!!!
Please test this build on a local TEST SERVER before sending to your live server!

PaperMC is not responsible for any data loss to your chunks.

-------------------------------------------------------------------

The Minecraft World Region File format has a hard cap of 1MB per chunk.
This is due to the fact that the header of the file format only allocates
a single byte for sector count, meaning a maximum of 256 sectors, at 4k per sector.

This limit can be reached fairly easily with books, resulting in the chunk being unable
to save to the world. Worse off, is that nothing printed when this occured, and silently
performed a chunk rollback on next load.

This leads to security risk with duplication and is being actively exploited.

This patch catches the too large scenario, falls back and moves any large Entity
or Tile Entity into a new compound, and this compound is saved into a different file.

On Chunk Load, we check for oversized status, and if so, we load the extra file and
merge the Entities and Tile Entities from the oversized chunk back into the level to
then be loaded as normal.

Once a chunk is returned back to normal size, the oversized flag will clear, and no
extra data file will exist.

This fix maintains compatability with all existing Anvil Region Format tools as it
does not alter the save format. They will just not know about the extra entities.

This fix also maintains compatability if someone switches server jars to one without
this fix, as the data will remain in the oversized file. Once the server returns
to a jar with this fix, the data will be restored.
2019-02-15 18:35:11 -05:00
Aikar 316a3106bd Catch all exceptions thrown by chunk loading
If anything throwable is thrown, be sure its caught too.

Because I totally did new Error() out of javascript habit...

This ensures that chunk loading process cant get stuck due to uncaught errors
2019-02-15 18:33:45 -05:00
Aikar fa9c2a0cdd Fix logic error in async chunk loading
if a chunk load was cancelled after generating stage started
it would short circuit return with a null.

however this skipped the creation of the loadTask, which some code
would then invoke in requestChunk and trigger an NPE.

This then likely left an incomplete corrupt request in the chunk map
which then crashes servers.

It should fix these isseues
Fixes #1775
Fixes #1743
2019-02-07 00:04:29 -05:00
Aikar e85921df93 Fix Async Tab Completion processing
previous logic was super broken and did not truncate your currently typed
part of the input from the suggestions.
2019-02-04 22:39:00 -05:00
Aikar 4a1b8766f1 Handle Large Packets disconnecting client
If a players inventory is too big to send in a single packet,
split the inventory set into multiple packets instead.
2018-11-27 21:42:42 -05:00
Aikar eb8562c09b Prevent rayTrace from loading chunks - Fixes #1706
ray tracing into an unloaded chunk should be treated as a miss
this saves a ton of lag for when AI tries to raytrace near unloaded chunks.
2018-11-26 19:24:48 -05:00
Aikar 2e07e37d99 Specify charset explicitly on getBytes 2018-11-17 00:38:35 -05:00
Aikar 6ae3681d8c Improvements to Book Size checks
If you downloaded the build before this, delete the settings.book-size
section in paper.yml to get new values.
2018-11-17 00:34:58 -05:00
Aikar 01d23876a6 Book Size Limits
Puts some limits on the size of books.
2018-11-16 23:10:45 -05:00
Aikar f4f21a2bf2 Improve Activation Range by running target rules
This restores monster aggression range back to normal when
Activation Range is less than the monsters aggression range.

This allows an entity to try to acquire targets still during
inactive ticks, which will also then let it go into immunity stage.
2018-11-08 22:43:38 -05:00
Aikar bf31449397 Use Vanilla Minecart Speeds
CraftBukkit changed the values on flying speed, restore back to vanilla

Might help #1658
2018-11-08 21:35:00 -05:00
Aikar 58692e12eb Use at minimum 2 threads for Data fixers
Per MC-138093 comments, ForkJoinPool uses unlimited threads if
parallelism is ever 1. A 2 core machine will end up with 1
with the change I had previously made, so bumped the min
to 2 so we will never trigger the unlimited thread situation.

This aligns the min back with Spigot, but allows use of more
threads on systems with more cores.
2018-11-05 17:25:08 -05:00
Aikar fcc5040617 Updated Upstream (CraftBukkit)
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:
e693496c SPIGOT-4467: Improve ExpiringMap
2018-11-03 21:23:08 -04:00
Aikar 8a93699923 Drop Optimize Small Entity Movements patch
Causing too many issues

Fixes #1643
2018-11-03 11:02:11 -04:00
Aikar 93e5439f96 Don't merge player movements (fixes block breaking issues)
Fixes #1640
2018-11-03 00:18:10 -04:00
Aikar 219649aa3d Keep players pitch/yaw on vehicle updates - fixes #1628 2018-11-02 23:20:22 -04:00
Aikar ed49d2c77d Optimize World Time Updates
Splits time updates into incremental updates as well as does
the updates per world, so that we can re-use the same packet
object for every player unless they have per-player time enabled.
2018-11-02 23:14:53 -04:00
Aikar 908300e2c0 Many major improvements to Async Chunk Loading
Fixes some bugs with urgent priority, improves priority all
around to optimize blocking chunk requests as much as possible.

fixes casing on the -Dpaper.maxchunkthreads to now be -Dpaper.maxChunkThreads

adds -Dpaper.genThreadPriority=3 -Dpaper.loadThreadPriority=4

lowering thread priorities will help ensure main has more
priority over chunk threads
2018-11-02 22:48:33 -04:00
Aikar ac14b72526 Fix enttiy move merge issues - fixes #1637 2018-11-02 10:08:57 -04:00
Aikar 4b59bce95d Revert "Many major improvements to Async Chunk Loading"
This reverts commit aee814c4b3.
2018-11-02 09:58:16 -04:00
Aikar 602bd1dfb6 Fix compile 2018-11-01 20:16:12 -04:00
Aikar 51bc97bd90 Optimize Small Entity Movement
Optimizes small movements by entities by merging the movement
into the entities next larger movement, until enough movement
velocity has been hit.

This reduces collision detection and able to reduce movement
cpu cost by 5-7%.

The default option of 0.75 seems to provide all the gains without
any noticable behavior change to entity movement.

We have to exclude slimes due to weird jumping animation bugs.
2018-11-01 20:05:18 -04:00
Aikar aee814c4b3 Many major improvements to Async Chunk Loading
Fixes some bugs with urgent priority, improves priority all
around to optimize blocking chunk requests as much as possible.

fixes casing on the -Dpaper.maxchunkthreads to now be -Dpaper.maxChunkThreads

adds -Dpaper.genThreadPriority=3 -Dpaper.loadThreadPriority=4

lowering thread priorities will help ensure main has more
priority over chunk threads
2018-10-31 23:57:03 -04:00
Daniel Ennis d9b41af6fe [CI-SKIP] Update download link to website 2018-10-29 19:55:36 -04:00
Aikar 32d28bc1f3 give EAR immunity to piston pushed entities
helps keep vanilla behavior with piston elevators
2018-10-25 23:26:29 -04:00
Aikar f4ecd3a322 Fix unloaded chunks movement setting 2018-10-24 08:38:34 -04:00
Aikar caddaa85a6 [CI-SKIP] use cross platform strategy for sed -i
BSD sed can DIAF.
2018-10-24 01:24:17 -04:00
Aikar c64c016957 [CI-SKIP] make rebuildPatches support BSD sed
because the world can't be a nice place where all seds are equal
2018-10-24 00:53:08 -04:00
Aikar f827e93edf Improve default thread counts for DataFix BootStrap
Spigot capped it to 2 threads. This bumps it back up to do
maxcores -2 with a max cap of 6.

A typical 4C8T system can use 6 threads and be done in 6 seconds.

Server owners can use system property to override, but this
improves the default.
2018-10-23 23:53:13 -04:00
Aikar f36773fd9c Use Last Access Cache for isLoaded calls
this should provide a pretty good across-the-board performance
improvement for the entire server, as it's very common for code
to check if (isLoaded(x, z)) { then do something on that chunk }

Previously, containsKey would not read or set the last access cache

By making it do get() != null, we gain the benefits of last access
and also improves thread safey for async isLoaded checks

This exact usage scenario is used in Entity movement, so that alone
saves us up to 5%~ of CPU time for Entity movement.
2018-10-23 23:50:51 -04:00
Aikar 6ca5deba8b Don't sleep after profile lookups if not needed
Mojang was sleeping even if we had no more requests to go after
the current one finished, resulting in 100ms lost per profile lookup
2018-10-23 21:14:03 -04:00
Aikar ebeba451f2 Fix "prevent players from moving into unloaded chunks"
it used public method instead of private, and moved to world config

also improved the implementation to not use obfuscated stuff

Also removed the Fix Double chest conversion patch since its
fixed in other ways in vanilla
2018-10-23 21:13:58 -04:00
Aikar af53c8c59e Remove debug text
resolves #1606
2018-10-21 19:16:54 -04:00
Aikar 6ef36f5d24 Remove MOST Synchronization from Chunk Map
This will provide quite a major performance boost by avoiding
synchronizing on EVERY chunk lookup.

Synchronize, even without contention, incurs processor cache flushes.

Considering this is the 2nd hottest method in the code base, lets
avoid doing that...

Additionally, chunk conversion operations were occuring while
under synchronization which lead to deadlocks.

Now the conversion will occur outside of the lock, and fix
that issue, resolving #1586

Note, that the chunk map is still thread safe for get operations!

The chunk map was never intended to be modified async with our
changes, as we post to main to modify the map, however
we do still synchronize for write operations (put, remove)

We also synchronize for async get operations, ensuring that
async gets are safe.

We do not need to synchronize main thread gets as the processor
cache will be insync since the map is only updated on the main thread.

However, if someone does try to delete or put concurrently, we
will force their operation back to the main thread.
2018-10-18 22:41:23 -04:00
Aikar 8593ac6ec5 Remove useless hashes from patches
This avoids annoying conflicts as well as gets rid of diff noise
from clients preferring different hash lengths
2018-10-18 22:36:03 -04:00
Aikar ec2f1e4093 Ensure chunk neighbor counts do not get desynced
Mojang was not checking that the chunk did not overwrite, or
was successfully removed.

We're seeing odd reports in #1561 that indicates issues around
this are having problems.
2018-10-17 22:47:27 -04:00
Aikar b3b0490651 Improvements to Timings Performance
1) Get rid of string interning. can be heavy, has been seen to cause issues for some users
2) Use ConcurrentHashMap instead of a SynchronizedMap
3) Stop use of MRUMapCache which is not thread safe for Group lookups
4) Stop using IdentityHashMap which has performance issues in Java 8
2018-10-17 21:59:35 -04:00
Aikar 82d6028aa7 MC-50319: Check other worlds for shooter of projectiles
Say a player shoots an arrow through a nether portal, the game
would lose the shooter for determining things such as Player Kills,
because the entity is in another world.

If the projectile fails to find the shooter in the current world, check
other worlds.
2018-10-17 19:30:57 -04:00
Aikar ed7f9b32de [CI-SKIP] Fix build script for version detection
Apparently grep was being greedy even when it shouldn't.
This ensures it doesn't be too greedy.
2018-10-16 23:55:54 -04:00
Aikar f481fac7c9 Improvements to DataFixers for performance
Mojang asked me to make some changes, so applied them here.
2018-10-12 01:29:28 -04:00