Commit Graph

11 Commits

Author SHA1 Message Date
Aikar
d7e48a1126 Improve Login to use Urgent priority - improves login chunk load times 2020-06-08 21:44:52 -04:00
Aikar
7ec3cf8948 Don't skip full player connection tick when dead
Still need to send keep alives and kick for idle

Fixes #3299
2020-05-06 19:30:47 -04:00
Aikar
1127deb87d Rebuild all patches using the new rebuild pattern 2020-05-06 05:48:49 -04:00
Aikar
fd5c98a9ef Optimize Network Manager to not need synchronization
Removes synchronization from sending packets
Makes normal packet sends no longer need to be wrapped and queued like it use to work.
Adds more packet queue immunities on top of keep alive to let the following scenarios go out
without delay:
  - Keep Alive
  - Chat
  - Kick
  - All of the packets during the Player Joined World event

Hoping that latter one helps join timeout issues more too for slow connections.

Removes processing packet queue off of main thread
  - for the few cases where it is allowed, order is not necessary nor
    should it even be happening concurrently in first place (handshaking/login/status)

Ensures packets sent asynchronously are dispatched on main thread

This helps ensure safety for ProtocolLib as packet listeners
are commonly accessing world state. This will allow you to schedule
a packet to be sent async, but itll be dispatched sync for packet
listeners to process.

This should solve some deadlock risks

This may provide a decent performance improvement because thread synchronization incurs a cache reset
so by avoiding ever entering a synchronized block, we get to avoid that, and packet sending is a really
hot activity.
2020-05-06 05:22:03 -04:00
Spottedleaf
fbe8958237 Use distance map to optimise entity tracker / Misc Utils
Use the distance map to find candidate players for tracking.

This also ports a few utility changes from Tuinity
2020-05-06 03:44:47 -04:00
Aikar
6b3f3d8d8c Improve Async Login to avoid firing in middle of Entity Ticking
If a sync load was triggered, it would process pending join events,
causing them to be added to the world in the middle of the entity ticking
process.

This caused their add to be queued instead of immediate, causing
"Illegal Tracking" errors.

This schedules it to fire at the players next Connection Tick, which
is exactly where this entire process use to run anyways.

Also added missing tab complete and syntax for syncloadinfo debug command
2020-04-29 04:14:47 -04:00
Aikar
9c59e219f6 Improve Async Login so pending connections dont get exposed
We still keep vanilla process of waiting for existing session to be removed before logging in
by storing a separate map of pending.

also fire the callback using executor incase further recursion causes any trouble
2020-04-24 05:33:33 -04:00
Aikar
9e4ba94fa1 Improvements to async login
Bump chunk priority to ensure chunks load fast
Handle case where client disconnects before they even fire PlayerJoinEvent
  - no longer call PlayerQuitEvent or print quit message.
  - don't save the player data file if never joined. Nothing has changed.
    CraftBukkit has a bug here that if you do save it, you will lose
    any horse that the player logged off on because the horse hasn't
    been resummoned yet.
2020-04-22 05:40:06 -04:00
Aikar
6578a2d659 Fix some issues with async login as well another source of sync loads 2020-04-22 02:52:17 -04:00
Spottedleaf
d77bc736a0 Improve async login (#3189)
Add helper functions to ChunkProviderServer to make this easier
for other uses

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2020-04-19 10:58:02 -07:00
Aikar
37c7a3af0a Load Chunks for Login Asynchronously
No longer will trigger Synchronous Chunk Loads when a player logs
in to the server.

Will delay PlayerJoinEvent until the chunk has been loaded.

Should have massive performance benefits for larger servers with
lots of players logging in and out.
2020-04-19 04:32:04 -04:00