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:
42d5a714 SPIGOT-5899: Hoglins API similar to Piglins
2c1ee10e SPIGOT-5887: ClickType doesn't include off hand swaps
5ff7c7ce SPIGOT-5886: Missing BlockData
CraftBukkit Changes:
7560f5f5 SPIGOT-5905: Fix hex colours not being allowed in MOTD
d47c47ee SPIGOT-5889: Villager using composter should call EntityChangeBlockEvent
2fe6b4a3 SPIGOT-5899: Hoglins API similar to Piglins
e09dbeca SPIGOT-5887: ClickType doesn't include off hand swaps
23aac2a5 SPIGOT-5903: EntityDismountEvent cannot be triggered asynchronously
92cbf656 SPIGOT-5884: Tab completions lost on reloadData / minecraft:reload
fb4e54ad SPIGOT-5902: PlayerRespawnEvent places player at spawn before event is called
aa8f3d5a SPIGOT-5901: Structures are generated in all worlds based on the setting for the main world
a0c35937 SPIGOT-5895: PlayerChangedWorldEvent#getFrom is incorrect
89c0a5c3 SPIGOT-5886: Missing BlockData
Spigot Changes:
0287a20d SPIGOT-5903: EntityDismountEvent cannot be triggered 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
Bukkit Changes:
85e57f7a SPIGOT-5803: Implement the missing methods for the Piglin API.
ce0159b6 SPIGOT-5881: SnakeYaml 1.26 limits non-scalar (null) nodes while 1.25 does not
CraftBukkit Changes:
44109b72 SPIGOT-5803: Implement the missing methods for the Piglin API.
cf01fd9d #696: Respect the NotNull annotation of getChargedProjectiles in CraftMetaCrossbow
1a3363db SPIGOT-5849: Constantly Raining in World 1.16
Not sure what plugins or panels are doing to have triggered this.
Reloading resource packs appear to have been happening during shutdown
So this will abort the end of the reload process if we are not on the
correct thread and stop saving players as part of this task too.
Don't constantly send format: false for all formatting options when parent already
has it false
Going to PR this to Spigot, but putting it out here for now
Should help with reducing size of items with lots of colors from
legacy format.
Fixes per world difficulty with /difficulty command and also
makes it so that the server keeps the last difficulty used instead
of restoring the server.properties every single load.
Memory usage is a pretty useless value in any modern garbage collector
as the way memory is used makes this information not representive of
any actionable data.
In the recommended GC flags, this memory value will constantly rise until
it is near max and then goes down. This is perfectly normal and expected.
Having this information shown will lead to confusion.
Plus, many servers give this command to end users, which now really might
not want to expose this memory data.
So this disables it unless /tps mem is used, and also requires a permission
node to even run this subcommand.
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:
f009c3dd SPIGOT-5810, SPIGOT-5835: 'Better' handling of Player.isOnGround
e677c370 Update ECJ version
5058a35d SPIGOT-5860: Item.setItemStack should be NotNull
CraftBukkit Changes:
d77f4d9b SPIGOT-5810, SPIGOT-5835: 'Better' handling of Player.isOnGround
53c95627 SPIGOT-5865: Piglin does not trigger EntityPickupItemEvent
2ab04d24 Update ECJ version
7884e079 SPIGOT-5868: Blocks do not tick in custom nether / end
2a848286 SPIGOT-5863: Don't check colour in scoreboard length validation
f2cbce30 SPIGOT-5866: Beehive unknown TargetReason
Spigot Changes:
ad703da0 SPIGOT-5870: /plugins "website" field shows "version"
1a27cfd8 #98: Improve output of /plugins command using text components
732d5bab Disable checkstyle in Spigot blocks
0199a9a6 #97: Add Memory Usage to Ticks Per Second Command.
33ea98fc SPIGOT-5858: NPE: Joining the server with an invalid dimension
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:
983305bb SPIGOT-5856: Soul Campfire BlockState cannot be cast to Campfire
Remove patcehs we know need to go
add comment on one im not sure should be dropped
go ahead and fix patched repos to turn off gpg signing, as this
helps rebase/apply --continue commands not suck.
Go ahead and prep the pom file change
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:
149527f7 SPIGOT-5782: Set Arrow Launched From Crossbow
CraftBukkit Changes:
be6aaf04 SPIGOT-5782: Set Arrow Launched From Crossbow
833da9c4 SPIGOT-5799: InventoryCloseEvent fires after PlayerQuitEvent
26c0084f SPIGOT-5675, SPIGOT-5798, MC-149563: Fix tracking of entities across dimensions
7f3e7c3f SPIGOT-5797: Zombie(Villagers) Instant Convert based on their lifetime
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:
b2f1908c SPIGOT-5783: Add helpful info to UnknownDependencyException
e4f46260 SPIGOT-2623: Add EntityEquipment methods to get/set ItemStacks by slot.
529a9a69 SPIGOT-5751: Clarify behaviour of block drop-related API methods
CraftBukkit Changes:
8ea9b138 Remove outdated build delay.
ffc2b251 Revert "#675: Fix redirected CommandNodes sometimes not being properly redirected"
cb701f6b #675: Fix redirected CommandNodes sometimes not being properly redirected
c9d7c16b SPIGOT-2623: Add EntityEquipment methods to get/set ItemStacks by slot.
fad2494a #673: Fix Craftworld#isChunkLoaded
8637ec00 SPIGOT-5751: Made breakNaturally and getDrops returns the correct item if no argument is given
Spigot Changes:
a99063f7 Rebuild patches
Fixes#3602
Fixes a few various issues with chunk ticket state
restores mojangs ticket throttle but tries to be smarter about it.
fixes a few state mismatches that needed to be handled.
Fixes fake NPC's adding player tickets when they shouldn't have been.
Improves teleport chunk loading by processing high priority on new area
Fixes#3605Fixes#3537Fixes#3573
Paper will routinely modify your PR for you to rebase it on latest or take care of any minor nitpicks that we can
just solve for you instead of making you go back for a trivial item.
However, if you use an Organization for the PR, this prevents Paper from doing this, and will require us to manually
merge it and close the PR instead of it being marked as the purple merged.
We much prefer to have merged PR's show as merged, so please do not use organizations repo's for PR as GitHub sadly
does not support maintainers pushing to them.
See [https://github.com/isaacs/github/issues/1681](https://github.com/isaacs/github/issues/1681)
Talked with leaf on it and understand what its going now even though
it was a hack fix by Spigot, but seems ok.
I had orig made this change thinking it was the source of another
issue but that came out to not be true.
Fixes#3573
Adds Netty Channel Flush Consolidation to reduce the amount of flushing
This improves performanceo of netty event loop.
If a problem is encountered with this, you can disable it by adding the java flag:
-DPaper.disableFlushConsolidate=true
Also avoids spamming closed channel exception by rechecking closed state in dispatch
and then catch exceptions and close if they fire.
This should resolve connections getting stuck spamming ChannelClosed in logs and
let them clean up and close correctly.
ensure we add missing player tickets even if already full status
remove the player ticket throttler entirely... causes a lot of issues and
our system handles the role that it was serving now too.
increase max delays on farther out chunks load delay
remove -5 priority delay for distant chunks seemed it applied at weird times.
ensure if delay distance manager tick ever got left lingering it unsets on a chunk load.
Fixes#3572
Spigots cache only cached by name which really was not correct...
Additionally, user cache exposes a cache of any player who has logged in
once this session too even if offline.
Also fixed some quirks with Profile API where we might of had textures
in the cache that we didn't even try to look up.
So this should overall help reduce API calls to Mojang.
Sadly, the User Cache doesn't cache textures, but if that ever
changes in future, we would gain benefit there too.
Rewrites the Threaded task logic to no longer use 2 queues and instead
keep a single prioritized queue and do all of a chunks light tasks in a single batch
Fix a math issue in one place (Thankfully didn't seem to really be a common place since didn't notice anything)
We had 2 issues.
1) Log4J2 Shutdown hook seemed to be causing issues as it shutdown logger while we still needed it
2) ServerShutdownThread needs to stay alive until server is shutdown to keep jvm open.
It appears SIGINT is handled differently than SIGTERM, as SIGINT worked correctly.
But this will make both methods work.
Fix bug where mojang has a -90 modifier in yaw resulting in us calculating
chunks to the players left rather than in front of them.
Drastically improve Frustum Prioritization function to reduce lag from its
calculations (Found it was being spammed really heavy on world add/teleport)
Also improved the logic behind choosing chunks to prioritize.
Add Priority tickets to a radius of 3 on any login, world chnge or teleport
This should help improve world load / chunk sending upon a player changing
locations by loading those chunks faster.
Improved the Player Ticket Delayer to be a little bit smarter about delays to
let closer chunks load a bit faster and only delay the farther out ones more.
This update will provide significant improvements to priority of chunks and
reduce the cpu cost of doing these calculations.
Fixes#3530
There is some vanilla level bug where this tracking state appears
to get messed up and player doesn't exists in chunk its trying to untrack.
We returned early to prevent crashing, but I suspect if there was a level being
tracked for the chunk, it got leaked due to the early return.
So going to ensure we clean up the level tracker when this state occurs.
This may help with any leaked chunk issues.
Now supports async chunk access even though doing that is bad
and shouldn't be done anyways since we force you back to main, itll
now just delay the ticket add to main the same way.
Now only add the ticket if the plugin CAUSED the chunk load, so no longer
adds ticket if the chunk was already loaded.
Additionally, cap chunk ticket limits to 1 second (Effectively ignoring chunk-gc config
unless the config is lower than 20 ticks)
Fixes#3533
Like previous versions, plugins loading chunks kept them loaded until
they garbage collected to avoid constant spamming of chunk loads
This adds tickets to a few more places so that they can be unloaded.
Additionally, this drops their ticket level to BORDER so they wont be ticking
so they will just sit inactive instead.
Using .loadChunk to keep a chunk ticking was a horrible idea for upstream
when we have TWO methods that are able to do that already in the API.
Not adding it to .getType() though to keep behavior consistent with vanilla.
In previous MC versions, we had a rather simple internal scheduler
for delayed tasks that would just keep pushing task back until desired
tick was reached.
The method it called to schedule the task changed behavior in 1.14, and now
this scheduler is not working nowhere near what it was supposed to be doing.
This was causing long delayed task to eat up CPU (In Oversleep for example)
Rewrite this to just use the CraftScheduler for scheduling delayed tasks.
Once this was fixed, it became quite clear the code that delayed ticket
additions for chunks based on distance was clearly not right, as it was
tested on the previous broken logic.
So the ticket delay process has been vastly revamped to be even smarter.
Chunks behind the player can load slower than the chunks in front of the player.
We also can delay ticket adding until one of its neighbors has loaded, as
this lets us get a smoother spiral out for the chunks (minus frustum intent).
Additionally on frustum previous commit inadvertently broke frustum trying to
fix an issue when the real fix lied elsewhere, so restore chunk priority so
it works again.
When players are moving in the world, doing things such as building or exploring,
they will commonly go back and forth in a small area. This causes a ton of chunk load
and unload activity on the edge chunks of their view distance.
A simple back and forth movement in 6 blocks could spam a chunk to thrash a
loading and unload cycle over and over again.
This is very wasteful. This system introduces a delay of inactivity on a chunk
before it actually unloads, which will be handled by the ticket expiry process.
This allows servers with smaller worlds who do less long distance exploring to stop
wasting cpu cycles on saving/unloading/reloading chunks repeatedly.
Upon further knowledge of the system, it is known that region files
are closing properly, as well as this didn't help native memory use anyways.
This patch also caused issues compiling on a newer JDK being able to
release the jar to java 8 users.
priority tickets being added at 33 was hurting sync EMPTY and lesser requests.
this was likely the source of recent treasure map issues.
This then further hurt nether portal travel too. lots of oddness around.
This also avoids scheduling a level change on ticket removal when the level
is unchanged, as well as ditches CB's horrible change to not letting
you access an unloading chunk which should be valid to cancel the unload
I'm going make a class, and in that class i'm going to
make a method. And in that method, I'm going to make a local class.
And then in that local class, I'm going to make another inner class.
I heard you like complex class trees.
Massive update to light to improve performance and chunk loading/generation.
1) Massive bit packing/unpacking optimizations and inlining.
A lot of performance has to do with constant packing and unpacking of bits.
We now inline a most bit operations, and re-use base x/y/z bits in many places.
This helps with cpu level processing to just do all the math at once instead
of having to jump in and out of function calls.
This much logic also is likely over the JVM Inline limit for JIT too.
2) Applied a few of JellySquid's Phosphor mod optimizations such as
- ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified
- reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used.
3) Optimize hot path accesses to getting updating chunk to have less branching
4) Optimize getBlock accesses to have less branching, and less unpacking
5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks.
6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full
of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front.
this applies for both urgent and non urgent tasks.
7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency.
8) Fix NPE risk that crashes server in getting nibble data
Fixes#3489Fixes#3363
In rare cases, this class could potentially be loaded from
the chunk threads causing it to initialize async and cause errors.
This would then break the server and chunk saving.
So ensure its loaded at start of server to avoid this.
Still needs front end changes to see it yet though.
1) Adds Game Rules per world
2) Adds View distances per world
3) Removes extra garbage on lambda task names
4) Adds more memory information such as native load
5) Adds load average for non crap operating systems.
6) Fixes online mode showing false when privacy=true
7) Adds Data packs loaded
Switch to a standard fixed size ThreadPoolExecutor as we don't use the
advanced capabilities of a ForkJoinPool.
ForkJoinPool does not allow single threads, and really rather not use
2 different executor types based on core count.
Also, change thread priorities so that main thread is prioritized by
the OS at a higher priority than the other threads. May not help too much
but it at least signals the OS the information to know main is more important.
Locks dimension manager to the first world its used with.
WE is creating a temp world and the world ref on that manager
is getting changed to the temp world.
This would of also caused a memory leak of that temp world too.
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
My recent work on serialization is now in CraftBukkit so was able to drop the patch and Paper
is now consistent with upstream.
Bukkit Changes:
e2699636 Move API notes to more obvious location
CraftBukkit Changes:
1b2830a3 SPIGOT-4441: Fix serializing Components to and from Legacy
This should now complete legacy serialization to avoid ever
changing the output content.
This removes the concept of "Default Color" from the method as
that entire concept was flawed and broke the intent of chat components.
Going to actually PR this patch to Spigot soon.
This now puts us back at a point where any data saved pre Spigot
breaking things will still save back the exact same way as before,
but new component -> legacy will now be fixed to not insert undesirable
default colors (such as black) into the legacy string, and instead use
the proper reset code.
This means you can now safety get the text from a book and
put it in chat or an entity display name without worry about black
color codes or other undesired color codes leaking into the new
context where that color doesn't make sense.
This brings chat componenent serialization to 100% accuracy so
that any text input in the legacy format, converting to comps and
then back to legacy will result in identical results.
If the user explicitly sets a color as prefix to a string, it is retained,
even if that color matches the default.
This also helps improve dealing with the empty string wrappers Bukkit creates.
A unit test has been added to verify this behavior.
1) Improve frustum to look more at the near chunks and frontal chunks only instead of 1 large single look up.
2) Delay adding 33 tickets based on view distance and lower their task priority. This will slower roll out the spiral
3) Chunks behind the player have additional delay on loading, favoring chunks in front of the player.
This has benefit that if faster traveling, some of the chunks will be cancelled / not loaded.
This should reduce pressure on chunk loading, as well as reduce loading/unloading unnecessary chunks while moving.
When a chunk is loaded from disk that has already been generated,
the server has to promote the chunk through the system to reach
it's current desired status level.
This results in every single status transition going from the main thread
to the world gen threads, only to discover it has no work it actually
needs to do.... and then it returns back to main.
This back and forth costs a lot of time and can really delay chunk loads
when the server is under high TPS due to their being a lot of time in
between chunk load times, as well as hogs up the chunk threads from doing
actual generation and light work.
Additionally, the whole task system uses a lot of CPU on the server threads anyways.
So by optimizing status transitions for status's that are already complete,
we can run them to the desired level while on main thread (where it has
to happen anyways) instead of ever jumping to world gen thread.
This will improve chunk loading effeciency to be reduced down to the following
scenario / path:
1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue
2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread
3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue
4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks)
5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task
6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done
7) MAIN: Task returns to main, finish processing to FULL/TICKING status
Previously would have hopped to SERVER around 12+ times there extra.
Mojang has flaws in their logic about chunks being concurrently
wrote to. So we constantly see crashes around multiple threads writing.
Additionally, java has optimized synchronization so well that its
in many times faster than trying to manage read wrote locks for low
contention situations.
And this is extremely a low contention situation.
Fixes#3293Fixes#2493
I'm hoping the other fix in 324 for the level map getting corrupted
fixes the real issue and this isn't needed anymore, but i suspect it is
will wait until more study can be done though.
Fixes#3469
We must check the level tracker as ticket levels add "virtual"
tickets to neighbors.
Also added neighbor tracking during generation to be extra safe.
Fixes#3465Fixes#3451Fixes#3459
Mojang implemented a cache like chunks have, but this cache
is accessed by multiple threads and is totally not safe.
So just remove it
Fixes#3466
Also missed a pooled nibble release, so slid that in there too.
This change reimplements the entire BehaviorFindPosition method to
get rid of all of the streams, and implement the logic in a more sane way.
We keep vanilla behavior 100% the same with this change, just wrote more
optimal, as we can abort iterating POI's as soon as we find a match....
One slight change is that Minecraft adds a random delay before a POI is
attempted again. I've increased the amount of that delay based on the distance
to said POI, so farther POI's will not be attempted as often.
Additionally, we spiral out, so we favor local POI's before we ever favor farther POI's.
We also try to pathfind 1 POI at a time instead of collecting multiple POI's then tossing them
all to the pathfinder, so that once we get a match we can return before even looking at other
POI's.
This benefits us in that ideally, a villager will constantly find the near POI's and
not even try to pathfind to the farther POI. Trying to pathfind to distant POI's is
what causes significant lag.
Other improvements here is to stop spamming the POI manager with empty nullables.
Vanilla used them to represent if they needed to load POI data off disk or not.
Well, we load POI data async on chunk load, so we have it, and we surely do not ever
want to load POI data sync either for unloaded chunks!
So this massively reduces object count in the POI hashmaps, resulting in less hash collions,
and also less memory use.
Additionally, unemployed villagers were using significant time due to major ineffeciency in
the code rebuilding data that is static every single invocation for every POI type...
So we cache that and only rebuild it if professions change, which should be never unless
a plugin manipulates and adds custom professions, which it will handle by rebuilding.
Some plugins are doing really really bad things to worlds breaking the
ability to send sounds to some users.
So creating another reference to the player chunk map that plugins wont be breaking, and
print a stack trace at world creation if we ever get an expected world state to identify
who is doing it!
If we encounter this illegal state, we fall back to the old method of sending sounds, so
sending sounds will still work, just less effecient.
Spigot made structure start not load chunks, but forgot to null check
the result...
This likely never blew up before due to the chunk leak issue, but now
that leaky chunks are cleaned up, it was identified.
While last was mostly there, still had some slight risk of unloading
before it was fully finished.
So just going to bump the delay to 3 minutes to be safe. Better than
forever at least.
Was really hoping we could unload them as soon as they were done to
any memory prematurely promoting to old generation, but guess we can't.
A chunk was loaded but not yet finished in use and was unloaded too early.
This caused it to be reloaded again or caused crashes.
Now also check if the chunk pops out of the unload queue that it also
doesn't now have a ticket either.
Due to some complexity in mojangs complicated chain of juggling
whether or not a chunk should be unloaded when the last ticket is
removed, many chunks are remaining around in the cache.
These chunks are never being targetted for unload because they are
vastly out of view distance range and have no reason to be looked at.
This is a huge issue for performance because we have to iterate these
chunks EVERY TICK... This is what's been leading to high SELF time in
Ticking Chunks timings/profiler results.
We will now detect these chunks in that iteration, and automatically
add it to the unload queue when the chunk is found without any tickets.
Spigot inserted their Slack Activity Accountant in the wrong location
resulting in a chunk being removed from the unload queue, inserted into
the unload map, but never calling the function to finish the removal....
This caused the chunk to become stuck in the unload map if ever hit, because
the unload map was meant to be a TEMPORARY location while it was saving.
Fix this by abort iteration AFTER the current chunk is finisehd processing
Also, improve how aggressive we are at unloading chunks, targetting 10% per tick instead.
These saves are asynchronous so there should be less of a hit here.
This is for 2 reasons:
1) Ensuring our log4j is mostly loaded at OUR version.
I've seen stack traces with line numbers that do not match our version. This means that some
plugin has shaded in log4j and their loaded version is mixing with ours....
So by at least trying to load a bunch of log4j classes before we load plugins, we can be
more sure mixed versions are not loading.
2) If the jar file is replaced while the server is runnimg class not found errors galore
This will preloaod a bunch of classes commonly seen to error during shutdown due to this.
The goal here is to help let the server shutdown gracefully as possible. Some plugins will
still blow up here if they access a class that hadn't been loaded yet, but goal is to at least
stop freezing the shutdown process as it does with JLine and Log4j errors requiring an external kill.
Ideally you should not replace jars while the server is running, but it is something that happens in
development for testing.
Updated test server to do a copy though to avoid this happening in Paper development.
Accidently used the snapshot, as well as needed to exclude the
existing old 25 build of libnetty so that we load the newer build of
epoll instead.
Thanks to 56738 for the catch.
2 people had issues where some plugin is doing some reallly insane NMS hackery
that created invalid worlds, which caused some errors...
Really don't understand what in the world they did, but putting in a dumb guard that
shouldn't even be necessary to just not send the sound effect rather than erroring.
While this method has async in it's name, it's not actually meant
to be called asynchronously.... It just means IT will load the chunk
asynchronously without blocking main.
So fix this so that if a plugin calls it async, it forces the request back to main thread.
Minecraft's Netty version was severely out of date. There has been
numerous security fixes, bug fixes, and likely performance fixes
since the version Minecraft uses (4.1.25).
This fixes some known issues with "Closed Channel" spam.
Fixes#3388
Instead of using the entire world or player list, use the distance
maps to only iterate players who are even seeing the chunk the packet
is originating from.
This will drastically cut down on packet sending cost for worlds with
lots of players in them.
Closes#3437
Any full status chunk that was requested for any status less than full
would hold onto their entire nbt tree and every variable in that function.
This was due to use of a lambda that persists on the Chunk object
until that chunk reaches FULL status.
With introduction of no tick, we greatly increased the number of non
full chunks so this was really starting to hurt.
We further improve it by making a copy of the nbt tag with only the memory
it needs, so that we dont have to hold a copy to the entire compound.
This should help greatly (as long as this change works...) in
understanding an exception when it doesn't get truncated with
"... and 14 more" at a vital point of the stack trace.
Fixed issues where urgent and prioritized chunks didn't actually
always get their priority boosted correctly....
Properly deprioritize non ticking chunks.
Limit recursion on watchdog prints to stop flooding as much
Remove neighbor priorities from watchdog to reduce information
reduce synchronization duration so that watch dog won't block main should main actually wake up
probably fixed a deadlock risk in watchdog printing also that was leading to crashes
fixed chunk holder enqueues not being processed correctly
added async catchers in some locations that should not be ran async
Fixed upstream bug where VITAL callbacks that must run on main actually could
sometimes run on the server thread pool causing alot of these nasty bugs we've seen lately!
This build will provide massive improvements to stability as well as even faster
sync chunk load/gens now that priority is correctly set.
Fixes#3435
The nibble pooling for NBT Tags was 'semi' leaked from loaded chunks
as we store the NBT Tag of Tile Entities in a Chunk, but don't process
them and remove them until chunk reaches Entity Ticking status....
This caused some phantom references to persist causing high memory use
of these chunks.
So I just got rid of pooling from NBT deserialization and we'll have to
take the hit on memory allocations there because too many cascading concerns
with anyone using NBT Tag Byte Arrays.
Fixes#3431