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.
32 lines
1.4 KiB
Diff
32 lines
1.4 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: William Blake Galbreath <Blake.Galbreath@GMail.com>
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Date: Thu, 2 Jan 2020 12:25:07 -0600
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Subject: [PATCH] Add effect to block break naturally
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diff --git a/src/main/java/org/bukkit/craftbukkit/block/CraftBlock.java b/src/main/java/org/bukkit/craftbukkit/block/CraftBlock.java
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index db446c25c41..01c524cc017 100644
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--- a/src/main/java/org/bukkit/craftbukkit/block/CraftBlock.java
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+++ b/src/main/java/org/bukkit/craftbukkit/block/CraftBlock.java
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@@ -0,0 +0,0 @@ public class CraftBlock implements Block {
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@Override
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public boolean breakNaturally(ItemStack item) {
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+ // Paper start
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+ return breakNaturally(item, false);
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+ }
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+
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+ @Override
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+ public boolean breakNaturally(ItemStack item, boolean triggerEffect) {
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+ // Paper end
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// Order matters here, need to drop before setting to air so skulls can get their data
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net.minecraft.server.Block block = this.getNMSBlock();
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boolean result = false;
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if (block != null && block != Blocks.AIR) {
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net.minecraft.server.Block.dropItems(getNMS(), world.getMinecraftWorld(), position, world.getTileEntity(position), null, CraftItemStack.asNMSCopy(item));
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+ if (triggerEffect) world.triggerEffect(org.bukkit.Effect.STEP_SOUND.getId(), position, net.minecraft.server.Block.getCombinedId(block.getBlockData())); // Paper
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result = true;
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}
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--
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