Commit Graph

298 Commits

Author SHA1 Message Date
Spottedleaf 22085eae15 Properly cancel chunk load tasks that were not scheduled
Since the chunk load task was not scheduled, the entity/poi load
task fields will not be set, but the task complete counter
will not be adjusted. Thus, the chunk load task will not complete.

To resolve this, detect when the entity/poi tasks were not scheduled
and decrement the task complete counter in such cases.
2023-05-15 12:27:19 -07:00
Spottedleaf 7595ff6bb2 Mark POI/Entity load tasks as completed before releasing scheduling lock
It must be marked as completed during that lock hold since the
waiters field is set to null. Thus, any other thread attempting
a cancellation will fail to remove from waiters. Also, any
other thread attempting to cancel may set the completed field
to true which would cause accept() to fail as well.

Completion was always designed to happen while holding the
scheduling lock to prevent these race conditions. The code
was originally set up to complete while not holding the
scheduling lock to avoid invoking callbacks while holding the
lock, however the access to the completion field was not
considered.

Resolve this by marking the callback as completed during the
lock, but invoking the accept() function after releasing
the lock. This will prevent any cancellation attempts to be
blocked, and allow the current thread to complete the callback
without any issues.
2023-05-15 11:42:31 -07:00
Spottedleaf 80af54eeda Synchronize PaperPermissionManager
Since multiple regions can exist, there are concurrent accesses
in this class. To prevent deadlock, the monitor is not held
when recalculating permissions, as Permissable holds its own
lock.

This fixes CMEs originating from this class.
2023-05-15 11:00:49 -07:00
Spottedleaf 051ec0dd65 Fix concurrenct access to lookups field in RegistryOps
The concurrent access occurs on the Netty IO threads when
serializing packets. Thus, it seems it was an oversight of
the implementator of this function as there are typically
more than one Netty IO thread.

Fixes https://github.com/PaperMC/Folia/issues/11
2023-05-15 00:26:56 -07:00
Spottedleaf 31b5b1575b Use coordinate-based locking to increase chunk system parallelism
A significant overhead in Folia comes from the chunk system's
locks, the ticket lock and the scheduling lock. The public
test server, which had ~330 players, had signficant performance
problems with these locks: ~80% of the time spent ticking
was _waiting_ for the locks to free. Given that it used
around 15 cores total at peak, this is a complete and utter loss
of potential.

To address this issue, I have replaced the ticket lock and scheduling
lock with two ReentrantAreaLocks. The ReentrantAreaLock takes a
shift, which is used internally to group positions into sections.
This grouping is neccessary, as the possible radius of area that
needs to be acquired for any given lock usage is up to 64. As such,
the shift is critical to reduce the number of areas required to lock
for any lock operation. Currently, it is set to a shift of 6, which
is identical to the ticket level propagation shift (and, it must be
at least the ticket level propagation shift AND the region shift).

The chunk system locking changes required a complete rewrite of the
chunk system tick, chunk system unload, and chunk system ticket level
propagation - as all of the previous logic only works with a single
global lock.

This does introduce two other section shifts: the lock shift, and the
ticket shift. The lock shift is simply what shift the area locks use,
and the ticket shift represents the size of the ticket sections.
Currently, these values are just set to the region shift for simplicity.
However, they are not arbitrary: the lock shift must be at least the size
of the ticket shift and must be at least the size of the region shift.
The ticket shift must also be >= the ceil(log2(max ticket level source)).

The chunk system's ticket propagator is now global state, instead of
region state. This cleans up the logic for ticket levels significantly,
and removes usage of the region lock in this area, but it also means
that the addition of a ticket no longer creates a region. To alleviate
the side effects of this change, the global tick thread now processes
ticket level updates for each world every tick to guarantee eventual
ticket level processing. The chunk system also provides a hook to
process ticket level changes in a given _section_, so that the
region queue can guarantee that after adding its reference counter
that the region section is created/exists/wont be destroyed.

The ticket propagator operates by updating the sources in a single ticket
section, and propagating the updates to its 1 radius neighbours. This
allows the ticket updates to occur in parallel or selectively (see above).
Currently, the process ticket level update function operates by
polling from a concurrent queue of sections to update and simply
invoking the single section update logic. This allows the function
to operate completely in parallel, provided the queue is ordered right.
Additionally, this limits the area used in the ticket/scheduling lock
when processing updates, which should massively increase parallelism compared
to before.

The chunk system ticket addition for expirable ticket types has been modified
to no longer track exact tick deadlines, as this relies on what region the
ticket is in. Instead, the chunk system tracks a map of
lock section -> (chunk coordinate -> expire ticket count) and every ticket
has been changed to have a removeDelay count that is decremented each tick.
Each region searches its own sections to find tickets to try to expire.

Chunk system unloading has been modified to track unloads by lock section.
The ordering is determined by which section a chunk resides in.
The unload process now removes from unload sections and processes
the full unload stages (1, 2, 3) before moving to the next section, if possible.
This allows the unload logic to only hold one lock section at a time for
each lock, which is a massive parallelism increase.

In stress testing, these changes lowered the locking overhead to only 5%
from ~70%, which completely fix the original problem as described.
2023-05-14 19:46:24 -07:00
Jason 9bd857dabc
Undo making JavaPlugin#logger field public (see PaperMC/Paper#9125) (#76) 2023-05-14 18:10:49 -07:00
Spottedleaf 10a11c3712 Do not access POI data for lodestone compass
Instead, we can just check the loaded chunk's block position for
the lodestone block, as that is at least safe enough for the light
engine compared to the POI access. This should make it safe for
off-region access.

Fixes https://github.com/PaperMC/Folia/issues/60
2023-05-13 17:30:55 -07:00
Jason fea2422e25
[ci skip] Update paperweight (#72) 2023-05-07 09:17:25 -07:00
Spottedleaf 47105ea28e Break redstone on top of trap doors early
This logic hooks into the neighbour update which should be invoked
as a result of redstone powering the trap door.
2023-05-01 18:28:54 -07:00
Spottedleaf b97116b7b2 Skip worldstate access when waking players up during data deserialization
In general, worldstate read/write is unacceptable during
data deserialization and is racey even in Vanilla. But in Folia,
some accesses may throw and as such we need to fix this directly.

Fixes https://github.com/PaperMC/Folia/issues/57
2023-04-23 07:50:43 -07:00
Spottedleaf 3a95485043 Block reading in-world tile entities on worldgen threads
The returned TE may be in the world, in which case it is unsafe
for the current thread to modify or access its contents.

Fixes https://github.com/PaperMC/Folia/issues/52
2023-04-23 07:50:42 -07:00
Jason 17a3236927
[si ckip] Copy git warning from Paper (#54) 2023-04-20 08:28:39 -07:00
Spottedleaf dddaab9bbd Prevent block updates in non-loaded or non-owned chunks
This is to prevent block physics from tripping thread checks by
far exceeding the bounds of the current region. While this does
add explicit block update suppression techniques, it's better
than the server crashing.
2023-04-17 19:51:21 -07:00
Spottedleaf ce49776448 Add more debugging information to chunk sending
Perform thread checks on the chunk send and warn when the
world is mismatched. I suspect that the world mismatches for
an unknown reason, but need to confirm it to chase it down.
2023-04-17 15:37:16 -07:00
martijnpu 41c5548dee
[ci skip] Update README.md (#38)
Changed links from PROJECT DESCRIPTION.md to Paper website
2023-04-10 21:53:48 -07:00
Spottedleaf 25e0cbdae4 Rework some parts of the player chunk loader
Change overview:
- Rework limiting
- Remove mid tick updates
- Introduce consistency checks

The old limiting logic used an intervalled counter, but
did not account for possible slight changes in mid tick
invoke rate as it relied heavily on mid-tick logic. Due to
the removal of mid tick updates, it is now important that
the logic functions correctly no matter what rate it is invoked
at. The new logic directly tracks the last update time and
allocates an amount based proportional on the rate targetted,
which makes the logic call rate independent.

The removal of mid tick updates is done to eliminate recursive
call risk, and to additionally reduce the lock pressure on the
chunk system by grouping chunk loads onto one part of the tick
rather than spreading it out. The limiting rework should ensure
that this does not negatively affect rates, but it will decrease
the perceived smoothness of chunk generation/loading at low rates.

Introduce more consistency checks such as correct tick thread
and ticking-after-removal checks. Also, perform checks during the player
chunk loader tick to avoid updating potentially removed
players during the tick.
The checks are primarily made to try to hunt down a bug that
is causing the player chunk loader to double send a chunk
to a player.
2023-04-10 17:51:21 -07:00
Spottedleaf ad70ddfc20 Lag compensate block breaking
Due to TPS catchup being removed, a lost tick will always
affect block breaking.

Additionally, constant low TPS would affect block breaking
in an intrusive manner to the user when there is no need
for that to occur.
2023-04-10 14:16:16 -07:00
Spottedleaf 105f6d6a21 Adjust CB async teleport dismount behavior
The expected behavior is that the entity is only dismounted
_if_ the teleport takes place, not regardless of whether
the teleport takes place.

To adhere to the expected behavior, we need to create a new teleport
flag so that the NMS teleportAsync can perform the dismount.
2023-04-08 19:16:10 -07:00
Spottedleaf c9ded2de1c Add entity/player/chunk counters to /tps
Required to add some basic hacks to expose a regionstats object
in the TickRegions data class, but this ensures that the retrieval
is thread-safe and could possibly support other data exposure
for async reads.

Additionally, since DecimalFormat is not thread-safe we need
to use ThreadLocals to instantiate them. Change the format
as well to use commas to separate groups of digits when
formatting large numbers so they are easier to read.
For example, 1000 becomes 1,000.
2023-04-08 18:44:37 -07:00
Spottedleaf 4431a66c12 Make CB Entity async teleport dismount entities being teleported
This preserves behavior with the older API that did
dismount the entity before teleporting

Fixes https://github.com/PaperMC/Folia/issues/36
2023-04-08 16:56:30 -07:00
ShoelessTom b1c668f2b9
[ci skip] Update README.md (#37) 2023-04-08 10:14:03 -07:00
Spottedleaf d34fb878bb Always send untrack chunk packets
Vanilla inserted the alive check so that dead players
could see the chunks around them, but in Folia we do not
remove dead players so chunks will still load for them.

This prevents the client from having chunks in memory it
should not.
2023-04-03 22:50:00 -07:00
Spottedleaf 774141dfb1 Fix mob entity inventory loss when switching dimensions
The inventory was being cleared by removing the entity
from the world, but Folia changed the remove to be
before the entity copy which caused the new entity
to have a cleared inventory. Fix this by creating
a post-dimension copy callback that will clear
the inventory of the old entity.

Fixes https://github.com/PaperMC/Folia/issues/29
2023-04-03 22:14:42 -07:00
Spottedleaf 445613b931 Note world as well when a region fails to tick or execute tasks
Should always include the world if we're including the center
position
2023-04-03 21:26:19 -07:00
Spottedleaf f8a17538e6 Fix destroying beehive without any players nearby throwing an exception
If the player moves out of range by the time the block is destroyed,
then the exception would throw and remove the player from the world

Additionally, when players fail to tick instead of removing
the player from the world, kick them to prevent a limbo state
2023-04-03 21:26:16 -07:00
Spottedleaf 4b0c614847 Calculate correct redstone offset when merging regions
It should be offset = to - from, not from - to. This should
fix redstone freezing randomly when merging regions.

Fixes https://github.com/PaperMC/Folia/issues/35
2023-04-03 19:33:42 -07:00
Spottedleaf 6d18e8e9b6 Make uses of SimpleDateFormat thread-safe
Turns out, the utility is not thread-safe to use for whatever
reason. So, we need to use ThreadLocal to create instances
per thread.
2023-04-03 18:41:09 -07:00
Spottedleaf 33d2aa8cf7 Make sign update executor use the EntityScheduler
The MinecraftServer executor will throw, and thanks
to CompletableFuture's awful exception handling
the exception was not logged or handled. Add
exception handling as well.

Fixes https://github.com/PaperMC/Folia/issues/27
2023-04-01 07:24:36 -07:00
Spottedleaf 7072994557 Acquire scheduling lock in NewChunkHolder#onFullChunkLoadChange
It modifies data that should be held by the lock: pending
chunk status
2023-04-01 00:53:27 -07:00
Spottedleaf 700d3c580c Always process specialCaseUnload during ticket level updates
It is not guaranteed that ticket levels are updated, so we need to
to move the logic so that it always runs whether or not tickets
update.
2023-03-31 21:20:53 -07:00
Spottedleaf 76b06a1260 Do not call getGameTime when portalling Villagers
The code to stop all brain tasks is required to pass the current
game time to the tasks it stops. But, when a villager is being
portalled, the copied entity does not have any running tasks. So,
we can simply return early before invoking getGameTime if there
are no running tasks.

Fixes https://github.com/PaperMC/Folia/issues/23
2023-03-31 20:48:20 -07:00
Spottedleaf 3f377072d8 Make move event location update use teleportAsync
Additionally, make the teleportAsync call immediately teleport
if the current caller owns the entity.

Fixes https://github.com/PaperMC/Folia/issues/18
2023-03-31 19:13:19 -07:00
Jason 32417a23f2
[ci skip] Add foojay-resolver-conventions plugin (#21) 2023-03-31 18:26:08 -07:00
Jake Potrebic 9c8863a490
Fix enchant command feedback messages (#22)
* Fix enchant command feedback messages
2023-03-31 18:25:55 -07:00
Jake Potrebic 508a6688e5
Fix 2 incorrect threading checks (#17)
* Fix 2 incorrect threading checks

* Fix bad catcher methods, fix missing async catcher

---------

Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2023-03-31 17:15:16 -07:00
Jason fbf832bc05
Log traces of tick threads that fail to shut down (#10)
* Log traces of threads that fail to shut down in SchedulerThreadPool
2023-03-31 16:51:55 -07:00
Noah van der Aa ed7a5c57f4
fix: fix build number check in version fetcher (#16) 2023-03-30 14:13:55 -07:00
Riley Park 00cfbaa1c2 [ci skip] lol woops 2023-03-30 13:06:58 -07:00
Riley Park ccc5bdb92f Point to PaperMC documentation for most things - the rest needs moving over. 2023-03-30 13:02:43 -07:00
powercas_gamer 051d489a95
[ci skip] add issue templates (#15)
* [ci skip] add issue templates

* mention paper plugins might not work

* change name

* typo
2023-03-30 12:53:49 -07:00
Nassim Jahnke 5b74945159
Fix class name reference in readme 2023-03-30 08:20:54 +02:00
Riley Park f3e6529d49 Notify users that Timings cannot be enabled on Folia 2023-03-29 19:41:21 -07:00
Riley Park 00864ac5b1 Update Upstream (PaperMC/Paper@cbcdfd03e7) 2023-03-29 19:41:15 -07:00
Spottedleaf f34a20c36a Fix incorrect error handling in off-main chunk load task
Now that there is no on-main task, the completion logic
for the status task is completed with the results passed
by the off-main task. Thus, the chunk system saw a non-null
throwable and assumed a fatal crash. The old on-main task
did not pass the throwable through in this case, which allowed
the chunk to re-generate.

Fixes https://github.com/PaperMC/Folia/issues/7
2023-03-29 17:11:39 -07:00
Spottedleaf 749480c7ec Fix getCenterChunk not returning the center chunk
Before, it returned the center chunk section. Also, now instead
of approximating the center chunk from the allocated sections,
actually retrieve all chunks inside the region directly.
2023-03-29 16:58:33 -07:00
Spottedleaf b3e1b06c07 Fix compilation of TestPluginMeta
Needed to implement isFoliaSupported()
2023-03-29 14:33:48 -07:00
Spottedleaf 9998ecd60d Make ActivationRange#activateEntities use non-checked getEntities
We can do this because we thread-check the entities retrieved,
we want to do this because a large activation range may violate
thread-checks
2023-03-29 14:22:15 -07:00
Owen1212055 32f79c415e Support paper plugin meta marking plugins as Folia supported 2023-03-29 14:12:30 -07:00
Spottedleaf 7ce0308bdb Add maven artifact and repo information 2023-03-29 13:55:45 -07:00
Spottedleaf 4c79bb4878 Expand a bit on added api and thread contexts in README 2023-03-29 13:16:32 -07:00