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
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
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
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.
Now, entity/global/location schedulers implement a generic run,
runDelayed, and runAtFixedRate methods that provide a ScheduledTask
value that can be used to interact with the scheduled task.
Add also an async task scheduler that implements the same methods,
except the delays/periods are in time and not ticks, as the scheduler
is independent of the server tick process.
Additionally, throw on some unimplemented APIs now.
Mid-tick task execution acquires the ticket lock at least,
which can possibly be a significant performance bottleneck
at a high tick thread + region count. This change should reduce
the impact from scaling the region threads, but is not a fix
to the underlying issue.
The concurrent access occurred in the region merge/split logic,
as it did not own the ticket lock. To resolve this, we simply
make the ticket add/remove acquire the read lock of
the region lock.
Sometimes a region is empty, but only when the threaded regioniser
crashes. So, it should not prevent shutdown.
Additionally, only remove pending teleports after setting the
current region.
This will prevent a race condition where the region is cancelled
and immediately re-scheduled, and where this all happens while
the tick thread is blocking on tryMarkTicking.
Everyone had access to /tps for the private tests, but we cannot
trust everyone to use it responsibly for the public test
(i.e revealing coordinates of all logged in players).
In the case that the entity has a null callback, it means the
entity has not been added to the world - so, we should treat
it the same as entity#isRemoved.
This may be useful for plugins which want to perform operations
over large areas outside of the buffer zone provided by the
regionaliser, as it is not guaranteed that anything outside
of the buffer zone is owned. Then, the plugins may use
the schedulers depending on the result of the ownership
check.
This event allows plugins to perform synchronous operations before
any region will tick. Plugins will not have to worry about the
possibility of a region ticking in parallel while listening
to the event.
- Add thread check for loadChunk
- Make isChunkGenerated use the region task queue to schedule
to "main"
- Don't complete async chunk future if not in the owning thread
for the chunk
Plugins must add "folia-supported: true" to their plugin.yml
otherwise the server will refuse to load them.
Since Folia is a major breakage for plugins, the vast majority
of plugins will not function correctly on Folia. To prevent
user confusion from this, we will refuse to load the plugin
and provide a log indicating why - which will be much
more helpful than some random error log caused by
a breakage.
The generics pose a problem, and the parameter passed to the
Consumer is not needed in API.
Additionally, stop trying to cancel Bukkit scheduler tasks on
plugin disable as the Bukkit scheduler does not work.
We should only iterate over the local region's entities, not the
global entity list to set up the spawner state, as everything else
about the spawner state (player count / chunk count) is regionised.
Additionally, move the last spawner state to regionised state so that
paper mobcaps command functions as expected.
Additionally, process ticket updates as well if either
the mid tick logic did anything or whether we processed
any chunk tasks.
We process the mid tick logic at the start to be consistent
with the inbetween task execution logic (which is not implemented),
and we process ticket updates to ensure that any full status changes
are processed from chunk tasks.
The repeated I/O of creating the directory for the regionfile
or for checking if the file exists can be heavy in
when pushing chunk generation extremely hard - as each chunk gen
request may effectively go through to the I/O thread.
The softlock would occur when a dependency tree finished executing
all of its task and searched for the highest dependency tree
to queue tasks from, only to have that such tree be filled
with purged tasks. Because it would select an empty
tree to pull tasks from, it would not select another
tree to execute tasks from as this logic is done after a task
is executed.