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Cleanup UpdateManager
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46bf69c9e2
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041bc721c8
@ -1,23 +1,19 @@
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package net.minestom.server;
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import net.minestom.server.chat.ChatColor;
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import net.minestom.server.chat.ColoredText;
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import net.minestom.server.entity.EntityManager;
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import net.minestom.server.entity.Player;
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import net.minestom.server.instance.Instance;
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import net.minestom.server.instance.InstanceManager;
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import net.minestom.server.network.ConnectionManager;
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import net.minestom.server.network.packet.server.play.KeepAlivePacket;
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import net.minestom.server.thread.PerGroupChunkProvider;
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import net.minestom.server.thread.ThreadProvider;
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import net.minestom.server.utils.thread.MinestomThread;
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import net.minestom.server.utils.validate.Check;
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import org.jetbrains.annotations.NotNull;
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import java.util.List;
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import java.util.concurrent.ConcurrentLinkedQueue;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Future;
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import java.util.function.DoubleConsumer;
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import java.util.function.LongConsumer;
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/**
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* Manager responsible for the server ticks.
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@ -27,37 +23,30 @@ import java.util.function.DoubleConsumer;
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*/
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public final class UpdateManager {
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private static final long KEEP_ALIVE_DELAY = 10_000;
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private static final long KEEP_ALIVE_KICK = 30_000;
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private static final ColoredText TIMEOUT_TEXT = ColoredText.of(ChatColor.RED + "Timeout");
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private final ExecutorService mainUpdate = new MinestomThread(1, MinecraftServer.THREAD_NAME_MAIN_UPDATE);
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private boolean stopRequested;
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private ThreadProvider threadProvider;
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private final ConcurrentLinkedQueue<Runnable> tickStartCallbacks = new ConcurrentLinkedQueue<>();
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private final ConcurrentLinkedQueue<DoubleConsumer> tickEndCallbacks = new ConcurrentLinkedQueue<>();
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private final ConcurrentLinkedQueue<LongConsumer> tickStartCallbacks = new ConcurrentLinkedQueue<>();
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private final ConcurrentLinkedQueue<LongConsumer> tickEndCallbacks = new ConcurrentLinkedQueue<>();
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{
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// DEFAULT THREAD PROVIDER
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//threadProvider = new PerInstanceThreadProvider();
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threadProvider = new PerGroupChunkProvider();
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}
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/**
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* Should only be created in MinecraftServer
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* Should only be created in MinecraftServer.
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*/
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protected UpdateManager() {
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}
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/**
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* Starts the server loop in the update thread
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* Starts the server loop in the update thread.
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*/
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protected void start() {
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mainUpdate.execute(() -> {
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final ConnectionManager connectionManager = MinecraftServer.getConnectionManager();
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final EntityManager entityManager = MinecraftServer.getEntityManager();
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final long tickDistance = MinecraftServer.TICK_MS * 1000000;
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@ -67,53 +56,19 @@ public final class UpdateManager {
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final long tickStart = System.currentTimeMillis();
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// Tick start callbacks
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if (!tickStartCallbacks.isEmpty()) {
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Runnable callback;
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while ((callback = tickStartCallbacks.poll()) != null) {
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callback.run();
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}
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}
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List<Future<?>> futures;
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// Server tick (instance/chunk/entity)
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// Synchronize with the update manager instance, like the signal for chunk load/unload
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synchronized (this) {
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futures = threadProvider.update(tickStart);
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}
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doTickCallback(tickStartCallbacks, tickStart);
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// Waiting players update (newly connected clients waiting to get into the server)
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entityManager.updateWaitingPlayers();
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// Keep Alive Handling
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final KeepAlivePacket keepAlivePacket = new KeepAlivePacket(tickStart);
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for (Player player : connectionManager.getOnlinePlayers()) {
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final long lastKeepAlive = tickStart - player.getLastKeepAlive();
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if (lastKeepAlive > KEEP_ALIVE_DELAY && player.didAnswerKeepAlive()) {
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player.refreshKeepAlive(tickStart);
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player.getPlayerConnection().sendPacket(keepAlivePacket);
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} else if (lastKeepAlive >= KEEP_ALIVE_KICK) {
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player.kick(TIMEOUT_TEXT);
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}
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}
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for (final Future<?> future : futures) {
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try {
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future.get();
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} catch (Throwable e) {
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e.printStackTrace();
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}
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}
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entityManager.handleKeepAlive(tickStart);
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// Server tick (chunks/entities)
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serverTick(tickStart);
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// Tick end callbacks
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if (!tickEndCallbacks.isEmpty()) {
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final double tickEnd = (System.nanoTime() - currentTime) / 1000000D;
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DoubleConsumer callback;
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while ((callback = tickEndCallbacks.poll()) != null) {
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callback.accept(tickEnd);
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}
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}
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doTickCallback(tickEndCallbacks, (System.nanoTime() - currentTime) / 1000000);
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// Sleep until next tick
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final long sleepTime = Math.max(1, (tickDistance - (System.nanoTime() - currentTime)) / 1000000);
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@ -128,6 +83,44 @@ public final class UpdateManager {
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});
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}
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/**
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* Executes a server tick and returns only once all the futures are completed.
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*
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* @param tickStart the time of the tick in milliseconds
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*/
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private void serverTick(long tickStart) {
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List<Future<?>> futures;
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// Server tick (instance/chunk/entity)
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// Synchronize with the update manager instance, like the signal for chunk load/unload
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synchronized (this) {
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futures = threadProvider.update(tickStart);
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}
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for (final Future<?> future : futures) {
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try {
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future.get();
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} catch (Throwable e) {
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e.printStackTrace();
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}
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}
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}
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/**
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* Used to execute tick-related callbacks.
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*
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* @param callbacks the callbacks to execute
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* @param value the value to give to the consumers
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*/
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private void doTickCallback(ConcurrentLinkedQueue<LongConsumer> callbacks, long value) {
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if (!callbacks.isEmpty()) {
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LongConsumer callback;
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while ((callback = callbacks.poll()) != null) {
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callback.accept(value);
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}
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}
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}
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/**
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* Gets the current {@link ThreadProvider}.
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*
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@ -206,10 +199,12 @@ public final class UpdateManager {
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/**
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* Adds a callback executed at the start of the next server tick.
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* <p>
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* The long in the consumer represents the starting time (in ms) of the tick.
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*
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* @param callback the tick start callback
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*/
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public void addTickStartCallback(Runnable callback) {
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public void addTickStartCallback(@NotNull LongConsumer callback) {
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this.tickStartCallbacks.add(callback);
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}
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@ -218,18 +213,18 @@ public final class UpdateManager {
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*
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* @param callback the callback to remove
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*/
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public void removeTickStartCallback(Runnable callback) {
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public void removeTickStartCallback(@NotNull LongConsumer callback) {
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this.tickStartCallbacks.remove(callback);
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}
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/**
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* Adds a callback executed at the end of the next server tick.
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* <p>
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* The double in the consumer represents the duration (in ms) of the tick.
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* The long in the consumer represents the duration (in ms) of the tick.
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*
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* @param callback the tick end callback
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*/
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public void addTickEndCallback(DoubleConsumer callback) {
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public void addTickEndCallback(@NotNull LongConsumer callback) {
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this.tickEndCallbacks.add(callback);
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}
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@ -238,12 +233,12 @@ public final class UpdateManager {
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*
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* @param callback the callback to remove
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*/
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public void removeTickEndCallback(DoubleConsumer callback) {
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public void removeTickEndCallback(@NotNull LongConsumer callback) {
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this.tickEndCallbacks.remove(callback);
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}
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/**
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* Stops the server loop
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* Stops the server loop.
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*/
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public void stop() {
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stopRequested = true;
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@ -1,10 +1,15 @@
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package net.minestom.server.entity;
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import net.minestom.server.MinecraftServer;
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import net.minestom.server.chat.ChatColor;
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import net.minestom.server.chat.ColoredText;
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import net.minestom.server.event.player.PlayerLoginEvent;
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import net.minestom.server.event.player.PlayerPreLoginEvent;
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import net.minestom.server.instance.Instance;
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import net.minestom.server.network.ConnectionManager;
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import net.minestom.server.network.packet.server.play.KeepAlivePacket;
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import net.minestom.server.utils.validate.Check;
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import org.jetbrains.annotations.NotNull;
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import java.util.UUID;
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import java.util.concurrent.ConcurrentLinkedQueue;
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@ -12,10 +17,16 @@ import java.util.function.Consumer;
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public final class EntityManager {
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private static final ConnectionManager CONNECTION_MANAGER = MinecraftServer.getConnectionManager();
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private static final long KEEP_ALIVE_DELAY = 10_000;
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private static final long KEEP_ALIVE_KICK = 30_000;
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private static final ColoredText TIMEOUT_TEXT = ColoredText.of(ChatColor.RED + "Timeout");
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private final ConcurrentLinkedQueue<Player> waitingPlayers = new ConcurrentLinkedQueue<>();
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/**
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* Connect waiting players
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* Connects waiting players.
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*/
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public void updateWaitingPlayers() {
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// Connect waiting players
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@ -23,7 +34,25 @@ public final class EntityManager {
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}
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/**
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* Add connected clients after the handshake (used to free the networking threads)
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* Updates keep alive by checking the last keep alive packet and send a new one if needed.
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*
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* @param tickStart the time of the update in milliseconds, forwarded to the packet
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*/
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public void handleKeepAlive(long tickStart) {
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final KeepAlivePacket keepAlivePacket = new KeepAlivePacket(tickStart);
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for (Player player : CONNECTION_MANAGER.getOnlinePlayers()) {
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final long lastKeepAlive = tickStart - player.getLastKeepAlive();
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if (lastKeepAlive > KEEP_ALIVE_DELAY && player.didAnswerKeepAlive()) {
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player.refreshKeepAlive(tickStart);
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player.getPlayerConnection().sendPacket(keepAlivePacket);
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} else if (lastKeepAlive >= KEEP_ALIVE_KICK) {
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player.kick(TIMEOUT_TEXT);
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}
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}
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}
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/**
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* Adds connected clients after the handshake (used to free the networking threads).
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*/
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private void waitingPlayersTick() {
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Player waitingPlayer;
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@ -41,14 +70,14 @@ public final class EntityManager {
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}
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/**
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* Call the player initialization callbacks and the event {@link PlayerPreLoginEvent}.
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* Calls the player initialization callbacks and the event {@link PlayerPreLoginEvent}.
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* If the {@link Player} hasn't been kicked, add him to the waiting list.
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* <p>
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* Can be considered as a pre-init thing.
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*
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* @param player the {@link Player} to add
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*/
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public void addWaitingPlayer(Player player) {
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public void addWaitingPlayer(@NotNull Player player) {
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// Init player (register events)
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for (Consumer<Player> playerInitialization : MinecraftServer.getConnectionManager().getPlayerInitializations()) {
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