2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Thu, 2 Apr 2020 01:42:39 -0400
Subject: [PATCH] Prevent Double PlayerChunkMap adds crashing server
Suspected case would be around the technique used in .stopRiding
Stack will identify any causer of this and warn instead of crashing.
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
2024-10-29 16:54:40 +01:00
index 5f85d7f7ec57fc1b0375e62a8e8e3e8783f34193..396310a51480cf0d1ea4c0959d3f8e4ed77b99e3 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
2024-10-27 18:11:15 +01:00
@@ -1298,6 +1298,13 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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2021-06-16 00:24:12 +02:00
public void addEntity(Entity entity) {
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org.spigotmc.AsyncCatcher.catchOp("entity track"); // Spigot
+ // Paper start - ignore and warn about illegal addEntity calls instead of crashing server
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+ if (!entity.valid || entity.level() != this.level || this.entityMap.containsKey(entity.getId())) {
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+ LOGGER.error("Illegal ChunkMap::addEntity for world " + this.level.getWorld().getName()
+ + ": " + entity + (this.entityMap.containsKey(entity.getId()) ? " ALREADY CONTAINED (This would have crashed your server)" : ""), new Throwable());
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+ return;
+ }
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+ // Paper end - ignore and warn about illegal addEntity calls instead of crashing server
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if (!(entity instanceof EnderDragonPart)) {
EntityType<?> entitytypes = entity.getType();
int i = entitytypes.clientTrackingRange() * 16;
diff --git a/src/main/java/net/minecraft/server/level/ServerLevel.java b/src/main/java/net/minecraft/server/level/ServerLevel.java
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
index af3adf1bf771c2327b2972a4f9db9df4c4775f1a..161b556e5c5f3719b5623e71876a2250abc7f391 100644
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--- a/src/main/java/net/minecraft/server/level/ServerLevel.java
+++ b/src/main/java/net/minecraft/server/level/ServerLevel.java
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
@@ -2207,7 +2207,7 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
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public void onTrackingStart(Entity entity) {
org.spigotmc.AsyncCatcher.catchOp("entity register"); // Spigot
- ServerLevel.this.getChunkSource().addEntity(entity);
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+ // ServerLevel.this.getChunkSource().addEntity(entity); // Paper - ignore and warn about illegal addEntity calls instead of crashing server; moved down below valid=true
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if (entity instanceof ServerPlayer entityplayer) {
ServerLevel.this.players.add(entityplayer);
ServerLevel.this.updateSleepingPlayerList();
Rework async chunk api implementation
Firstly, the old methods all routed to the CompletableFuture method.
However, the CF method could not guarantee that if the caller
was off-main that the future would be "completed" on-main. Since
the callback methods used the CF one, this meant that the callback
methods did not guarantee that the callbacks were to be called on
the main thread.
Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb)
so that the methods with the callback are guaranteed to invoke
the callback on the main thread. The CF behavior remains unchanged;
it may still appear to complete on main if invoked off-main.
Secondly, remove the scheduleOnMain invocation in the async
chunk completion. This unnecessarily delays the callback
by 1 tick.
Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which
will load chunks within an area. This method is provided as a helper
as keeping all chunks loaded within an area can be complicated to
implement for plugins (due to the lacking ticket API), and is
already implemented internally anyways.
Fourthly, remove the ticket addition that occured with getChunkAt
and getChunkAtAsync. The ticket addition may delay the unloading
of the chunk unnecessarily. It also fixes a very rare timing bug
where the future/callback would be completed after the chunk
unloads.
2024-11-19 07:34:32 +01:00
@@ -2237,6 +2237,7 @@ public class ServerLevel extends Level implements ServerEntityGetter, WorldGenLe
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entity.updateDynamicGameEventListener(DynamicGameEventListener::add);
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entity.inWorld = true; // CraftBukkit - Mark entity as in world
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entity.valid = true; // CraftBukkit
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+ ServerLevel.this.getChunkSource().addEntity(entity); // Paper - ignore and warn about illegal addEntity calls instead of crashing server
// Paper start - Entity origin API
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if (entity.getOriginVector() == null) {
entity.setOrigin(entity.getBukkitEntity().getLocation());