Paper/Spigot-Server-Patches/0467-Forced-Watchdog-Crash-support-and-Improve-Async-Shut.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
From: Aikar <aikar@aikar.co>
Date: Sun, 12 Apr 2020 15:50:48 -0400
Subject: [PATCH] Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
diff --git a/src/main/java/net/minecraft/server/CrashReport.java b/src/main/java/net/minecraft/server/CrashReport.java
index 3de19c998b749ccf74958c2412a8c9506457383e..c7dc8787cc3456c5540d6a00a6ff051533edc25a 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/CrashReport.java
+++ b/src/main/java/net/minecraft/server/CrashReport.java
@@ -257,6 +257,7 @@ public class CrashReport {
}
public static CrashReport a(Throwable throwable, String s) {
+ if (throwable instanceof ThreadDeath) com.destroystokyo.paper.util.SneakyThrow.sneaky(throwable); // Paper
while (throwable instanceof CompletionException && throwable.getCause() != null) {
throwable = throwable.getCause();
}
diff --git a/src/main/java/net/minecraft/server/DedicatedServer.java b/src/main/java/net/minecraft/server/DedicatedServer.java
index 1ef7890da599d13e784861035e7891efcc4cd504..e62ca0543f1819259ad8720ad792fed3ef134d6a 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/DedicatedServer.java
+++ b/src/main/java/net/minecraft/server/DedicatedServer.java
@@ -750,7 +750,7 @@ public class DedicatedServer extends MinecraftServer implements IMinecraftServer
@Override
public void stop() {
super.stop();
- SystemUtils.f();
+ //SystemUtils.f(); // Paper - moved into super
}
@Override
diff --git a/src/main/java/net/minecraft/server/IAsyncTaskHandler.java b/src/main/java/net/minecraft/server/IAsyncTaskHandler.java
index cfe43e882e524b6ab3d9702e81269c97e6b75eba..2632c7c3ec77918be7979f2aa49209e566cafc77 100644
--- a/src/main/java/net/minecraft/server/IAsyncTaskHandler.java
+++ b/src/main/java/net/minecraft/server/IAsyncTaskHandler.java
@@ -135,6 +135,7 @@ public abstract class IAsyncTaskHandler<R extends Runnable> implements Mailbox<R
try {
r0.run();
} catch (Exception exception) {
+ if (exception.getCause() instanceof ThreadDeath) throw exception; // Paper
IAsyncTaskHandler.LOGGER.fatal("Error executing task on {}", this.bi(), exception);
}
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
index 5f57a9e1c8d5f641facdadbd1877637a8fe8daf5..98f03983485058a5e9ad9c3f81a9cfc2df36e304 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
@@ -144,6 +144,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
private final ResourcePackRepository<ResourcePackLoader> resourcePackRepository;
@Nullable
private ResourcePackSourceFolder resourcePackFolder;
+ public volatile Thread shutdownThread; // Paper
public CommandDispatcher commandDispatcher;
private final CraftingManager craftingManager;
private final TagRegistry tagRegistry;
@@ -176,7 +177,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
public boolean serverAutoSave = false; // Paper
public File bukkitDataPackFolder;
public CommandDispatcher vanillaCommandDispatcher;
- private boolean forceTicks;
+ public boolean forceTicks; // Paper
// CraftBukkit end
// Spigot start
public static final int TPS = 20;
@@ -725,7 +726,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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// CraftBukkit start - prevent double stopping on multiple threads
synchronized(stopLock) {
if (hasStopped) return;
+ shutdownThread = Thread.currentThread();
hasStopped = true;
+ org.spigotmc.WatchdogThread.doStop(); // Paper
+ if (!isMainThread()) {
+ this.getThread().stop();
+ }
}
// CraftBukkit end
MinecraftServer.LOGGER.info("Stopping server");
@@ -782,7 +788,18 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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this.getUserCache().c(false); // Paper
}
// Spigot end
+ // Paper start - move final shutdown items here
+ LOGGER.info("Flushing Chunk IO");
com.destroystokyo.paper.io.PaperFileIOThread.Holder.INSTANCE.close(true, true); // Paper
+ LOGGER.info("Closing Thread Pool");
+ SystemUtils.shutdownServerThreadPool(); // Paper
+ LOGGER.info("Closing Server");
+ try {
+ net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ } catch (Exception e) {
+ }
+ this.exit();
+ // Paper end
}
public String getServerIp() {
@@ -882,6 +899,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
this.a(this.serverPing);
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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// Spigot start
+ org.spigotmc.WatchdogThread.tick(); // Paper
org.spigotmc.WatchdogThread.hasStarted = true; // Paper
Arrays.fill( recentTps, 20 );
long start = System.nanoTime(), curTime, tickSection = start; // Paper - Further improve server tick loop
@@ -938,6 +956,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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this.a((CrashReport) null);
}
} catch (Throwable throwable) {
+ // Paper start
+ if (throwable instanceof ThreadDeath) {
+ MinecraftServer.LOGGER.error("Main thread terminated by WatchDog due to hard crash", throwable);
+ return;
+ }
+ // Paper end
MinecraftServer.LOGGER.error("Encountered an unexpected exception", throwable);
// Spigot Start
if ( throwable.getCause() != null )
@@ -969,14 +993,14 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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} catch (Throwable throwable1) {
MinecraftServer.LOGGER.error("Exception stopping the server", throwable1);
} finally {
- org.spigotmc.WatchdogThread.doStop(); // Spigot
+ //org.spigotmc.WatchdogThread.doStop(); // Spigot // Paper - move into stop
// CraftBukkit start - Restore terminal to original settings
try {
- net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ //net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Move into stop
} catch (Exception ignored) {
}
// CraftBukkit end
- this.exit();
+ //this.exit(); // Paper - moved into stop
}
}
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
@@ -1032,6 +1056,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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@Override
protected TickTask postToMainThread(Runnable runnable) {
+ // Paper start - anything that does try to post to main during watchdog crash, run on watchdog
+ if (this.hasStopped && Thread.currentThread().equals(shutdownThread)) {
+ runnable.run();
+ runnable = () -> {};
+ }
+ // Paper end
return new TickTask(this.ticks, runnable);
}
diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
index 0b5800649abfc2fd6722e4cb5e8e40e51240a032..62891d2dc6f40bb57e92dfefcbcdf72f89ba5c4f 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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--- a/src/main/java/net/minecraft/server/PlayerList.java
+++ b/src/main/java/net/minecraft/server/PlayerList.java
@@ -400,7 +400,7 @@ public abstract class PlayerList {
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
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cserver.getPluginManager().callEvent(playerQuitEvent);
entityplayer.getBukkitEntity().disconnect(playerQuitEvent.getQuitMessage());
- entityplayer.playerTick();// SPIGOT-924
+ if (server.isMainThread()) entityplayer.playerTick();// SPIGOT-924 // Paper - don't tick during emergency shutdowns (Watchdog)
// CraftBukkit end
// Paper start - Remove from collideRule team if needed
diff --git a/src/main/java/net/minecraft/server/SystemUtils.java b/src/main/java/net/minecraft/server/SystemUtils.java
index dc6d030621b66e43edf3a148f0eca43382383705..bc8b9046605657e0be5858ae9cf14d7793256983 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/SystemUtils.java
+++ b/src/main/java/net/minecraft/server/SystemUtils.java
@@ -109,6 +109,7 @@ public class SystemUtils {
return SystemUtils.c;
}
+ public static void shutdownServerThreadPool() { f(); } // Paper - OBFHELPER
public static void f() {
SystemUtils.c.shutdown();
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
index de9f49b884838105c537b73d69234eb26fddb708..c8619af2cf43041e3eebec74e24c7f127a662efe 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 06:34:51 +02:00
@@ -792,6 +792,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
gameprofilerfiller.exit();
} catch (Throwable throwable) {
+ if (throwable instanceof ThreadDeath) throw throwable; // Paper
// Paper start - Prevent tile entity and entity crashes
String msg = "TileEntity threw exception at " + tileentity.world.getWorld().getName() + ":" + tileentity.position.getX() + "," + tileentity.position.getY() + "," + tileentity.position.getZ();
System.err.println(msg);
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 06:34:51 +02:00
@@ -867,6 +868,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
try {
consumer.accept(entity);
} catch (Throwable throwable) {
+ if (throwable instanceof ThreadDeath) throw throwable; // Paper
// Paper start - Prevent tile entity and entity crashes
String msg = "Entity threw exception at " + entity.world.getWorld().getName() + ":" + entity.locX() + "," + entity.locY() + "," + entity.locZ();
System.err.println(msg);
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftServer.java b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
index b627180729a24a83ca383f83aee53133ea1b398e..f49193d9d7cd9655fdedf64bebdcf4e1a9b77f2c 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftServer.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
@@ -1706,7 +1706,7 @@ public final class CraftServer implements Server {
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
public boolean isPrimaryThread() {
- return Thread.currentThread().equals(console.serverThread); // Paper - Fix issues with detecting main thread properly
+ return Thread.currentThread().equals(console.serverThread) || Thread.currentThread().equals(net.minecraft.server.MinecraftServer.getServer().shutdownThread); // Paper - Fix issues with detecting main thread properly, the only time Watchdog will be used is during a crash shutdown which is a "try our best" scenario
}
@Override
diff --git a/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java b/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
index 449e99d1b673870ed6892f6ab2c715a2db35c35d..899a525209cfe047ce57e758c6328a130f916dc6 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
+++ b/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
@@ -12,12 +12,25 @@ public class ServerShutdownThread extends Thread {
@Override
public void run() {
try {
+ // Paper start - try to shutdown on main
+ server.safeShutdown(false, false);
+ for (int i = 1000; i > 0 && !server.hasStopped(); i -= 100) {
+ Thread.sleep(100);
+ }
+ if (server.hasStopped()) {
+ return;
+ }
+ // Looks stalled, close async
org.spigotmc.AsyncCatcher.enabled = false; // Spigot
org.spigotmc.AsyncCatcher.shuttingDown = true; // Paper
+ server.forceTicks = true;
server.close();
+ } catch (InterruptedException e) {
+ e.printStackTrace();
+ // Paper end
} finally {
try {
- net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ //net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Move into stop
} catch (Exception e) {
}
}
diff --git a/src/main/java/org/spigotmc/RestartCommand.java b/src/main/java/org/spigotmc/RestartCommand.java
index aefea3a9a8b9b75c62bd20018be7cd166a213001..123de5ac9026508e21cdc225f0962f5c3c46fed5 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/spigotmc/RestartCommand.java
+++ b/src/main/java/org/spigotmc/RestartCommand.java
@@ -139,7 +139,7 @@ public class RestartCommand extends Command
// Paper end
// Paper start - copied from above and modified to return if the hook registered
- private static boolean addShutdownHook(String restartScript)
+ public static boolean addShutdownHook(String restartScript)
{
String[] split = restartScript.split( " " );
if ( split.length > 0 && new File( split[0] ).isFile() )
diff --git a/src/main/java/org/spigotmc/WatchdogThread.java b/src/main/java/org/spigotmc/WatchdogThread.java
index 5bdcdcf9e85b73086722783bff26321d03382bb9..fe4b8caf28b2d36b2034ac90b1a76dea7b691feb 100644
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/spigotmc/WatchdogThread.java
+++ b/src/main/java/org/spigotmc/WatchdogThread.java
@@ -41,6 +41,7 @@ public class WatchdogThread extends Thread
{
if ( instance == null )
{
+ if (timeoutTime <= 0) timeoutTime = 300; // Paper
instance = new WatchdogThread( timeoutTime * 1000L, restart );
instance.start();
}
@@ -67,12 +68,13 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// Paper start
Logger log = Bukkit.getServer().getLogger();
long currentTime = monotonicMillis();
- if ( lastTick != 0 && currentTime > lastTick + earlyWarningEvery && !Boolean.getBoolean("disable.watchdog") )
+ MinecraftServer server = MinecraftServer.getServer();
+ if (lastTick != 0 && hasStarted && (!server.isRunning() || (currentTime > lastTick + earlyWarningEvery && !Boolean.getBoolean("disable.watchdog")) ))
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
{
- boolean isLongTimeout = currentTime > lastTick + timeoutTime;
+ boolean isLongTimeout = currentTime > lastTick + timeoutTime || (!server.isRunning() && !server.hasStopped() && currentTime > lastTick + 1000);
// Don't spam early warning dumps
if ( !isLongTimeout && (earlyWarningEvery <= 0 || !hasStarted || currentTime < lastEarlyWarning + earlyWarningEvery || currentTime < lastTick + earlyWarningDelay)) continue;
- if ( !isLongTimeout && MinecraftServer.getServer().hasStopped()) continue; // Don't spam early watchdog warnings during shutdown, we'll come back to this...
+ if ( !isLongTimeout && server.hasStopped()) continue; // Don't spam early watchdog warnings during shutdown, we'll come back to this...
lastEarlyWarning = currentTime;
if (isLongTimeout) {
// Paper end
@@ -114,7 +116,7 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
log.log( Level.SEVERE, "------------------------------" );
log.log( Level.SEVERE, "Server thread dump (Look for plugins here before reporting to Paper!):" ); // Paper
ChunkTaskManager.dumpAllChunkLoadInfo(); // Paper
- dumpThread( ManagementFactory.getThreadMXBean().getThreadInfo( MinecraftServer.getServer().serverThread.getId(), Integer.MAX_VALUE ), log );
+ dumpThread( ManagementFactory.getThreadMXBean().getThreadInfo( server.serverThread.getId(), Integer.MAX_VALUE ), log );
log.log( Level.SEVERE, "------------------------------" );
//
// Paper start - Only print full dump on long timeouts
@@ -135,9 +137,24 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown If the request to shut down the server is received while we are in a watchdog hang, immediately treat it as a crash and begin the shutdown process. Shutdown process is now improved to also shutdown cleanly when not using restart scripts either. If a server is deadlocked, a server owner can send SIGHUP (or any other signal the JVM understands to shut down as it currently does) and the watchdog will no longer need to wait until the full timeout, allowing you to trigger a close process and try to shut the server down gracefully, saving player and world data. Previously there was no way to trigger this outside of waiting for a full watchdog timeout, which may be set to a really long time... Additionally, fix everything to do with shutting the server down asynchronously. Previously, nearly everything about the process was fragile and unsafe. Main might not have actually been frozen, and might still be manipulating state. Or, some reuest might ask main to do something in the shutdown but main is dead. Or worse, other things might start closing down items such as the Console or Thread Pool before we are fully shutdown. This change tries to resolve all of these issues by moving everything into the stop method and guaranteeing only one thread is stopping the server. We then issue Thread Death to the main thread of another thread initiates the stop process. We have to ensure Thread Death propagates correctly though to stop main completely. This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
if ( isLongTimeout )
{
- if ( restart && !MinecraftServer.getServer().hasStopped() )
+ if ( !server.hasStopped() )
{
- RestartCommand.restart();
+ AsyncCatcher.enabled = false; // Disable async catcher incase it interferes with us
+ AsyncCatcher.shuttingDown = true;
+ server.forceTicks = true;
+ if (restart) {
+ RestartCommand.addShutdownHook( SpigotConfig.restartScript );
+ }
+ // try one last chance to safe shutdown on main incase it 'comes back'
+ server.safeShutdown(false, restart);
+ try {
+ Thread.sleep(1000);
+ } catch (InterruptedException e) {
+ e.printStackTrace();
+ }
+ if (!server.hasStopped()) {
+ server.close();
+ }
}
break;
} // Paper end