Paper/patches/server/0738-Do-not-copy-visible-chunks.patch

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Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Sun, 21 Mar 2021 11:22:10 -0700
Subject: [PATCH] Do not copy visible chunks
For servers with a lot of chunk holders, copying for each
tickDistanceManager call can take up quite a bit in
the function. I saw approximately 1/3rd of the function
on the copy.
diff --git a/src/main/java/com/destroystokyo/paper/PaperCommand.java b/src/main/java/com/destroystokyo/paper/PaperCommand.java
index 008bb8896657892fcaf64e134684cc49e62f23f6..a538473f4a75791c7c657f9f1e3ddf96042ab071 100644
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/com/destroystokyo/paper/PaperCommand.java
+++ b/src/main/java/com/destroystokyo/paper/PaperCommand.java
2022-06-09 23:43:27 +02:00
@@ -480,7 +480,7 @@ public class PaperCommand extends Command {
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
int ticking = 0;
int entityTicking = 0;
- for (ChunkHolder chunk : world.getChunkSource().chunkMap.updatingChunkMap.values()) {
+ for (ChunkHolder chunk : world.getChunkSource().chunkMap.updatingChunks.getUpdatingMap().values()) { // Paper - change updating chunks map
if (chunk.getFullChunkNowUnchecked() == null) {
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
continue;
}
diff --git a/src/main/java/net/minecraft/server/MCUtil.java b/src/main/java/net/minecraft/server/MCUtil.java
index 90ebe2ecd1566acd22e69a134090eb3bd3a8e485..48ec2f7a3813f8ce2baf32667a09f377e2764710 100644
--- a/src/main/java/net/minecraft/server/MCUtil.java
+++ b/src/main/java/net/minecraft/server/MCUtil.java
@@ -625,7 +625,7 @@ public final class MCUtil {
ServerLevel world = ((org.bukkit.craftbukkit.CraftWorld)bukkitWorld).getHandle();
ChunkMap chunkMap = world.getChunkSource().chunkMap;
- Long2ObjectLinkedOpenHashMap<ChunkHolder> visibleChunks = chunkMap.visibleChunkMap;
+ Long2ObjectLinkedOpenHashMap<ChunkHolder> visibleChunks = chunkMap.updatingChunks.getVisibleMap(); // Paper
DistanceManager chunkMapDistance = chunkMap.distanceManager;
List<ChunkHolder> allChunks = new ArrayList<>(visibleChunks.values());
List<ServerPlayer> players = world.players;
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
index bb8478d9a216ec53f650b887508638965f371d47..a04a52b5e154d55a7b1d35f0094bbac055612054 100644
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
@@ -126,9 +126,11 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
private static final int MIN_VIEW_DISTANCE = 3;
public static final int MAX_VIEW_DISTANCE = 33;
public static final int MAX_CHUNK_DISTANCE = 33 + ChunkStatus.maxDistance();
+ // Paper start - Don't copy
+ public final com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<ChunkHolder> updatingChunks = new com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<>();
+ // Paper end - Don't copy
public static final int FORCED_TICKET_LEVEL = 31;
- public final Long2ObjectLinkedOpenHashMap<ChunkHolder> updatingChunkMap = new Long2ObjectLinkedOpenHashMap();
- public volatile Long2ObjectLinkedOpenHashMap<ChunkHolder> visibleChunkMap;
+ // Paper - Don't copy
private final Long2ObjectLinkedOpenHashMap<ChunkHolder> pendingUnloads;
public final LongSet entitiesInLevel;
public final ServerLevel level;
@@ -321,7 +323,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
boolean unloadingPlayerChunk = false; // Paper - do not allow ticket level changes while unloading chunks
public ChunkMap(ServerLevel world, LevelStorageSource.LevelStorageAccess session, DataFixer dataFixer, StructureTemplateManager structureTemplateManager, Executor executor, BlockableEventLoop<Runnable> mainThreadExecutor, LightChunkGetter chunkProvider, ChunkGenerator chunkGenerator, ChunkProgressListener worldGenerationProgressListener, ChunkStatusUpdateListener chunkStatusChangeListener, Supplier<DimensionDataStorage> persistentStateManagerFactory, int viewDistance, boolean dsync) {
super(session.getDimensionPath(world.dimension()).resolve("region"), dataFixer, dsync);
- this.visibleChunkMap = this.updatingChunkMap.clone();
+ // Paper - don't copy
this.pendingUnloads = new Long2ObjectLinkedOpenHashMap();
this.entitiesInLevel = new LongOpenHashSet();
this.toDrop = new LongOpenHashSet();
@@ -562,12 +564,17 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
@Nullable
public ChunkHolder getUpdatingChunkIfPresent(long pos) {
- return (ChunkHolder) this.updatingChunkMap.get(pos);
+ return this.updatingChunks.getUpdating(pos); // Paper - Don't copy
}
@Nullable
public ChunkHolder getVisibleChunkIfPresent(long pos) {
- return (ChunkHolder) this.visibleChunkMap.get(pos);
+ // Paper start - Don't copy
+ if (Thread.currentThread() == this.level.thread) {
+ return this.updatingChunks.getVisible(pos);
+ }
+ return this.updatingChunks.getVisibleAsync(pos);
+ // Paper end - Don't copy
}
protected IntSupplier getChunkQueueLevel(long pos) {
@@ -707,9 +714,9 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
2022-02-28 22:43:31 +01:00
};
stringbuilder.append("Updating:").append(System.lineSeparator());
- this.updatingChunkMap.values().forEach(consumer);
+ this.updatingChunks.getUpdatingValuesCopy().forEach(consumer); // Paper
stringbuilder.append("Visible:").append(System.lineSeparator());
- this.visibleChunkMap.values().forEach(consumer);
+ this.updatingChunks.getVisibleValuesCopy().forEach(consumer); // Paper
CrashReport crashreport = CrashReport.forThrowable(exception, "Chunk loading");
CrashReportCategory crashreportsystemdetails = crashreport.addCategory("Chunk loading");
@@ -760,7 +767,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
// Paper end
}
- this.updatingChunkMap.put(pos, holder);
+ this.updatingChunks.queueUpdate(pos, holder); // Paper - Don't copy
this.modified = true;
}
@@ -840,7 +847,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
protected void saveAllChunks(boolean flush) {
if (flush) {
- List<ChunkHolder> list = (List) this.visibleChunkMap.values().stream().filter(ChunkHolder::wasAccessibleSinceLastSave).peek(ChunkHolder::refreshAccessibility).collect(Collectors.toList());
+ List<ChunkHolder> list = (List) this.updatingChunks.getVisibleValuesCopy().stream().filter(ChunkHolder::wasAccessibleSinceLastSave).peek(ChunkHolder::refreshAccessibility).collect(Collectors.toList()); // Paper
MutableBoolean mutableboolean = new MutableBoolean();
do {
@@ -871,7 +878,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
//this.flushWorker(); // Paper - nuke IOWorker
this.level.asyncChunkTaskManager.flush(); // Paper - flush to preserve behavior compat with pre-async behaviour
} else {
- this.visibleChunkMap.values().forEach(this::saveChunkIfNeeded);
+ this.updatingChunks.getVisibleValuesCopy().forEach(this::saveChunkIfNeeded); // Paper
}
}
@@ -894,14 +901,14 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
2022-02-28 22:43:31 +01:00
}
public boolean hasWork() {
- return this.lightEngine.hasLightWork() || !this.pendingUnloads.isEmpty() || !this.updatingChunkMap.isEmpty() || this.poiManager.hasWork() || !this.toDrop.isEmpty() || !this.unloadQueue.isEmpty() || this.queueSorter.hasWork() || this.distanceManager.hasTickets();
+ return this.lightEngine.hasLightWork() || !this.pendingUnloads.isEmpty() || !this.updatingChunks.getUpdatingValuesCopy().isEmpty() || this.poiManager.hasWork() || !this.toDrop.isEmpty() || !this.unloadQueue.isEmpty() || this.queueSorter.hasWork() || this.distanceManager.hasTickets(); // Paper
}
private void processUnloads(BooleanSupplier shouldKeepTicking) {
LongIterator longiterator = this.toDrop.iterator();
for (int i = 0; longiterator.hasNext() && (shouldKeepTicking.getAsBoolean() || i < 200 || this.toDrop.size() > 2000); longiterator.remove()) {
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
long j = longiterator.nextLong();
- ChunkHolder playerchunk = (ChunkHolder) this.updatingChunkMap.remove(j);
+ ChunkHolder playerchunk = this.updatingChunks.queueRemove(j); // Paper - Don't copy
if (playerchunk != null) {
playerchunk.onChunkRemove(); // Paper
@@ -996,7 +1003,12 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
if (!this.modified) {
return false;
} else {
- this.visibleChunkMap = this.updatingChunkMap.clone();
+ // Paper start - Don't copy
+ synchronized (this.updatingChunks) {
+ this.updatingChunks.performUpdates();
+ }
+ // Paper end - Don't copy
+
this.modified = false;
return true;
}
@@ -1496,7 +1508,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
this.viewDistance = j;
2021-12-10 15:24:07 +01:00
this.distanceManager.updatePlayerTickets(this.viewDistance + 1);
- ObjectIterator objectiterator = this.updatingChunkMap.values().iterator();
+ Iterator objectiterator = this.updatingChunks.getVisibleValuesCopy().iterator(); // Paper
while (objectiterator.hasNext()) {
ChunkHolder playerchunk = (ChunkHolder) objectiterator.next();
@@ -1539,7 +1551,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
public int size() {
- return this.visibleChunkMap.size();
+ return this.updatingChunks.getVisibleMap().size(); // Paper - Don't copy
}
public DistanceManager getDistanceManager() {
@@ -1547,13 +1559,13 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
}
protected Iterable<ChunkHolder> getChunks() {
- return Iterables.unmodifiableIterable(this.visibleChunkMap.values());
+ return Iterables.unmodifiableIterable(this.updatingChunks.getVisibleValuesCopy()); // Paper
}
void dumpChunks(Writer writer) throws IOException {
CsvOutput csvwriter = CsvOutput.builder().addColumn("x").addColumn("z").addColumn("level").addColumn("in_memory").addColumn("status").addColumn("full_status").addColumn("accessible_ready").addColumn("ticking_ready").addColumn("entity_ticking_ready").addColumn("ticket").addColumn("spawning").addColumn("block_entity_count").addColumn("ticking_ticket").addColumn("ticking_level").addColumn("block_ticks").addColumn("fluid_ticks").build(writer);
TickingTracker tickingtracker = this.distanceManager.tickingTracker();
- ObjectBidirectionalIterator objectbidirectionaliterator = this.visibleChunkMap.long2ObjectEntrySet().iterator();
+ ObjectBidirectionalIterator objectbidirectionaliterator = this.updatingChunks.getVisibleMap().clone().long2ObjectEntrySet().fastIterator(); // Paper
while (objectbidirectionaliterator.hasNext()) {
Entry<ChunkHolder> entry = (Entry) objectbidirectionaliterator.next();
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
index 9bcfcd0f61cba99ff74b35a50a6e419dfea880ee..c4913fd3efb52669645d2d71bce1bdf71d4fa063 100644
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
@@ -161,7 +161,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
@Override
public int getTileEntityCount() {
// We don't use the full world tile entity list, so we must iterate chunks
- Long2ObjectLinkedOpenHashMap<ChunkHolder> chunks = world.getChunkSource().chunkMap.visibleChunkMap;
+ Long2ObjectLinkedOpenHashMap<ChunkHolder> chunks = world.getChunkSource().chunkMap.updatingChunks.getVisibleMap(); // Paper - change updating chunks map
int size = 0;
for (ChunkHolder playerchunk : chunks.values()) {
net.minecraft.world.level.chunk.LevelChunk chunk = playerchunk.getTickingChunk();
@@ -182,7 +182,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
public int getChunkCount() {
int ret = 0;
- for (ChunkHolder chunkHolder : world.getChunkSource().chunkMap.visibleChunkMap.values()) {
+ for (ChunkHolder chunkHolder : world.getChunkSource().chunkMap.updatingChunks.getVisibleMap().values()) { // Paper - change updating chunks map
if (chunkHolder.getTickingChunk() != null) {
++ret;
}
@@ -339,7 +339,18 @@ public class CraftWorld extends CraftRegionAccessor implements World {
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
@Override
public Chunk[] getLoadedChunks() {
- Long2ObjectLinkedOpenHashMap<ChunkHolder> chunks = this.world.getChunkSource().chunkMap.visibleChunkMap;
+ // Paper start
+ if (Thread.currentThread() != world.getLevel().thread) {
+ // Paper start - change updating chunks map
+ Long2ObjectLinkedOpenHashMap<ChunkHolder> chunks;
+ synchronized (world.getChunkSource().chunkMap.updatingChunks) {
+ chunks = world.getChunkSource().chunkMap.updatingChunks.getVisibleMap().clone();
+ }
+ return chunks.values().stream().map(ChunkHolder::getFullChunkNow).filter(Objects::nonNull).map(net.minecraft.world.level.chunk.LevelChunk::getBukkitChunk).toArray(Chunk[]::new);
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
+ // Paper end - change updating chunks map
+ }
+ // Paper end
+ Long2ObjectLinkedOpenHashMap<ChunkHolder> chunks = this.world.getChunkSource().chunkMap.updatingChunks.getVisibleMap(); // Paper - change updating chunks map
return chunks.values().stream().map(ChunkHolder::getFullChunkNow).filter(Objects::nonNull).map(net.minecraft.world.level.chunk.LevelChunk::getBukkitChunk).toArray(Chunk[]::new);
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 13:02:11 +02:00
}
@@ -415,7 +426,7 @@ public class CraftWorld extends CraftRegionAccessor implements World {
@Override
public boolean refreshChunk(int x, int z) {
- ChunkHolder playerChunk = this.world.getChunkSource().chunkMap.visibleChunkMap.get(ChunkPos.asLong(x, z));
+ ChunkHolder playerChunk = this.world.getChunkSource().chunkMap.updatingChunks.getVisibleMap().get(ChunkPos.asLong(x, z));
if (playerChunk == null) return false;
playerChunk.getTickingChunkFuture().thenAccept(either -> {