Paper/patches/server/0667-Improve-and-expand-AsyncCatcher.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Wed, 25 Aug 2021 20:17:12 -0700
Subject: [PATCH] Improve and expand AsyncCatcher
Log when the async catcher is tripped
The chunk system can swallow the exception given it's all
built with completablefuture, so ensure it is at least printed.
Add/move several async catchers
Async catch modifications to critical entity state
These used to be here from Spigot, but were dropped with 1.17.
Now in 1.17, this state is _even more_ critical than it was before,
so these must exist to catch stupid plugins.
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
index 179a1a635b174f1a6b2080ceb394928848c2df43..711959d5c2889035f366b5e798c0310593158282 100644
--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
2023-12-06 05:49:31 +01:00
@@ -1571,6 +1571,7 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl
}
public void internalTeleport(double d0, double d1, double d2, float f, float f1, Set<RelativeMovement> set) { // Paper
+ org.spigotmc.AsyncCatcher.catchOp("teleport"); // Paper
// Paper start
if (player.isRemoved()) {
LOGGER.info("Attempt to teleport removed player {} restricted", player.getScoreboardName());
diff --git a/src/main/java/net/minecraft/world/entity/LivingEntity.java b/src/main/java/net/minecraft/world/entity/LivingEntity.java
2023-12-06 05:49:31 +01:00
index b0e8a2f4a223cfe3652ad45c26bcf96f21bb7853..46e3f01c2158ec327a0daa232be1e7fb6d40a90e 100644
--- a/src/main/java/net/minecraft/world/entity/LivingEntity.java
+++ b/src/main/java/net/minecraft/world/entity/LivingEntity.java
2023-12-06 05:49:31 +01:00
@@ -1118,7 +1118,7 @@ public abstract class LivingEntity extends Entity implements Attackable {
}
public boolean addEffect(MobEffectInstance mobeffect, @Nullable Entity entity, EntityPotionEffectEvent.Cause cause) {
- org.spigotmc.AsyncCatcher.catchOp("effect add"); // Spigot
+ // org.spigotmc.AsyncCatcher.catchOp("effect add"); // Spigot // Paper - move to API
if (this.isTickingEffects) {
this.effectsToProcess.add(new ProcessableEffect(mobeffect, cause));
return true;
diff --git a/src/main/java/net/minecraft/world/level/entity/PersistentEntitySectionManager.java b/src/main/java/net/minecraft/world/level/entity/PersistentEntitySectionManager.java
2023-12-06 05:49:31 +01:00
index bbbf6dd8e566ecdca8794e3b03765fe7e426a2bd..66ab901956ca394c251c420338643d39817a1b7e 100644
--- a/src/main/java/net/minecraft/world/level/entity/PersistentEntitySectionManager.java
+++ b/src/main/java/net/minecraft/world/level/entity/PersistentEntitySectionManager.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -77,6 +77,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
private boolean addEntityUuid(T entity) {
2021-11-04 01:54:11 +01:00
+ org.spigotmc.AsyncCatcher.catchOp("Entity add by UUID"); // Paper
if (!this.knownUuids.add(entity.getUUID())) {
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
PersistentEntitySectionManager.LOGGER.warn("UUID of added entity already exists: {}", entity);
return false;
@@ -90,6 +91,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
private boolean addEntity(T entity, boolean existing) {
2021-11-04 01:54:11 +01:00
+ org.spigotmc.AsyncCatcher.catchOp("Entity add"); // Paper
// Paper start - chunk system hooks
if (existing) {
// I don't want to know why this is a generic type.
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -145,19 +147,23 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
void startTicking(T entity) {
2021-11-04 01:54:11 +01:00
+ org.spigotmc.AsyncCatcher.catchOp("Entity start ticking"); // Paper
this.callbacks.onTickingStart(entity);
}
void stopTicking(T entity) {
2021-11-04 01:54:11 +01:00
+ org.spigotmc.AsyncCatcher.catchOp("Entity stop ticking"); // Paper
this.callbacks.onTickingEnd(entity);
}
void startTracking(T entity) {
2021-11-04 01:54:11 +01:00
+ org.spigotmc.AsyncCatcher.catchOp("Entity start tracking"); // Paper
this.visibleEntityStorage.add(entity);
this.callbacks.onTrackingStart(entity);
}
void stopTracking(T entity) {
2021-11-04 01:54:11 +01:00
+ org.spigotmc.AsyncCatcher.catchOp("Entity stop tracking"); // Paper
this.callbacks.onTrackingEnd(entity);
this.visibleEntityStorage.remove(entity);
}
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -169,6 +175,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
public void updateChunkStatus(ChunkPos chunkPos, Visibility trackingStatus) {
+ org.spigotmc.AsyncCatcher.catchOp("Update chunk status"); // Paper
long i = chunkPos.toLong();
if (trackingStatus == Visibility.HIDDEN) {
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -213,6 +220,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
public void ensureChunkQueuedForLoad(long chunkPos) {
+ org.spigotmc.AsyncCatcher.catchOp("Entity chunk save"); // Paper
PersistentEntitySectionManager.ChunkLoadStatus persistententitysectionmanager_b = (PersistentEntitySectionManager.ChunkLoadStatus) this.chunkLoadStatuses.get(chunkPos);
if (persistententitysectionmanager_b == PersistentEntitySectionManager.ChunkLoadStatus.FRESH) {
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -257,6 +265,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
private void requestChunkLoad(long chunkPos) {
+ org.spigotmc.AsyncCatcher.catchOp("Entity chunk load request"); // Paper
this.chunkLoadStatuses.put(chunkPos, PersistentEntitySectionManager.ChunkLoadStatus.PENDING);
ChunkPos chunkcoordintpair = new ChunkPos(chunkPos);
CompletableFuture completablefuture = this.permanentStorage.loadEntities(chunkcoordintpair);
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -270,6 +279,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
private boolean processChunkUnload(long chunkPos) {
+ org.spigotmc.AsyncCatcher.catchOp("Entity chunk unload process"); // Paper
boolean flag = this.storeChunkSections(chunkPos, (entityaccess) -> {
entityaccess.getPassengersAndSelf().forEach(this::unloadEntity);
}, true); // CraftBukkit - add boolean for event call
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -294,6 +304,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
private void processPendingLoads() {
+ org.spigotmc.AsyncCatcher.catchOp("Entity chunk process pending loads"); // Paper
ChunkEntities<T> chunkentities; // CraftBukkit - decompile error
while ((chunkentities = (ChunkEntities) this.loadingInbox.poll()) != null) {
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -310,6 +321,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
public void tick() {
+ org.spigotmc.AsyncCatcher.catchOp("Entity manager tick"); // Paper
this.processPendingLoads();
this.processUnloads();
}
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -330,6 +342,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
public void autoSave() {
+ org.spigotmc.AsyncCatcher.catchOp("Entity manager autosave"); // Paper
this.getAllChunksToSave().forEach((java.util.function.LongConsumer) (i) -> { // CraftBukkit - decompile error
boolean flag = this.chunkVisibility.get(i) == Visibility.HIDDEN;
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -344,6 +357,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
}
public void saveAll() {
+ org.spigotmc.AsyncCatcher.catchOp("Entity manager save"); // Paper
LongSet longset = this.getAllChunksToSave();
while (!longset.isEmpty()) {
2023-12-06 05:49:31 +01:00
@@ -451,6 +465,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
long i = SectionPos.asLong(blockposition);
if (i != this.currentSectionKey) {
+ org.spigotmc.AsyncCatcher.catchOp("Entity move"); // Paper
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
Visibility visibility = this.currentSection.getStatus();
if (!this.currentSection.remove(this.entity)) {
2023-12-06 05:49:31 +01:00
@@ -505,6 +520,7 @@ public class PersistentEntitySectionManager<T extends EntityAccess> implements A
@Override
public void onRemove(Entity.RemovalReason reason) {
+ org.spigotmc.AsyncCatcher.catchOp("Entity remove"); // Paper
if (!this.currentSection.remove(this.entity)) {
2022-03-01 06:43:03 +01:00
PersistentEntitySectionManager.LOGGER.warn("Entity {} wasn't found in section {} (destroying due to {})", new Object[]{this.entity, SectionPos.of(this.currentSectionKey), reason});
}
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftLivingEntity.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftLivingEntity.java
index 9e42117e605efbbbbf91f10b385ef76f9cf884b6..d8977cc464e477bb679f597bde8b0e6f3f3cfa24 100644
--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftLivingEntity.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftLivingEntity.java
@@ -464,6 +464,7 @@ public class CraftLivingEntity extends CraftEntity implements LivingEntity {
@Override
public boolean addPotionEffect(PotionEffect effect, boolean force) {
+ org.spigotmc.AsyncCatcher.catchOp("effect add"); // Paper
this.getHandle().addEffect(org.bukkit.craftbukkit.potion.CraftPotionUtil.fromBukkit(effect), EntityPotionEffectEvent.Cause.PLUGIN); // Paper - Don't ignore icon
return true;
}
diff --git a/src/main/java/org/spigotmc/AsyncCatcher.java b/src/main/java/org/spigotmc/AsyncCatcher.java
2023-09-22 22:13:57 +02:00
index 05e94702e42b8f5c35d2a112c486d57948a3acba..d678ca116f9b81ab9d7d99a698e0ce066c132f34 100644
--- a/src/main/java/org/spigotmc/AsyncCatcher.java
+++ b/src/main/java/org/spigotmc/AsyncCatcher.java
@@ -11,6 +11,7 @@ public class AsyncCatcher
{
2023-09-22 22:13:57 +02:00
if ( !io.papermc.paper.util.TickThread.isTickThread() ) // Paper // Paper - rewrite chunk system
{
+ MinecraftServer.LOGGER.error("Thread " + Thread.currentThread().getName() + " failed main thread check: " + reason, new Throwable()); // Paper
throw new IllegalStateException( "Asynchronous " + reason + "!" );
}
}