2020-05-06 11:48:49 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
From: Aikar <aikar@aikar.co>
Date: Sun, 12 Apr 2020 15:50:48 -0400
2020-05-07 02:18:31 +02:00
Subject: [PATCH] Improved Watchdog Support
Forced Watchdog Crash support and Improve Async Shutdown
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-05-07 02:18:31 +02:00
This also moves all plugins who register "delayed init" tasks to occur just before "Done" so they
are properly accounted for and wont trip watchdog on init.
2020-05-24 19:09:02 +02:00
diff --git a/src/main/java/com/destroystokyo/paper/Metrics.java b/src/main/java/com/destroystokyo/paper/Metrics.java
2020-07-22 10:26:59 +02:00
index f2a0a9f5d86820ce8098301256d2faf3d1a7c697..8a19c96499c22f0d4705613ffec38d5677e1a72d 100644
2020-05-24 19:09:02 +02:00
--- a/src/main/java/com/destroystokyo/paper/Metrics.java
+++ b/src/main/java/com/destroystokyo/paper/Metrics.java
@@ -86,6 +86,9 @@ public class Metrics {
timer.scheduleAtFixedRate(new TimerTask() {
@Override
public void run() {
+ if (MinecraftServer.getServer().hasStopped()) {
+ return;
+ }
submitData();
}
}, 1000 * 60 * 5, 1000 * 60 * 30);
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/server/CrashReport.java b/src/main/java/net/minecraft/server/CrashReport.java
2020-06-26 03:53:21 +02:00
index 95e6a6de7ccfc4445d0ac19c5f874c0d533b1712..cc6e6f245ee5e73bd570cf42381bf55ee0b364d3 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/CrashReport.java
+++ b/src/main/java/net/minecraft/server/CrashReport.java
@@ -257,6 +257,7 @@ public class CrashReport {
}
public static CrashReport a(Throwable throwable, String s) {
+ if (throwable instanceof ThreadDeath) com.destroystokyo.paper.util.SneakyThrow.sneaky(throwable); // Paper
while (throwable instanceof CompletionException && throwable.getCause() != null) {
throwable = throwable.getCause();
}
diff --git a/src/main/java/net/minecraft/server/DedicatedServer.java b/src/main/java/net/minecraft/server/DedicatedServer.java
2020-06-26 14:04:38 +02:00
index 87753a94792af94454f76a2beb1ab9f1027f514f..4c561181a977fd0244325880bb6a8cd6a54dcacc 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/DedicatedServer.java
+++ b/src/main/java/net/minecraft/server/DedicatedServer.java
2020-06-26 03:53:21 +02:00
@@ -242,7 +242,7 @@ public class DedicatedServer extends MinecraftServer implements IMinecraftServer
long j = SystemUtils.getMonotonicNanos() - i;
String s = String.format(Locale.ROOT, "%.3fs", (double) j / 1.0E9D);
2020-05-07 03:24:43 +02:00
2020-06-26 03:53:21 +02:00
- DedicatedServer.LOGGER.info("Done ({})! For help, type \"help\"", s);
+ //DedicatedServer.LOGGER.info("Done ({})! For help, type \"help\"", s); // Paper moved to after init
2020-05-07 03:24:43 +02:00
if (dedicatedserverproperties.announcePlayerAchievements != null) {
((GameRules.GameRuleBoolean) this.getGameRules().get(GameRules.ANNOUNCE_ADVANCEMENTS)).a(dedicatedserverproperties.announcePlayerAchievements, (MinecraftServer) this);
}
2020-06-26 03:53:21 +02:00
@@ -368,6 +368,7 @@ public class DedicatedServer extends MinecraftServer implements IMinecraftServer
2020-06-11 05:40:28 +02:00
//this.remoteStatusListener.b(); // Paper - don't wait for remote connections
}
+ hasFullyShutdown = true; // Paper
System.exit(0); // CraftBukkit
}
2020-06-26 03:53:21 +02:00
@@ -696,7 +697,7 @@ public class DedicatedServer extends MinecraftServer implements IMinecraftServer
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
public void stop() {
super.stop();
2020-06-26 03:53:21 +02:00
- SystemUtils.h();
+ //SystemUtils.h(); // Paper - moved into super
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
}
@Override
2020-04-24 06:27:28 +02:00
diff --git a/src/main/java/net/minecraft/server/IAsyncTaskHandler.java b/src/main/java/net/minecraft/server/IAsyncTaskHandler.java
2020-08-02 07:39:36 +02:00
index c5259673ccddd6326d185370f8123aa936aae755..fb4c5ae4011e104848bab9e9141d9e90a5cb45ca 100644
2020-04-24 06:27:28 +02:00
--- a/src/main/java/net/minecraft/server/IAsyncTaskHandler.java
+++ b/src/main/java/net/minecraft/server/IAsyncTaskHandler.java
@@ -135,6 +135,7 @@ public abstract class IAsyncTaskHandler<R extends Runnable> implements Mailbox<R
try {
r0.run();
} catch (Exception exception) {
+ if (exception.getCause() instanceof ThreadDeath) throw exception; // Paper
2020-06-26 03:53:21 +02:00
IAsyncTaskHandler.LOGGER.fatal("Error executing task on {}", this.bh(), exception);
2020-04-24 06:27:28 +02:00
}
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
2020-08-02 07:39:36 +02:00
index 251e07ca1955533be4e6075af4200a53d2bb4bdb..8b7c64c0d2315ba3ad70d0104511bfa9f7a64d35 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
2020-06-26 18:20:03 +02:00
@@ -159,7 +159,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
public int autosavePeriod;
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
public boolean serverAutoSave = false; // Paper
public CommandDispatcher vanillaCommandDispatcher;
- private boolean forceTicks;
+ public boolean forceTicks; // Paper
// CraftBukkit end
// Spigot start
public static final int TPS = 20;
2020-06-26 18:20:03 +02:00
@@ -169,6 +169,8 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-06-26 03:53:21 +02:00
public final SlackActivityAccountant slackActivityAccountant = new SlackActivityAccountant();
// Spigot end
+ public volatile Thread shutdownThread; // Paper
+
public static <S extends MinecraftServer> S a(Function<Thread, S> function) {
AtomicReference<S> atomicreference = new AtomicReference();
Thread thread = new Thread(() -> {
2020-06-26 18:20:03 +02:00
@@ -737,6 +739,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-06-11 05:40:28 +02:00
// CraftBukkit start
private boolean hasStopped = false;
+ public volatile boolean hasFullyShutdown = false; // Paper
private final Object stopLock = new Object();
public final boolean hasStopped() {
synchronized (stopLock) {
2020-07-29 04:19:01 +02:00
@@ -751,6 +754,19 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
if (hasStopped) return;
hasStopped = true;
}
2020-07-29 04:19:01 +02:00
+ // Paper start - kill main thread, and kill it hard
+ shutdownThread = Thread.currentThread();
+ org.spigotmc.WatchdogThread.doStop(); // Paper
+ if (!isMainThread()) {
+ MinecraftServer.LOGGER.info("Stopping main thread (Ignore any thread death message you see! - DO NOT REPORT THREAD DEATH TO PAPER)");
+ while (this.getThread().isAlive()) {
+ this.getThread().stop();
+ try {
+ Thread.sleep(1);
+ } catch (InterruptedException e) {}
+ }
+ }
+ // Paper end
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// CraftBukkit end
2020-07-29 04:19:01 +02:00
MinecraftServer.LOGGER.info("Stopping server");
2020-06-08 17:54:12 +02:00
MinecraftTimings.stopServer(); // Paper
2020-07-29 04:19:01 +02:00
@@ -816,7 +832,18 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
this.getUserCache().c(false); // Paper
}
// Spigot end
+ // Paper start - move final shutdown items here
+ LOGGER.info("Flushing Chunk IO");
com.destroystokyo.paper.io.PaperFileIOThread.Holder.INSTANCE.close(true, true); // Paper
+ LOGGER.info("Closing Thread Pool");
+ SystemUtils.shutdownServerThreadPool(); // Paper
+ LOGGER.info("Closing Server");
+ try {
+ net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ } catch (Exception e) {
+ }
+ this.exit();
+ // Paper end
}
public String getServerIp() {
2020-07-29 04:19:01 +02:00
@@ -909,6 +936,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-05-07 03:24:43 +02:00
2020-06-26 03:53:21 +02:00
protected void v() {
2020-05-07 03:24:43 +02:00
try {
+ long serverStartTime = SystemUtils.getMonotonicNanos(); // Paper
if (this.init()) {
this.nextTick = SystemUtils.getMonotonicMillis();
this.serverPing.setMOTD(new ChatComponentText(this.motd));
2020-07-29 04:19:01 +02:00
@@ -916,6 +944,18 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-04-23 10:46:53 +02:00
this.a(this.serverPing);
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
2020-04-23 10:46:53 +02:00
// Spigot start
2020-05-07 03:24:43 +02:00
+ // Paper start - move done tracking
+ LOGGER.info("Running delayed init tasks");
+ this.server.getScheduler().mainThreadHeartbeat(this.ticks); // run all 1 tick delay tasks during init,
+ // this is going to be the first thing the tick process does anyways, so move done and run it after
+ // everything is init before watchdog tick.
+ // anything at 3+ won't be caught here but also will trip watchdog....
+ // tasks are default scheduled at -1 + delay, and first tick will tick at 1
+ String doneTime = String.format(java.util.Locale.ROOT, "%.3fs", (double) (SystemUtils.getMonotonicNanos() - serverStartTime) / 1.0E9D);
+ LOGGER.info("Done ({})! For help, type \"help\"", doneTime);
+ // Paper end
+
2020-04-23 10:46:53 +02:00
+ org.spigotmc.WatchdogThread.tick(); // Paper
org.spigotmc.WatchdogThread.hasStarted = true; // Paper
Arrays.fill( recentTps, 20 );
long start = System.nanoTime(), curTime, tickSection = start; // Paper - Further improve server tick loop
2020-07-29 04:19:01 +02:00
@@ -971,6 +1011,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
this.a((CrashReport) null);
}
} catch (Throwable throwable) {
+ // Paper start
+ if (throwable instanceof ThreadDeath) {
+ MinecraftServer.LOGGER.error("Main thread terminated by WatchDog due to hard crash", throwable);
+ return;
+ }
+ // Paper end
MinecraftServer.LOGGER.error("Encountered an unexpected exception", throwable);
// Spigot Start
if ( throwable.getCause() != null )
2020-07-29 04:19:01 +02:00
@@ -1002,14 +1048,14 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
} catch (Throwable throwable1) {
MinecraftServer.LOGGER.error("Exception stopping the server", throwable1);
} finally {
- org.spigotmc.WatchdogThread.doStop(); // Spigot
+ //org.spigotmc.WatchdogThread.doStop(); // Spigot // Paper - move into stop
// CraftBukkit start - Restore terminal to original settings
try {
- net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ //net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Move into stop
} catch (Exception ignored) {
}
// CraftBukkit end
- this.exit();
+ //this.exit(); // Paper - moved into stop
}
}
2020-07-29 04:19:01 +02:00
@@ -1065,6 +1111,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
protected TickTask postToMainThread(Runnable runnable) {
+ // Paper start - anything that does try to post to main during watchdog crash, run on watchdog
+ if (this.hasStopped && Thread.currentThread().equals(shutdownThread)) {
+ runnable.run();
+ runnable = () -> {};
+ }
+ // Paper end
return new TickTask(this.ticks, runnable);
}
2020-07-29 04:19:01 +02:00
@@ -1307,6 +1359,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-06-26 03:53:21 +02:00
try {
crashreport = CrashReport.a(throwable, "Exception ticking world");
} catch (Throwable t) {
+ if (throwable instanceof ThreadDeath) { throw (ThreadDeath)throwable; } // Paper
throw new RuntimeException("Error generating crash report", t);
}
// Spigot End
2020-08-02 07:39:36 +02:00
@@ -1756,7 +1809,8 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-06-29 02:06:26 +02:00
this.resourcePackRepository.a(collection);
this.saveData.a(a(this.resourcePackRepository));
datapackresources.i();
- this.getPlayerList().savePlayers();
+ if (Thread.currentThread() != this.serverThread) return; // Paper
+ //this.getPlayerList().savePlayers(); // Paper - we don't need to do this
this.getPlayerList().reload();
this.customFunctionData.a(this.dataPackResources.a());
this.ak.a(this.dataPackResources.h());
2020-05-24 19:09:02 +02:00
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
2020-08-02 07:39:36 +02:00
index 2fc063add21b89ee5a456536088fe0c87d9511c8..8e60f1e24d4adc3580864ef51188dffa46c17830 100644
2020-05-24 19:09:02 +02:00
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
2020-06-27 06:57:36 +02:00
@@ -486,6 +486,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
2020-05-24 19:09:02 +02:00
MutableBoolean mutableboolean = new MutableBoolean();
do {
+ boolean isShuttingDown = world.getMinecraftServer().hasStopped(); // Paper
mutableboolean.setFalse();
list.stream().map((playerchunk) -> {
CompletableFuture completablefuture;
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
2020-07-22 10:26:59 +02:00
index 4676b4dc4b22c838c946a342af9e88b56436de70..db049d529c4ed9157a1136695e5cd14429fd442f 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/PlayerList.java
+++ b/src/main/java/net/minecraft/server/PlayerList.java
2020-06-29 00:44:34 +02:00
@@ -429,7 +429,7 @@ public abstract class PlayerList {
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
cserver.getPluginManager().callEvent(playerQuitEvent);
entityplayer.getBukkitEntity().disconnect(playerQuitEvent.getQuitMessage());
2020-06-24 02:25:28 +02:00
- entityplayer.playerTick(); // SPIGOT-924
+ if (server.isMainThread()) entityplayer.playerTick(); // SPIGOT-924 // Paper - don't tick during emergency shutdowns (Watchdog)
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// CraftBukkit end
// Paper start - Remove from collideRule team if needed
diff --git a/src/main/java/net/minecraft/server/SystemUtils.java b/src/main/java/net/minecraft/server/SystemUtils.java
2020-06-26 14:04:38 +02:00
index 5579044782f155f587de1e2ea5115bde6053f722..e8075ad6b5395c7dce12741fe85dafd13f72cf41 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/SystemUtils.java
+++ b/src/main/java/net/minecraft/server/SystemUtils.java
2020-06-26 03:53:21 +02:00
@@ -119,6 +119,7 @@ public class SystemUtils {
return SystemUtils.f;
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
}
2020-06-26 03:53:21 +02:00
+ public static void shutdownServerThreadPool() { h(); } // Paper - OBFHELPER
public static void h() {
a(SystemUtils.e);
a(SystemUtils.f);
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
2020-08-02 07:39:36 +02:00
index cad4cd2af375d80c6ceb82541ee248c742ba68e4..ada3364150e55273cc699889e3a98cf0b9680219 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
2020-08-02 07:39:36 +02:00
@@ -841,6 +841,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
gameprofilerfiller.exit();
} catch (Throwable throwable) {
+ if (throwable instanceof ThreadDeath) throw throwable; // Paper
// Paper start - Prevent tile entity and entity crashes
String msg = "TileEntity threw exception at " + tileentity.world.getWorld().getName() + ":" + tileentity.position.getX() + "," + tileentity.position.getY() + "," + tileentity.position.getZ();
System.err.println(msg);
2020-08-02 07:39:36 +02:00
@@ -916,6 +917,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
try {
consumer.accept(entity);
} catch (Throwable throwable) {
+ if (throwable instanceof ThreadDeath) throw throwable; // Paper
// Paper start - Prevent tile entity and entity crashes
String msg = "Entity threw exception at " + entity.world.getWorld().getName() + ":" + entity.locX() + "," + entity.locY() + "," + entity.locZ();
System.err.println(msg);
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftServer.java b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
2020-07-22 10:26:59 +02:00
index 9111bc559353bc09eaf9a05a35b2d921f54b9f10..c80fd400cd6eb2c31890ebce55844da36a84c7d0 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftServer.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
2020-07-22 10:26:59 +02:00
@@ -1792,7 +1792,7 @@ public final class CraftServer implements Server {
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
public boolean isPrimaryThread() {
- return Thread.currentThread().equals(console.serverThread); // Paper - Fix issues with detecting main thread properly
+ return Thread.currentThread().equals(console.serverThread) || Thread.currentThread().equals(net.minecraft.server.MinecraftServer.getServer().shutdownThread); // Paper - Fix issues with detecting main thread properly, the only time Watchdog will be used is during a crash shutdown which is a "try our best" scenario
}
@Override
2020-05-24 19:09:02 +02:00
diff --git a/src/main/java/org/bukkit/craftbukkit/Main.java b/src/main/java/org/bukkit/craftbukkit/Main.java
2020-07-22 10:26:59 +02:00
index 2049f9783bf93c56d8c4dcb395293c03f09b5b40..ac8f1681d91251ff84938f94fc59db97560000d6 100644
2020-05-24 19:09:02 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/Main.java
+++ b/src/main/java/org/bukkit/craftbukkit/Main.java
@@ -150,6 +150,37 @@ public class Main {
OptionSet options = null;
+ // Paper start - preload logger classes to avoid plugins mixing versions
+ tryPreloadClass("com.destroystokyo.paper.log.LogFullPolicy");
+ tryPreloadClass("org.apache.logging.log4j.core.Core");
+ tryPreloadClass("org.apache.logging.log4j.core.Appender");
+ tryPreloadClass("org.apache.logging.log4j.core.ContextDataInjector");
+ tryPreloadClass("org.apache.logging.log4j.core.Filter");
+ tryPreloadClass("org.apache.logging.log4j.core.ErrorHandler");
+ tryPreloadClass("org.apache.logging.log4j.core.LogEvent");
+ tryPreloadClass("org.apache.logging.log4j.core.Logger");
+ tryPreloadClass("org.apache.logging.log4j.core.LoggerContext");
+ tryPreloadClass("org.apache.logging.log4j.core.LogEventListener");
+ tryPreloadClass("org.apache.logging.log4j.core.AbstractLogEvent");
+ tryPreloadClass("org.apache.logging.log4j.message.AsynchronouslyFormattable");
+ tryPreloadClass("org.apache.logging.log4j.message.FormattedMessage");
+ tryPreloadClass("org.apache.logging.log4j.message.ParameterizedMessage");
+ tryPreloadClass("org.apache.logging.log4j.message.Message");
+ tryPreloadClass("org.apache.logging.log4j.message.MessageFactory");
+ tryPreloadClass("org.apache.logging.log4j.message.TimestampMessage");
+ tryPreloadClass("org.apache.logging.log4j.message.SimpleMessage");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncLogger");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncLoggerContext");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncQueueFullPolicy");
+ tryPreloadClass("org.apache.logging.log4j.core.async.AsyncLoggerDisruptor");
+ tryPreloadClass("org.apache.logging.log4j.core.async.RingBufferLogEvent");
+ tryPreloadClass("org.apache.logging.log4j.core.async.DisruptorUtil");
+ tryPreloadClass("org.apache.logging.log4j.core.async.RingBufferLogEventHandler");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ThrowableProxy");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ThrowableProxy$CacheEntry");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ExtendedClassInfo");
+ tryPreloadClass("org.apache.logging.log4j.core.impl.ExtendedStackTraceElement");
+ // Paper end
try {
options = parser.parse(args);
} catch (joptsimple.OptionException ex) {
2020-06-28 10:01:01 +02:00
@@ -245,8 +276,63 @@ public class Main {
2020-05-24 19:09:02 +02:00
} catch (Throwable t) {
t.printStackTrace();
}
+ // Paper start
+ // load some required classes to avoid errors during shutdown if jar is replaced
+ // also to guarantee our version loads over plugins
+ tryPreloadClass("com.destroystokyo.paper.util.SneakyThrow");
+ tryPreloadClass("com.google.common.collect.Iterators$PeekingImpl");
+ tryPreloadClass("com.google.common.collect.MapMakerInternalMap$Values");
+ tryPreloadClass("com.google.common.collect.MapMakerInternalMap$ValueIterator");
2020-05-27 06:15:57 +02:00
+ tryPreloadClass("com.google.common.collect.MapMakerInternalMap$WriteThroughEntry");
2020-05-24 19:09:02 +02:00
+ tryPreloadClass("com.google.common.collect.Iterables");
+ for (int i = 1; i <= 15; i++) {
+ tryPreloadClass("com.google.common.collect.Iterables$" + i, false);
+ }
+ tryPreloadClass("org.apache.commons.lang3.mutable.MutableBoolean");
+ tryPreloadClass("org.apache.commons.lang3.mutable.MutableInt");
+ tryPreloadClass("org.jline.terminal.impl.MouseSupport");
+ tryPreloadClass("org.jline.terminal.impl.MouseSupport$1");
+ tryPreloadClass("org.jline.terminal.Terminal$MouseTracking");
+ tryPreloadClass("co.aikar.timings.TimingHistory");
+ tryPreloadClass("co.aikar.timings.TimingHistory$MinuteReport");
+ tryPreloadClass("io.netty.channel.AbstractChannelHandlerContext");
+ tryPreloadClass("io.netty.channel.AbstractChannelHandlerContext$11");
+ tryPreloadClass("io.netty.channel.AbstractChannel$AbstractUnsafe$8");
+ tryPreloadClass("io.netty.util.concurrent.DefaultPromise");
+ tryPreloadClass("io.netty.util.concurrent.DefaultPromise$1");
+ tryPreloadClass("io.netty.util.internal.PromiseNotificationUtil");
+ tryPreloadClass("io.netty.util.internal.SystemPropertyUtil");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$1");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$2");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$3");
+ tryPreloadClass("org.bukkit.craftbukkit.scheduler.CraftScheduler$4");
+ tryPreloadClass("org.slf4j.helpers.MessageFormatter");
+ tryPreloadClass("org.slf4j.helpers.FormattingTuple");
+ tryPreloadClass("org.slf4j.helpers.BasicMarker");
+ tryPreloadClass("org.slf4j.helpers.Util");
2020-05-27 06:15:57 +02:00
+ tryPreloadClass("com.destroystokyo.paper.event.player.PlayerConnectionCloseEvent");
2020-06-28 10:01:01 +02:00
+ tryPreloadClass("com.destroystokyo.paper.event.entity.EntityRemoveFromWorldEvent");
2020-05-24 19:09:02 +02:00
+ // Minecraft, seen during saving
+ tryPreloadClass("net.minecraft.server.LightEngineLayerEventListener$Void");
+ tryPreloadClass("net.minecraft.server.LightEngineLayerEventListener");
2020-06-28 06:58:25 +02:00
+ tryPreloadClass("net.minecraft.server.ExceptionSuppressor");
2020-05-24 19:09:02 +02:00
+ // Paper end
+ }
+ }
+
+ // Paper start
+ private static void tryPreloadClass(String className) {
+ tryPreloadClass(className, true);
+ }
+ private static void tryPreloadClass(String className, boolean printError) {
+ try {
+ Class.forName(className);
+ } catch (ClassNotFoundException e) {
+ if (printError) System.err.println("An expected class " + className + " was not found for preloading: " + e.getMessage());
}
}
+ // Paper end
private static List<String> asList(String... params) {
return Arrays.asList(params);
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
diff --git a/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java b/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
2020-06-11 05:40:28 +02:00
index 449e99d1b673870ed6892f6ab2c715a2db35c35d..c7ed6e0f8a989cec97700df2b15198c9c481c549 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
+++ b/src/main/java/org/bukkit/craftbukkit/util/ServerShutdownThread.java
2020-06-11 05:40:28 +02:00
@@ -12,12 +12,27 @@ public class ServerShutdownThread extends Thread {
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
@Override
public void run() {
try {
+ // Paper start - try to shutdown on main
+ server.safeShutdown(false, false);
+ for (int i = 1000; i > 0 && !server.hasStopped(); i -= 100) {
+ Thread.sleep(100);
+ }
+ if (server.hasStopped()) {
2020-06-11 05:40:28 +02:00
+ while (!server.hasFullyShutdown) Thread.sleep(1000);
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
+ return;
+ }
+ // Looks stalled, close async
org.spigotmc.AsyncCatcher.enabled = false; // Spigot
org.spigotmc.AsyncCatcher.shuttingDown = true; // Paper
+ server.forceTicks = true;
server.close();
2020-06-11 05:40:28 +02:00
+ while (!server.hasFullyShutdown) Thread.sleep(1000);
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
+ } catch (InterruptedException e) {
+ e.printStackTrace();
+ // Paper end
} finally {
try {
- net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Use TerminalConsoleAppender
+ //net.minecrell.terminalconsole.TerminalConsoleAppender.close(); // Paper - Move into stop
} catch (Exception e) {
}
}
diff --git a/src/main/java/org/spigotmc/RestartCommand.java b/src/main/java/org/spigotmc/RestartCommand.java
2020-05-06 11:48:49 +02:00
index aefea3a9a8b9b75c62bd20018be7cd166a213001..123de5ac9026508e21cdc225f0962f5c3c46fed5 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/spigotmc/RestartCommand.java
+++ b/src/main/java/org/spigotmc/RestartCommand.java
@@ -139,7 +139,7 @@ public class RestartCommand extends Command
// Paper end
// Paper start - copied from above and modified to return if the hook registered
- private static boolean addShutdownHook(String restartScript)
+ public static boolean addShutdownHook(String restartScript)
{
String[] split = restartScript.split( " " );
if ( split.length > 0 && new File( split[0] ).isFile() )
diff --git a/src/main/java/org/spigotmc/WatchdogThread.java b/src/main/java/org/spigotmc/WatchdogThread.java
2020-05-20 11:11:57 +02:00
index 5bdcdcf9e85b73086722783bff26321d03382bb9..513c1041c34ebb3ac1775674a3f4526693759c08 100644
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
--- a/src/main/java/org/spigotmc/WatchdogThread.java
+++ b/src/main/java/org/spigotmc/WatchdogThread.java
2020-05-20 11:11:57 +02:00
@@ -13,6 +13,7 @@ import org.bukkit.Bukkit;
public class WatchdogThread extends Thread
{
+ public static final boolean DISABLE_WATCHDOG = Boolean.getBoolean("disable.watchdog"); // Paper
private static WatchdogThread instance;
private final long timeoutTime;
private final long earlyWarningEvery; // Paper - Timeout time for just printing a dump but not restarting
@@ -41,6 +42,7 @@ public class WatchdogThread extends Thread
2020-04-24 06:27:28 +02:00
{
if ( instance == null )
{
+ if (timeoutTime <= 0) timeoutTime = 300; // Paper
instance = new WatchdogThread( timeoutTime * 1000L, restart );
instance.start();
}
2020-05-20 11:11:57 +02:00
@@ -67,12 +69,13 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
// Paper start
Logger log = Bukkit.getServer().getLogger();
long currentTime = monotonicMillis();
- if ( lastTick != 0 && currentTime > lastTick + earlyWarningEvery && !Boolean.getBoolean("disable.watchdog") )
+ MinecraftServer server = MinecraftServer.getServer();
2020-05-20 11:11:57 +02:00
+ if (lastTick != 0 && hasStarted && (!server.isRunning() || (currentTime > lastTick + earlyWarningEvery && !DISABLE_WATCHDOG) ))
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
{
- boolean isLongTimeout = currentTime > lastTick + timeoutTime;
+ boolean isLongTimeout = currentTime > lastTick + timeoutTime || (!server.isRunning() && !server.hasStopped() && currentTime > lastTick + 1000);
// Don't spam early warning dumps
if ( !isLongTimeout && (earlyWarningEvery <= 0 || !hasStarted || currentTime < lastEarlyWarning + earlyWarningEvery || currentTime < lastTick + earlyWarningDelay)) continue;
- if ( !isLongTimeout && MinecraftServer.getServer().hasStopped()) continue; // Don't spam early watchdog warnings during shutdown, we'll come back to this...
+ if ( !isLongTimeout && server.hasStopped()) continue; // Don't spam early watchdog warnings during shutdown, we'll come back to this...
lastEarlyWarning = currentTime;
if (isLongTimeout) {
// Paper end
2020-05-20 11:11:57 +02:00
@@ -114,7 +117,7 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
log.log( Level.SEVERE, "------------------------------" );
log.log( Level.SEVERE, "Server thread dump (Look for plugins here before reporting to Paper!):" ); // Paper
ChunkTaskManager.dumpAllChunkLoadInfo(); // Paper
- dumpThread( ManagementFactory.getThreadMXBean().getThreadInfo( MinecraftServer.getServer().serverThread.getId(), Integer.MAX_VALUE ), log );
+ dumpThread( ManagementFactory.getThreadMXBean().getThreadInfo( server.serverThread.getId(), Integer.MAX_VALUE ), log );
log.log( Level.SEVERE, "------------------------------" );
//
// Paper start - Only print full dump on long timeouts
2020-05-20 11:11:57 +02:00
@@ -135,9 +138,24 @@ public class WatchdogThread extends Thread
Forced Watchdog Crash support and Improve Async Shutdown
If the request to shut down the server is received while we are in
a watchdog hang, immediately treat it as a crash and begin the shutdown
process. Shutdown process is now improved to also shutdown cleanly when
not using restart scripts either.
If a server is deadlocked, a server owner can send SIGHUP (or any other signal
the JVM understands to shut down as it currently does) and the watchdog
will no longer need to wait until the full timeout, allowing you to trigger
a close process and try to shut the server down gracefully, saving player and
world data.
Previously there was no way to trigger this outside of waiting for a full watchdog
timeout, which may be set to a really long time...
Additionally, fix everything to do with shutting the server down asynchronously.
Previously, nearly everything about the process was fragile and unsafe. Main might
not have actually been frozen, and might still be manipulating state.
Or, some reuest might ask main to do something in the shutdown but main is dead.
Or worse, other things might start closing down items such as the Console or Thread Pool
before we are fully shutdown.
This change tries to resolve all of these issues by moving everything into the stop
method and guaranteeing only one thread is stopping the server.
We then issue Thread Death to the main thread of another thread initiates the stop process.
We have to ensure Thread Death propagates correctly though to stop main completely.
This is to ensure that if main isn't truely stuck, it's not manipulating state we are trying to save.
2020-04-16 10:53:50 +02:00
if ( isLongTimeout )
{
- if ( restart && !MinecraftServer.getServer().hasStopped() )
+ if ( !server.hasStopped() )
{
- RestartCommand.restart();
+ AsyncCatcher.enabled = false; // Disable async catcher incase it interferes with us
+ AsyncCatcher.shuttingDown = true;
+ server.forceTicks = true;
+ if (restart) {
+ RestartCommand.addShutdownHook( SpigotConfig.restartScript );
+ }
+ // try one last chance to safe shutdown on main incase it 'comes back'
+ server.safeShutdown(false, restart);
+ try {
+ Thread.sleep(1000);
+ } catch (InterruptedException e) {
+ e.printStackTrace();
+ }
+ if (!server.hasStopped()) {
+ server.close();
+ }
}
break;
} // Paper end
2020-06-11 05:40:28 +02:00
diff --git a/src/main/resources/log4j2.xml b/src/main/resources/log4j2.xml
index 476f4a5cbe664ddd05474cb88553018bd334a5b8..8af159abd3d0cc94cf155fec5b384c42f69551bf 100644
--- a/src/main/resources/log4j2.xml
+++ b/src/main/resources/log4j2.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
-<Configuration status="WARN" packages="com.mojang.util">
+<Configuration status="WARN" packages="com.mojang.util" shutdownHook="disable">
<Appenders>
<Queue name="ServerGuiConsole">
<PatternLayout pattern="[%d{HH:mm:ss} %level]: %msg%n" />