Paper/patches/server/0544-Added-ServerResourcesReloadedEvent.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Jake Potrebic <jake.m.potrebic@gmail.com>
Date: Wed, 2 Dec 2020 20:04:01 -0800
Subject: [PATCH] Added ServerResourcesReloadedEvent
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
index 37df16b8f1dd1f75ed4c922347e648386fa54e6a..a3f5585db8579350c1390d7ee141e1a8af9225ff 100644
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -1988,7 +1988,13 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
return this.functionManager;
}
+ // Paper start - add cause
+ @Deprecated
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public CompletableFuture<Void> reloadResources(Collection<String> dataPacks) {
+ return this.reloadResources(dataPacks, io.papermc.paper.event.server.ServerResourcesReloadedEvent.Cause.PLUGIN);
+ }
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+ public CompletableFuture<Void> reloadResources(Collection<String> dataPacks, io.papermc.paper.event.server.ServerResourcesReloadedEvent.Cause cause) {
+ // Paper end
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RegistryAccess.Frozen iregistrycustom_dimension = this.registryAccess();
CompletableFuture<Void> completablefuture = CompletableFuture.supplyAsync(() -> {
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Stream<String> stream = dataPacks.stream(); // CraftBukkit - decompile error
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -2014,6 +2020,7 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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this.packRepository.setSelected(dataPacks);
this.worldData.setDataPackConfig(MinecraftServer.getSelectedPacks(this.packRepository));
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this.resources.managers.updateRegistryTags(this.registryAccess());
+ new io.papermc.paper.event.server.ServerResourcesReloadedEvent(cause).callEvent(); // Paper
// Paper start
if (Thread.currentThread() != this.serverThread) {
return;
diff --git a/src/main/java/net/minecraft/server/commands/ReloadCommand.java b/src/main/java/net/minecraft/server/commands/ReloadCommand.java
2022-06-08 09:30:41 +02:00
index 1eb85de1d10829bfb4dbbfa01efd5656dee70090..19eacd1b1c3aca23f864a1867e004455312e82f7 100644
--- a/src/main/java/net/minecraft/server/commands/ReloadCommand.java
+++ b/src/main/java/net/minecraft/server/commands/ReloadCommand.java
@@ -20,7 +20,7 @@ public class ReloadCommand {
public ReloadCommand() {}
public static void reloadPacks(Collection<String> dataPacks, CommandSourceStack source) {
- source.getServer().reloadResources(dataPacks).exceptionally((throwable) -> {
+ source.getServer().reloadResources(dataPacks, io.papermc.paper.event.server.ServerResourcesReloadedEvent.Cause.COMMAND).exceptionally((throwable) -> {
ReloadCommand.LOGGER.warn("Failed to execute reload", throwable);
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source.sendFailure(Component.translatable("commands.reload.failure"));
return null;
@@ -50,7 +50,7 @@ public class ReloadCommand {
WorldData savedata = minecraftserver.getWorldData();
Collection<String> collection = resourcepackrepository.getSelectedIds();
Collection<String> collection1 = ReloadCommand.discoverNewPacks(resourcepackrepository, savedata, collection);
- minecraftserver.reloadResources(collection1);
+ minecraftserver.reloadResources(collection1, io.papermc.paper.event.server.ServerResourcesReloadedEvent.Cause.PLUGIN); // Paper
}
// CraftBukkit end