Commit Graph

875 Commits

Author SHA1 Message Date
md_5
4f6246addd Handle vanished players in tab list 2013-02-17 17:31:52 +11:00
md_5
57e025bb17 Use more threads for netty to help with lag. 2013-02-17 16:35:11 +11:00
md_5
e942bf6641 Use tab list name to prevent duplicates. 2013-02-16 19:46:56 +11:00
md_5
c83471b860 Keep a definsive copy of players for entity activation 2013-02-16 19:46:08 +11:00
md_5
60b7ce9918 Use vanilla method - just with toggle 2013-02-16 19:05:26 +11:00
md_5
ecf56eb38f Allow to occasionally send tab list updates 2013-02-16 17:56:39 +11:00
md_5
d9639eb91d Use a compression level of 4 for chunk packets 2013-02-16 13:33:46 +11:00
md_5
1999f357bc And chests... 2013-02-16 10:24:25 +11:00
md_5
c79ce8ec88 Don't use ender chests or stone as hiding materials 2013-02-16 10:19:31 +11:00
SuPaH sPii
41c3037566 Add engine mode 2 2013-02-16 10:13:00 +11:00
md_5
5bfd44a991 Make map send speed configurable. 2013-02-15 18:34:42 +11:00
md_5
5e025e3b9f Please don't spam console every ping. 2013-02-15 18:25:53 +11:00
md_5
44e5fd627f Remove extra disconnect info - confuses people into thinking something is wrong 2013-02-14 17:33:09 +11:00
md_5
3bbde30ab0 Remove locking in favour of a volatile state variable. 2013-02-13 18:07:26 +11:00
md_5
58689d2251 Break packet reading into states to reduce object churn. 2013-02-13 18:06:03 +11:00
md_5
38fce03c91 Reorder check for isEmpty, on a ConcurrentLinkedQueue its
more expensive than would appear.
2013-02-12 16:29:15 +11:00
md_5
e68c3ad981 Switch back to unbounded queue. 2013-02-12 16:23:43 +11:00
Agaricus
e49c07587e Fix orebfuscator enabled log message 2013-02-11 19:32:57 +11:00
md_5
9258faff3f Apply entity activation range, the most over hyped commit ever. 2013-02-11 19:32:14 +11:00
EcoCityCraft
9e988bd787 Automatically update upstream versions. Bukkit-1.4.7-R1.0-2-g23f5a05, CraftBukkit-1.4.7-R1.0-9-g65324d6 2013-02-10 17:41:21 -06:00
md_5
b7ffd83675 Add proper thread safety. Please let me know if this deadlocks your server. 2013-02-10 18:35:09 +11:00
md_5
36f3a7a7f2 If you are a server list owner, and you have not fixed your shit, I kindly request that you do so NOW. I will not waste another 5 hours of my life covering up for you. 4 months is more than long enough for 3 lines of code change. 2013-02-10 16:50:54 +11:00
md_5
cb11c55f81 Add volatile to be sure the JVM wont cache the value 2013-02-10 15:12:35 +11:00
md_5
4b4eea9e4b Fix occasionally showing as 1.3 2013-02-10 15:04:27 +11:00
md_5
27bed04351 Revert "Reduce legacy ping threshold to 1000ms"
This reverts commit d2bb5e9ad6.
2013-02-10 14:52:14 +11:00
md_5
d2bb5e9ad6 Reduce legacy ping threshold to 1000ms 2013-02-10 14:35:13 +11:00
md_5
7a9eda4b61 Fix legacy pinging with some uber ninja coding. 2013-02-10 14:26:59 +11:00
md_5
4542cc4a23 Fix support for windows xp / server 2003 2013-02-10 12:35:52 +11:00
md_5
b3e5c97f6b It came to me in a dream - literally. This should fix all known issues. 2013-02-10 11:54:49 +11:00
md_5
60cb2f461b Tweak to thread pool and safety. 2013-02-10 10:30:58 +11:00
md_5
86bb33ece7 Clearing the queue when they are disconnected might actually fix some issues. 2013-02-10 09:33:31 +11:00
md_5
ff911e1872 Add extra info regarding why a user is disconnected. Should help us troubleshoot these errors - please post the full DC line if reporting a bug. 2013-02-10 08:55:18 +11:00
md_5
0dd4f55fd9 *break when dc'd 2013-02-09 23:00:03 +11:00
md_5
3e21bba4ee Remove debug code now that we know it can be called. 2013-02-09 22:54:14 +11:00
md_5
0dd0ebb15f Run disconnect code on the main thread. 2013-02-09 21:55:33 +11:00
md_5
9bca4e4b70 Add debug to see if statement is ever true 2013-02-09 21:28:34 +11:00
md_5
5e80c9de0b Give a pot shot at bringing network logic a bit closer to CB/Vanilla 2013-02-09 21:05:34 +11:00
md_5
3302eedef5 Small cleanup to netty code, no functional changes. 2013-02-09 20:58:03 +11:00
md_5
a2ffb31ddb Don't scare users with debug mode. 2013-02-09 20:42:08 +11:00
md_5
41579ff315 Add debug logging + more cleanup 2013-02-09 20:27:25 +11:00
md_5
f4572d5786 Nullcheck channel just in case, only null channel on disconnect. 2013-02-09 20:16:23 +11:00
md_5
56d3bd5f39 Use a synced arraylist 2013-02-09 20:10:34 +11:00
md_5
d212863aa7 Implement an uber efficient network engine based on the Java NIO framework Netty. This is basically a complete rewrite of the Minecraft network engine with many distinct advantages. First and foremost, there will no longer be the horrid, and redundant case of 2, or even at times, 3 threads per a connection. Instead low level select/epoll based NIO is used. The number of threads used for network reading and writing will scale automatically to the number of cores for use on your server. In most cases this will be around 8 threads for a 4 core server, much better than the up to 1000 threads that could be in use at one time with the old engine. To facilitate asynchronous packet sending or receiving (currently only chat), a cached thread pool is kept handy. Currently this pool is unbounded, however at this stage we do not need to worry about servers being resource starved due to excessive spam or chat.
== Plugin incompatibilities
As a side effect of this change, plugins which rely on very specific implementation level details within Minecraft are broken. At this point in time, TagAPI and ProtocolLib are affected. If you are a user of ProtocolLib you are advised to update to the latest build, where full support is enabled. If you are a user of TagAPI, support has not yet been added, so you will need to install the updated ProtocolLib so that TagAPI may use its functions.
== Stability
The code within this commit has been very lightly tested in production (300 players for approximately 24 hours), however it is not guaranteed to be free from all bugs. If you experence weird connection behaviour, reporting the bug and steps to reproduce are advised. You are also free to downgrade to the latest recommend build, which is guaranteed to be stable.
== Summary
This commit provides a reduction in threads, which gives the CPU / operating system more time to allocate to the main server threads, as well as various other side benefits such as chat thread pooling and a slight reduction in latency.
This commit is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported license.
2013-02-09 17:16:27 +11:00
md_5
ed84749d6e Split TPS patch out correctly. 2013-02-08 17:09:51 +11:00
md_5
a1e8ebf5b9 Please people, report to Spigot, not me 2013-02-07 20:23:31 +11:00
md_5
9a4bc05358 Send maps even less often, still causing lag. Appreciate if anyone can PR a config option for this, bit busy atm. 2013-02-06 21:08:58 +11:00
EcoCityCraft
b864492e7a Automatically update upstream versions. Bukkit-1.4.7-R1.0-2-g23f5a05, CraftBukkit-1.4.7-R1.0-5-g6c77179 2013-02-04 18:56:19 -06:00
EcoCityCraft
28fbbb823b Automatically update upstream versions. Bukkit-1.4.7-R1.0-2-g23f5a05, CraftBukkit-1.4.7-R1.0-1-gf6e394d 2013-02-03 04:11:52 -06:00
md_5
72acec7f20 Move tick loop changes to own patch with a few optimizations. 2013-02-03 12:28:39 +11:00
md_5
7b4bba6b3b Actually use the parent pom. 2013-02-03 09:54:16 +11:00