Commit Graph

6348 Commits

Author SHA1 Message Date
Spigot
3b1b3a1a6a Fix support for windows xp / server 2003
By: md_5 <md_5@live.com.au>
2013-02-10 12:35:52 +11:00
Spigot
4a2b769924 It came to me in a dream - literally. This should fix all known issues.
By: md_5 <md_5@live.com.au>
2013-02-10 11:54:49 +11:00
Spigot
0470d35982 Tweak to thread pool and safety.
By: md_5 <md_5@live.com.au>
2013-02-10 10:30:58 +11:00
Spigot
913785e91c Clearing the queue when they are disconnected might actually fix some issues.
By: md_5 <md_5@live.com.au>
2013-02-10 09:33:31 +11:00
Spigot
93e8ed2af2 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.
By: md_5 <md_5@live.com.au>
2013-02-10 08:55:18 +11:00
Spigot
b91a5519b8 *break when dc'd
By: md_5 <md_5@live.com.au>
2013-02-09 23:00:03 +11:00
Spigot
beb405de3d Remove debug code now that we know it can be called.
By: md_5 <md_5@live.com.au>
2013-02-09 22:54:14 +11:00
Spigot
b86ff9221a Run disconnect code on the main thread.
By: md_5 <md_5@live.com.au>
2013-02-09 21:55:33 +11:00
Spigot
cacf82702a Add debug to see if statement is ever true
By: md_5 <md_5@live.com.au>
2013-02-09 21:28:34 +11:00
Spigot
cf017832f9 Give a pot shot at bringing network logic a bit closer to CB/Vanilla
By: md_5 <md_5@live.com.au>
2013-02-09 21:05:34 +11:00
Spigot
0dd1a832f2 Small cleanup to netty code, no functional changes.
By: md_5 <md_5@live.com.au>
2013-02-09 20:58:03 +11:00
Spigot
27b63340b1 Don't scare users with debug mode.
By: md_5 <md_5@live.com.au>
2013-02-09 20:42:08 +11:00
Spigot
e274cc30a0 Add debug logging + more cleanup
By: md_5 <md_5@live.com.au>
2013-02-09 20:27:25 +11:00
Spigot
4d4b061767 Nullcheck channel just in case, only null channel on disconnect.
By: md_5 <md_5@live.com.au>
2013-02-09 20:16:23 +11:00
Spigot
b0cc5c98b9 Use a synced arraylist
By: md_5 <md_5@live.com.au>
2013-02-09 20:10:34 +11:00
Spigot
01590fb1fa 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.

By: md_5 <md_5@live.com.au>
2013-02-09 17:16:27 +11:00
Spigot
a5f0015001 Split TPS patch out correctly.
By: md_5 <md_5@live.com.au>
2013-02-08 17:09:51 +11:00
Spigot
9aca2747b3 Please people, report to Spigot, not me
By: md_5 <md_5@live.com.au>
2013-02-07 20:23:31 +11:00
Spigot
90e4d640aa Send maps even less often, still causing lag. Appreciate if anyone can PR a config option for this, bit busy atm.
By: md_5 <md_5@live.com.au>
2013-02-06 21:08:37 +11:00
Spigot
e511853fa1 Automatically update upstream versions. Bukkit-1.4.7-R1.0-2-g23f5a05, CraftBukkit-1.4.7-R1.0-5-g6c77179
By: EcoCityCraft <admin@ecocitycraft.com>
2013-02-04 18:56:19 -06:00
Spigot
29c92ae96d Automatically update upstream versions. Bukkit-1.4.7-R1.0-2-g23f5a05, CraftBukkit-1.4.7-R1.0-1-gf6e394d
By: EcoCityCraft <admin@ecocitycraft.com>
2013-02-03 04:11:52 -06:00
Spigot
3018ca404d Move tick loop changes to own patch with a few optimizations.
By: md_5 <md_5@live.com.au>
2013-02-03 12:28:39 +11:00
Spigot
f4ea7c10b0 Actually use the parent pom.
By: md_5 <md_5@live.com.au>
2013-02-03 09:54:16 +11:00
Spigot
a6f60283d4 Just use the parent pom.
By: md_5 <md_5@live.com.au>
2013-02-03 09:48:23 +11:00
Spigot
4911597232 Update POM changes to individual patches.
By: md_5 <md_5@live.com.au>
2013-02-03 09:38:54 +11:00
Spigot
d15d2abde8 Detect, remove and warn about null tile entities. This prevents odd server crashes, caused by unknown reasons.
By: md_5 <md_5@live.com.au>
2013-02-03 09:21:35 +11:00
Spigot
b5cbe0fab3 Send maps, just a lot less often.
By: md_5 <md_5@live.com.au>
2013-02-02 19:41:11 +11:00
Spigot
f8fbf3d5f2 Only nag if we are finding for the first time..
By: md_5 <md_5@live.com.au>
2013-02-02 18:11:59 +11:00
Spigot
4988523089 Abuse plugins which embed metrics in the default location.
By: md_5 <md_5@live.com.au>
2013-02-02 16:41:52 +11:00
Spigot
79c9fcda86 Plugins break when the intended behaviour is put into place, because for some reason they are all packaging the same classes, an inherently unsafe operation in the case that the classes are loaded at the same time by multiple classloaders - hence we are removing safety from the loaders for now until a correct solution can be put in place.
By: md_5 <md_5@live.com.au>
2013-02-02 16:30:39 +11:00
Spigot
cdb471a4bf Another attempt at 'fixing' the mob spawn issues present in CraftBukkit.
By: md_5 <md_5@live.com.au>
2013-02-02 09:02:14 +11:00
Spigot
1d7d6dcc9f Update to CraftBukkit 1.4.7-R1
By: md_5 <md_5@live.com.au>
2013-01-31 16:56:47 +11:00
Spigot
00600fc9e0 Automatically update upstream versions. Bukkit-1.4.7-R1.0-1-gf598dac, CraftBukkit-1.4.7-R1.0-1-gf6e394d
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-30 22:51:16 -06:00
Spigot
4101e6f647 Automatically update upstream versions. Bukkit-1.4.7-R1.0, CraftBukkit-1.4.7-R1.0
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-30 22:41:17 -06:00
Spigot
8156457682 Automatically update upstream versions. Bukkit-1.4.7-R0.1-6-g3fc631f, CraftBukkit-1.4.7-R0.1-26-gabccf54
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-30 00:21:30 -06:00
Spigot
15cc5d587c Automatically update upstream versions. Bukkit-1.4.7-R0.1-6-g3fc631f, CraftBukkit-1.4.7-R0.1-23-gf07dbe2
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-29 07:51:18 -06:00
Spigot
ddfda2753f Mob spawning issues - 'fix'. See below for ideal reasoning from MikePrimm, however until ideal reasoning we must live with the CraftBukkit / Vanilla behaviour since this causes far too many issues.
IIRC, the main item I was driving towards was a consequence of persistent passive mobs - specifically, the fact that allowing a population limit of N (independent of view distance, which is what vanilla does) when your view distance limits actual loaded chunks to a much smaller area than default (say a view of 4, which would be 9 x 9 chunks loaded per player - and spawnable - versus default, which is 8 radius spawn, or 17 x 17 chunks) tends to result in more mobs per chunk. For persistent mobs, this is bad - since they count for server load and for population just by being loaded, versus being despawned beyond 128 blocks (8 chunk radius - unconditional of view distance, as well) - so they can cause the population limit to be reached more easily, cutting off spawning nearer to players. The goal was to make it so that the mobs-per-loaded-chunk was about the same for all view distances, versus having low view distances cause higher mob concentrations.

    Now, all of this assumes that loaded chunks beyond those around players are modest (since they could contain passive mobs that would count towards the limits) - which they should be, except that recent CBs leak chunks like mad, from what I can see (chunk-gc has become more required than optional), and I think there may be some issues with even hostile mobs "lurking" around - possibly even after their chunks are unloaded. Anything that causes more mobs to be in places players don't see them is going to drive population limit issues, and resulting low spawn behaviors. The trick for us, trying to make big servers as practical as possible, is to shift the math the other way - given low view distances, how to best make sure that folks get reasonable spawn behavior while minimizing the time/resources spent on the server on mobs that don't help that. Realistically, I think we need to analyse the mob demographics better - especially as it relates to lower view distances (our changes have no net impact on view distances above 7) - particularly to understand how the proportion of "useful" mobs is working out (ones close enough to players to be considered contributing to game play). One thought is to manage the population limit based on mobs that are 'tickable' - if they aren't close enough to be ticking, they aren't interesting. This is likely a big issue for view distance 5 folks, since mobs cannot spawn closer than 24 (approx 1 chunk radius, given that middle chunk is 0), and don't tick when any of the chunks within a 2 chunk radius aren't loaded) - so, effectively, they "live" within a zone of 7 x 7 with the middle 3 x 3 removed (so, about 40 chunks) out of a total load zone of 11 x 11 (121) - so about 2/3 of the area containing mobs has idle mobs. Normal view distance would result in mobs ticking as far out as they can spawn (radius 8 versus a load radius of 11), so 100% of the mobs that spawn are ticking when they spawn, and all hostile mobs that are loaded are ticking (since they always despawn beyond 128 blocks / 8 chunks from a player). One interesting thought would be to limit the chunks we spawn mobs in to those where they would be ticking initially (that is, view-distance minus 2 or 3).

By: md_5 <md_5@live.com.au>
2013-01-29 16:54:36 +11:00
Spigot
af2e7e60fb Automatically update upstream versions. Bukkit-1.4.7-R0.1-6-g3fc631f, CraftBukkit-1.4.7-R0.1-21-geea7fc2
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-27 23:05:48 -06:00
Spigot
4a80e95716 Automatically update upstream versions. Bukkit-1.4.7-R0.1-6-g3fc631f, CraftBukkit-1.4.7-R0.1-20-gdeda98a
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-27 17:50:51 -06:00
Spigot
455deb1188 10 years later...
By: md_5 <md_5@live.com.au>
2013-01-28 09:46:19 +11:00
Spigot
df59a4870c Automatically update upstream versions. Bukkit-1.4.7-R0.1-6-g3fc631f, CraftBukkit-1.4.7-R0.1-19-g4aae815
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-27 11:36:36 -06:00
Spigot
c895d57e27 Automatically update upstream versions. Bukkit-1.4.7-R0.1-6-g3fc631f, CraftBukkit-1.4.7-R0.1-16-g226204e
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-26 13:56:36 -06:00
Spigot
2091687de2 Fix tripwires + minecarts
By: md_5 <md_5@live.com.au>
2013-01-26 08:33:09 +11:00
Spigot
c47a51b285 Fix exp merging, oops
By: md_5 <md_5@live.com.au>
2013-01-25 18:25:18 +11:00
Spigot
37daa41841 Update patch fluff + only record sync times.
By: md_5 <md_5@live.com.au>
2013-01-25 14:00:07 +11:00
Spigot
98f33b082b Automatically update upstream versions. Bukkit-1.4.7-R0.1-5-g7f87d99, CraftBukkit-1.4.7-R0.1-16-g226204e
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-24 20:46:35 -06:00
Spigot
e9144dac9b Add anti xray timings.
By: md_5 <md_5@live.com.au>
2013-01-25 13:27:22 +11:00
Spigot
e835266433 Automatically update upstream versions. Bukkit-1.4.7-R0.1-5-g7f87d99, CraftBukkit-1.4.7-R0.1-14-gd291a6b
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-24 19:56:33 -06:00
Spigot
ee6ede9fdb Well, mike was right about deadlocks.
By: md_5 <md_5@live.com.au>
2013-01-25 11:35:20 +11:00
Spigot
df653df63f Automatically update upstream versions. Bukkit-1.4.7-R0.1-5-g7f87d99, CraftBukkit-1.4.7-R0.1-13-g6193da6
By: EcoCityCraft <admin@ecocitycraft.com>
2013-01-24 18:11:33 -06:00