Commit Graph

2652 Commits

Author SHA1 Message Date
Aikar
a72d4bb2ab
Improve chunk loading speed and prioritization further - Fixes #3530 2020-06-10 09:24:17 -04:00
Aikar
64666dc8b6
Improve Chunk Priority, Frustum Priority and Load Speed Algorithms
Fix bug where mojang has a -90 modifier in yaw resulting in us calculating
chunks to the players left rather than in front of them.

Drastically improve Frustum Prioritization function to reduce lag from its
calculations (Found it was being spammed really heavy on world add/teleport)

Also improved the logic behind choosing chunks to prioritize.

Add Priority tickets to a radius of 3 on any login, world chnge or teleport

This should help improve world load / chunk sending upon a player changing
locations by loading those chunks faster.

Improved the Player Ticket Delayer to be a little bit smarter about delays to
let closer chunks load a bit faster and only delay the farther out ones more.

This update will provide significant improvements to priority of chunks and
reduce the cpu cost of doing these calculations.

Fixes #3530
2020-06-10 01:20:57 -04:00
Aikar
146b99080c
Improve ChunkMapDistance.b crash fix to clean up properly
There is some vanilla level bug where this tracking state appears
to get messed up and player doesn't exists in chunk its trying to untrack.

We returned early to prevent crashing, but I suspect if there was a level being
tracked for the chunk, it got leaked due to the early return.

So going to ensure we clean up the level tracker when this state occurs.

This may help with any leaked chunk issues.
2020-06-09 23:05:43 -04:00
Aikar
c5c909c9af
Improve Plugin Ticket Management
Now supports async chunk access even though doing that is bad
and shouldn't be done anyways since we force you back to main, itll
now just delay the ticket add to main the same way.

Now only add the ticket if the plugin CAUSED the chunk load, so no longer
adds ticket if the chunk was already loaded.

Additionally, cap chunk ticket limits to 1 second (Effectively ignoring chunk-gc config
unless the config is lower than 20 ticks)

Fixes #3533
2020-06-09 21:15:36 -04:00
stonar96
de6dfedfef
Make Anti-Xray multithreaded (#3520)
Obfuscate multiple chunks at a time over the server thread pool.

Will speed up chunk processing when anti xray is enabled.

Co-authored-by: Aikar <aikar@aikar.co>
2020-06-09 04:12:20 -04:00
Aikar
531c4b3fd1
Add PluginTickets to API Chunk Methods
Like previous versions, plugins loading chunks kept them loaded until
they garbage collected to avoid constant spamming of chunk loads

This adds tickets to a few more places so that they can be unloaded.

Additionally, this drops their ticket level to BORDER so they wont be ticking
so they will just sit inactive instead.

Using .loadChunk to keep a chunk ticking was a horrible idea for upstream
when we have TWO methods that are able to do that already in the API.

Not adding it to .getType() though to keep behavior consistent with vanilla.
2020-06-09 03:43:11 -04:00
Aikar
b2d81e21c5
Improve Chunk Prioritization and Internal Scheduler
In previous MC versions, we had a rather simple internal scheduler
for delayed tasks that would just keep pushing task back until desired
tick was reached.

The method it called to schedule the task changed behavior in 1.14, and now
this scheduler is not working nowhere near what it was supposed to be doing.

This was causing long delayed task to eat up CPU (In Oversleep for example)

Rewrite this to just use the CraftScheduler for scheduling delayed tasks.

Once this was fixed, it became quite clear the code that delayed ticket
additions for chunks based on distance was clearly not right, as it was
tested on the previous broken logic.

So the ticket delay process has been vastly revamped to be even smarter.
Chunks behind the player can load slower than the chunks in front of the player.
We also can delay ticket adding until one of its neighbors has loaded, as
this lets us get a smoother spiral out for the chunks (minus frustum intent).

Additionally on frustum previous commit inadvertently broke frustum trying to
fix an issue when the real fix lied elsewhere, so restore chunk priority so
it works again.
2020-06-09 03:17:25 -04:00
Aikar
24a2e80431
Improve Login to use Urgent priority - improves login chunk load times 2020-06-08 21:47:39 -04:00
Aikar
9dfe1321d5
Delay Chunk Unloads based on Player Movement
When players are moving in the world, doing things such as building or exploring,
they will commonly go back and forth in a small area. This causes a ton of chunk load
and unload activity on the edge chunks of their view distance.

A simple back and forth movement in 6 blocks could spam a chunk to thrash a
loading and unload cycle over and over again.

This is very wasteful. This system introduces a delay of inactivity on a chunk
before it actually unloads, which will be handled by the ticket expiry process.

This allows servers with smaller worlds who do less long distance exploring to stop
wasting cpu cycles on saving/unloading/reloading chunks repeatedly.
2020-06-08 18:17:11 -04:00
Aikar
f0409edcd7
Drop Close region files patch, doesn't add any value.
Upon further knowledge of the system, it is known that region files
are closing properly, as well as this didn't help native memory use anyways.

This patch also caused issues compiling on a newer JDK being able to
release the jar to java 8 users.
2020-06-08 17:07:23 -04:00
Aikar
700070c5e6
Fix undesirable behavior around world level changes due to priority
priority tickets being added at 33 was hurting sync EMPTY and lesser requests.

this was likely the source of recent treasure map issues.

This then further hurt nether portal travel too. lots of oddness around.

This also avoids scheduling a level change on ticket removal when the level
is unchanged, as well as ditches CB's horrible change to not letting
you access an unloading chunk which should be valid to cancel the unload
2020-06-08 17:03:42 -04:00
Aikar
34e5942bf0
Fix timings task name generation for extreme cases - Fixes #3499
I'm going make a class, and in that class i'm going to
make a method. And in that method, I'm going to make a local class.

And then in that local class, I'm going to make another inner class.

I heard you like complex class trees.
2020-06-08 12:22:40 -04:00
Aikar
5e3bacbced
Ensure ThreadDeath propagates fully - Fixes #3521 2020-06-08 11:54:12 -04:00
Aikar
9fa6ba267c
Optimize Light Engine
Massive update to light to improve performance and chunk loading/generation.

1) Massive bit packing/unpacking optimizations and inlining.
  A lot of performance has to do with constant packing and unpacking of bits.
  We now inline a most bit operations, and re-use base x/y/z bits in many places.
  This helps with cpu level processing to just do all the math at once instead
  of having to jump in and out of function calls.

  This much logic also is likely over the JVM Inline limit for JIT too.
2) Applied a few of JellySquid's Phosphor mod optimizations such as
  - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified
  - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used.
3) Optimize hot path accesses to getting updating chunk to have less branching
4) Optimize getBlock accesses to have less branching, and less unpacking
5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks.
6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full
   of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front.
   this applies for both urgent and non urgent tasks.
7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency.
8) Fix NPE risk that crashes server in getting nibble data

Fixes #3489
Fixes #3363
2020-06-07 20:31:29 -04:00
Aikar
dfd3848ee6
Use seed based lookup for Treasure Maps - Fixes lag from carto/sunken maps 2020-06-07 19:28:58 -04:00
Aikar
74dcb3c923
Revert "Fix enchantment costs (#3519)"
This reverts commit 6d72ea1659.
2020-06-07 19:13:41 -04:00
Alexander
6d72ea1659
Fix enchantment costs (#3519) 2020-06-07 17:53:49 -04:00
Max Lee
68cc8d79b2
Maps shouldn't load chunks (#3518)
Previously maps would load all chunks in a certain radius depending on
 their scale when trying to update their content. This would result in
 main thread chunk loads when they weren't really necessary, especially
 on low view distances or "slow" async chunk loads after teleports or
 other prioritisation.

 This changes it to only try to render already loaded chunks based on
 the assumption that the chunks around the player will get loaded
 eventually anyways.
2020-06-07 16:57:52 -04:00
chickeneer
e7cf34a039
Fix villager trading demand MC-163962 (#3498) 2020-06-07 14:41:32 -04:00
Shane Freeder
225484ccef
Fix SoundEffectType#getHitSound OBFHELPER 2020-06-07 09:51:00 +01:00
Aikar
b75eeca0e5
Boost light task priority to ensure it doesnt hold up chunk loads
Run urgent as 2 so urgent light can run as 1 (light run at chunk -1 for loading purposes)
2020-06-03 01:46:09 -04:00
Aikar
3d2bc848c1
Ensure VillagerTrades doesn't load async - fixes #3495
In rare cases, this class could potentially be loaded from
the chunk threads causing it to initialize async and cause errors.

This would then break the server and chunk saving.

So ensure its loaded at start of server to avoid this.
2020-06-03 00:00:17 -04:00
Aikar
e470f1effe
Add more information to Timing Reports
Still needs front end changes to see it yet though.

1) Adds Game Rules per world
2) Adds View distances per world
3) Removes extra garbage on lambda task names
4) Adds more memory information such as native load
5) Adds load average for non crap operating systems.
6) Fixes online mode showing false when privacy=true
7) Adds Data packs loaded
2020-06-02 23:30:58 -04:00
Aikar
f4a47db699
Improve Thread Pool usage to allow single threads for single cpu servers
Switch to a standard fixed size ThreadPoolExecutor as we don't use the
advanced capabilities of a ForkJoinPool.

ForkJoinPool does not allow single threads, and really rather not use
2 different executor types based on core count.

Also, change thread priorities so that main thread is prioritized by
the OS at a higher priority than the other threads. May not help too much
but it at least signals the OS the information to know main is more important.
2020-06-02 02:19:07 -04:00
Aikar
a4fe910f57
Fix sounds when using worldedit regen command
Locks dimension manager to the first world its used with.

WE is creating a temp world and the world ref on that manager
is getting changed to the temp world.

This would of also caused a memory leak of that temp world too.
2020-06-02 01:29:18 -04:00
Aikar
70ad51a80c
Updated Upstream (Bukkit/CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

My recent work on serialization is now in CraftBukkit so was able to drop the patch and Paper
is now consistent with upstream.

Bukkit Changes:
e2699636 Move API notes to more obvious location

CraftBukkit Changes:
1b2830a3 SPIGOT-4441: Fix serializing Components to and from Legacy
2020-06-02 01:29:18 -04:00
Aikar
d7cfa4fa5c
Improve legacy format serialization more
This should now complete legacy serialization to avoid ever
changing the output content.

This removes the concept of "Default Color" from the method as
that entire concept was flawed and broke the intent of chat components.

Going to actually PR this patch to Spigot soon.

This now puts us back at a point where any data saved pre Spigot
breaking things will still save back the exact same way as before,

but new component -> legacy will now be fixed to not insert undesirable
default colors (such as black) into the legacy string, and instead use
the proper reset code.

This means you can now safety get the text from a book and
put it in chat or an entity display name without worry about black
color codes or other undesired color codes leaking into the new
context where that color doesn't make sense.
2020-05-31 22:13:17 -04:00
Aikar
a3fdafbd11
Restore Serialization Improvements again, wasn't an issue.
I was a little quick to jump to blame this patch as cause of an issue,
but appears it was not the source for what I saw that made me revert this.
2020-05-31 05:01:26 -04:00
Aikar
0e441c7960
Revert "Improve Chat Component Legacy Serialization more"
This reverts commit 53ef67b88d.

Seems to be having undesired impact, will need to polish more.
2020-05-31 04:08:03 -04:00
Aikar
53ef67b88d
Improve Chat Component Legacy Serialization more
This brings chat componenent serialization to 100% accuracy so
that any text input in the legacy format, converting to comps and
then back to legacy will result in identical results.

If the user explicitly sets a color as prefix to a string, it is retained,
even if that color matches the default.

This also helps improve dealing with the empty string wrappers Bukkit creates.

A unit test has been added to verify this behavior.
2020-05-31 03:20:31 -04:00
wea_ondara
afc1fcfc2e
Fix serialization of colors from components
This patch fixes the serialization of display names, item lores and
other things which use strings with color codes. The old implementation
deleted the color codes at the beginning of the resulting string if it
matched the default color passed to the conversion function. This
resulted in items having a black display name losing the black color
code in the beginning of the text when the item was serialized (e.g.
saving an ItemStack in a Yaml config).

Spigot has now made the issue worse and expanded the scope to more places.
2020-05-30 23:31:06 -04:00
Aikar
eaa76a3115
Add Villager Tasks to EAR inactive tick to keep behavior
Stuff like restocking trades and reputation changes can happen when
a Villager is out of Activation Range now.
2020-05-30 04:54:40 -04:00
Aikar
357b52fd98
Improve Chunk Prioritization / Load Order
1) Improve frustum to look more at the near chunks and frontal chunks only instead of 1 large single look up.
2) Delay adding 33 tickets based on view distance and lower their task priority. This will slower roll out the spiral
3) Chunks behind the player have additional delay on loading, favoring chunks in front of the player.

This has benefit that if faster traveling, some of the chunks will be cancelled / not loaded.

This should reduce pressure on chunk loading, as well as reduce loading/unloading unnecessary chunks while moving.
2020-05-30 03:51:07 -04:00
Aikar
a76bc4029d
Improve Chunk Status Transition Speed
When a chunk is loaded from disk that has already been generated,
the server has to promote the chunk through the system to reach
it's current desired status level.

This results in every single status transition going from the main thread
to the world gen threads, only to discover it has no work it actually
needs to do.... and then it returns back to main.

This back and forth costs a lot of time and can really delay chunk loads
when the server is under high TPS due to their being a lot of time in
between chunk load times, as well as hogs up the chunk threads from doing
actual generation and light work.

Additionally, the whole task system uses a lot of CPU on the server threads anyways.

So by optimizing status transitions for status's that are already complete,
we can run them to the desired level while on main thread (where it has
to happen anyways) instead of ever jumping to world gen thread.

This will improve chunk loading effeciency to be reduced down to the following
scenario / path:

1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue
2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread
3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue
4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks)
5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task
6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done
7) MAIN: Task returns to main, finish processing to FULL/TICKING status

Previously would have hopped to SERVER around 12+ times there extra.
2020-05-30 01:12:18 -04:00
Aikar
7a2b345b55
Synchronize DataPaletteBlock instead of ReentrantLock
Mojang has flaws in their logic about chunks being concurrently
wrote to. So we constantly see crashes around multiple threads writing.

Additionally, java has optimized synchronization so well that its
in many times faster than trying to manage read wrote locks for low
contention situations.

And this is extremely a low contention situation.

Fixes #3293
Fixes #2493
2020-05-29 20:36:42 -04:00
Aikar
a8ef0a93b9
Drop remove leaked chunk patch - causing many issues
I'm hoping the other fix in 324 for the level map getting corrupted
fixes the real issue and this isn't needed anymore, but i suspect it is

will wait until more study can be done though.

Fixes #3469
2020-05-29 03:32:13 -04:00
Aikar
ff4ca31f0d
Fix premature unloading of neighbor chunks for world gen
We must check the level tracker as ticket levels add "virtual"
tickets to neighbors.

Also added neighbor tracking during generation to be extra safe.

Fixes #3465
Fixes #3451
Fixes #3459
2020-05-28 22:59:40 -04:00
Aikar
fde81356bb
Fix Chunks unloading immediately for priority access - Fixes #3461
Adding a priority ticket was apparently causing the level tracker
to immediately unload the chunk.

That code is scary
2020-05-28 22:57:27 -04:00
Aikar
9980f427db
Fix some logic on villager poi max attempts
Hopefully will help #3462
2020-05-28 20:45:36 -04:00
Aikar
919ab67a13
Fix concurrency issue in light engine (Vanilla bug)
Mojang implemented a cache like chunks have, but this cache
is accessed by multiple threads and is totally not safe.

So just remove it

Fixes #3466

Also missed a pooled nibble release, so slid that in there too.
2020-05-28 20:37:40 -04:00
Spottedleaf
0d5ec65372
Cleanup async chunks (#3456)
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
2020-05-28 19:34:58 -04:00
Aikar
b0b54e4ef3
Optimize Villager Pathfinding - Massive Villager Improvement
This change reimplements the entire BehaviorFindPosition method to
get rid of all of the streams, and implement the logic in a more sane way.

We keep vanilla behavior 100% the same with this change, just wrote more
optimal, as we can abort iterating POI's as soon as we find a match....

One slight change is that Minecraft adds a random delay before a POI is
attempted again. I've increased the amount of that delay based on the distance
to said POI, so farther POI's will not be attempted as often.

Additionally, we spiral out, so we favor local POI's before we ever favor farther POI's.

We also try to pathfind 1 POI at a time instead of collecting multiple POI's then tossing them
all to the pathfinder, so that once we get a match we can return before even looking at other
POI's.

This benefits us in that ideally, a villager will constantly find the near POI's and
not even try to pathfind to the farther POI. Trying to pathfind to distant POI's is
what causes significant lag.

Other improvements here is to stop spamming the POI manager with empty nullables.
Vanilla used them to represent if they needed to load POI data off disk or not.

Well, we load POI data async on chunk load, so we have it, and we surely do not ever
want to load POI data sync either for unloaded chunks!

So this massively reduces object count in the POI hashmaps, resulting in less hash collions,
and also less memory use.

Additionally, unemployed villagers were using significant time due to major ineffeciency in
the code rebuilding data that is static every single invocation for every POI type...

So we cache that and only rebuild it if professions change, which should be never unless
a plugin manipulates and adds custom professions, which it will handle by rebuilding.
2020-05-27 01:35:36 -04:00
Aikar
33a2134b65
Workaround for really evil plugins breaking sounds
Some plugins are doing really really bad things to worlds breaking the
ability to send sounds to some users.

So creating another reference to the player chunk map that plugins wont be breaking, and
print a stack trace at world creation if we ever get an expected world state to identify
who is doing it!

If we encounter this illegal state, we fall back to the old method of sending sounds, so
sending sounds will still work, just less effecient.
2020-05-27 01:00:43 -04:00
Aikar
b88ee11f5a
Don't unregister the primary dimensions on world unload 2020-05-27 00:15:57 -04:00
Aikar
21f9efa2ca
Improve implementation of chunk leak clean to not run as often 2020-05-25 21:42:53 -04:00
Aikar
7ee711460f
Add missing null check for structure start chunk access
Spigot made structure start not load chunks, but forgot to null check
the result...

This likely never blew up before due to the chunk leak issue, but now
that leaky chunks are cleaned up, it was identified.
2020-05-25 14:19:11 -04:00
Aikar
b12177fb04
One more to seal the deal to improve unloading inactive chunks
While last was mostly there, still had some slight risk of unloading
before it was fully finished.

So just going to bump the delay to 3 minutes to be safe. Better than
forever at least.

Was really hoping we could unload them as soon as they were done to
any memory prematurely promoting to old generation, but guess we can't.
2020-05-25 13:09:56 -04:00
Aikar
78ee3b4e88
Restore a condition I accidently removed in last build 2020-05-25 12:53:40 -04:00
Aikar
88a6882930
Fix unloading inaccessible chunks too fast regressing gen speed
A chunk was loaded but not yet finished in use and was unloaded too early.

This caused it to be reloaded again or caused crashes.

Now also check if the chunk pops out of the unload queue that it also
doesn't now have a ticket either.
2020-05-25 12:36:19 -04:00
Aikar
210a32f26f
Unload leaked Cached Chunks
Due to some complexity in mojangs complicated chain of juggling
whether or not a chunk should be unloaded when the last ticket is
removed, many chunks are remaining around in the cache.

These chunks are never being targetted for unload because they are
vastly out of view distance range and have no reason to be looked at.

This is a huge issue for performance because we have to iterate these
chunks EVERY TICK... This is what's been leading to high SELF time in
Ticking Chunks timings/profiler results.

We will now detect these chunks in that iteration, and automatically
add it to the unload queue when the chunk is found without any tickets.
2020-05-25 11:12:22 -04:00
Aikar
c9795e9221
Fix Spigot bug with chunk unloading
Spigot inserted their Slack Activity Accountant in the wrong location
resulting in a chunk being removed from the unload queue, inserted into
the unload map, but never calling the function to finish the removal....

This caused the chunk to become stuck in the unload map if ever hit, because
the unload map was meant to be a TEMPORARY location while it was saving.

Fix this by abort iteration AFTER the current chunk is finisehd processing

Also, improve how aggressive we are at unloading chunks, targetting 10% per tick instead.
These saves are asynchronous so there should be less of a hit here.
2020-05-25 11:09:44 -04:00
Aikar
b6cf80ee66
Preload important classes such as Logger and JLine
This is for 2 reasons:
1) Ensuring our log4j is mostly loaded at OUR version.
   I've seen stack traces with line numbers that do not match our version. This means that some
   plugin has shaded in log4j and their loaded version is mixing with ours....
   So by at least trying to load a bunch of log4j classes before we load plugins, we can be
   more sure mixed versions are not loading.

2) If the jar file is replaced while the server is runnimg class not found errors galore
   This will preloaod a bunch of classes commonly seen to error during shutdown due to this.

   The goal here is to help let the server shutdown gracefully as possible. Some plugins will
   still blow up here if they access a class that hadn't been loaded yet, but goal is to at least
   stop freezing the shutdown process as it does with JLine and Log4j errors requiring an external kill.

   Ideally you should not replace jars while the server is running, but it is something that happens in
   development for testing.

Updated test server to do a copy though to avoid this happening in Paper development.
2020-05-24 13:19:08 -04:00
Aikar
ea1a909c80
Fix netty version to 50 and restore epoll native support
Accidently used the snapshot, as well as needed to exclude the
existing old 25 build of libnetty so that we load the newer build of
epoll instead.

Thanks to 56738 for the catch.
2020-05-24 13:07:53 -04:00
Aikar
10502558e9
Workaround for some hacky environments that mess up things
2 people had issues where some plugin is doing some reallly insane NMS hackery
that created invalid worlds, which caused some errors...

Really don't understand what in the world they did, but putting in a dumb guard that
shouldn't even be necessary to just not send the sound effect rather than erroring.
2020-05-23 22:27:37 -04:00
Aikar
8b2a437b9e
Fix plugins calling getChunkAtAsync asynchronously
While this method has async in it's name, it's not actually meant
to be called asynchronously.... It just means IT will load the chunk
asynchronously without blocking main.

So fix this so that if a plugin calls it async, it forces the request back to main thread.
2020-05-23 18:38:29 -04:00
Aikar
c8055836e8
Update Netty to 4.1.51
Minecraft's Netty version was severely out of date. There has been
numerous security fixes, bug fixes, and likely performance fixes
since the version Minecraft uses (4.1.25).

This fixes some known issues with "Closed Channel" spam.

Fixes #3388
2020-05-23 17:58:45 -04:00
Aikar
64cfcf3e4b
Optimize sending packets to nearby locations (sounds/effects)
Instead of using the entire world or player list, use the distance
maps to only iterate players who are even seeing the chunk the packet
is originating from.

This will drastically cut down on packet sending cost for worlds with
lots of players in them.

Closes #3437
2020-05-23 17:17:14 -04:00
Aikar
cf82dad399
Fix Non Full Status Chunk NBT Memory Leak
Any full status chunk that was requested for any status less than full
would hold onto their entire nbt tree and every variable in that function.

This was due to use of a lambda that persists on the Chunk object
until that chunk reaches FULL status.

With introduction of no tick, we greatly increased the number of non
full chunks so this was really starting to hurt.

We further improve it by making a copy of the nbt tag with only the memory
it needs, so that we dont have to hold a copy to the entire compound.
2020-05-23 01:40:27 -04:00
Aikar
5a12515a42
Update Log4J Configuration file to stop truncating stack traces
This should help greatly (as long as this change works...) in
understanding an exception when it doesn't get truncated with
"... and 14 more" at a vital point of the stack trace.
2020-05-22 23:52:56 -04:00
Aikar
7c001d64a5
More Improvements to Chunks
Fixed issues where urgent and prioritized chunks didn't actually
always get their priority boosted correctly....

Properly deprioritize non ticking chunks.
Limit recursion on watchdog prints to stop flooding as much
Remove neighbor priorities from watchdog to reduce information
reduce synchronization duration so that watch dog won't block main should main actually wake up
probably fixed a deadlock risk in watchdog printing also that was leading to crashes
fixed chunk holder enqueues not being processed correctly
added async catchers in some locations that should not be ran async

Fixed upstream bug where VITAL callbacks that must run on main actually could
sometimes run on the server thread pool causing alot of these nasty bugs we've seen lately!

This build will provide massive improvements to stability as well as even faster
sync chunk load/gens now that priority is correctly set.

Fixes #3435
2020-05-22 23:52:56 -04:00
Aikar
e1c451968c
Fix high memory use of non ticking chunks
The nibble pooling for NBT Tags was 'semi' leaked from loaded chunks
as we store the NBT Tag of Tile Entities in a Chunk, but don't process
them and remove them until chunk reaches Entity Ticking status....

This caused some phantom references to persist causing high memory use
of these chunks.

So I just got rid of pooling from NBT deserialization and we'll have to
take the hit on memory allocations there because too many cascading concerns
with anyone using NBT Tag Byte Arrays.

Fixes #3431
2020-05-22 23:52:51 -04:00
Aikar
ee9f0d513f
Fix another case of breaking blocks causing sync chunk loads 2020-05-22 18:57:48 -04:00
Aikar
6009ba8f44
Drop AABB limit patch until it can be tested more
Fixes #3428
2020-05-22 02:21:32 -04:00
Aikar
0e9c24e595
Fix log spam about Hanging entities bounding boxes
Nothing really "Broke" them, just a lot of log spam. This will clean that up
2020-05-22 02:04:00 -04:00
Aikar
83fadad7da
Fix conversion for deserializing raw nbt itemstacks - Fixes #3424 2020-05-22 01:08:18 -04:00
Aikar
4d38ee111f
Many fixes and improvements to chunk prioritization
I believe this brings us back to stable. A lot of complexity was
learned about juggling priorities.

We were essentially promoting more chunks to urgent than really
needed to be urgent.

So this commit adds a lot more logic to juggle neighbor priorities
and demote their priority once they meet the requirements needed of
them.

This greatly improves the performance of "urgent" chunks".

Fixes #3410
Fixes #3426
Fixes #3425
Fixes #3416
2020-05-22 01:03:42 -04:00
Aikar
281181c7c7
Use saner Entity bounding box limits
CB only protected from > 64 but there's no reason an entity should ever
be more than 2x its width or 1x height as the BB is supposed to represent
the entity size.

BB is / 2 to calculate position.
2020-05-22 00:40:56 -04:00
Aikar
edd6b6a2ba
Protect the visible chunk map from plugins touching it, trim Timing Errors
Blow up if a plugin tries to mutate visibleChunks directly and prevent them
from doing so.

Also provide a safe get call if any plugins directly call get on it so
that it uses the special logic to check pending.

Also restores ABI for the visibleChunks field back to what it was too.

Additionally, remove the stack trace from Timings Stack Corruption for any
error thrown on Minecraft Timings, and tell them to get the error ABOVE this
instead, so people stop giving us useless error reports.

Also fixes a memory leak when the source map down sizes but dest map didn't,
which resulted in lingering references to old chunk holders.

Fixes #3414
2020-05-22 00:39:16 -04:00
Aikar
18c686576b
Optimize performance of object pool
synchronized arraydeque ends up still being way faster.
Kinda shocked how much that strategy was using, it wasn't really
that complicated... but oh well, this is even simpler and not
seeing blocked threads show up at all in profiling because
the lock is held for such a short amount of time.

also because most uses are on either server thread pool or chunk load pool.

Also optimize the pooling of nibbles to not register Cleaner's
for Light Engine directed usages, as we know we are properly
controlling clean up there, so we don't need to rely on GC.

This will return them to the pool manually, saving a lot of Cleaners.

Closes #3417
2020-05-20 21:45:43 -04:00
Aikar
7e1525ea2d
Many improvements to chunk prioritization and bug fixes
Fixed a few bugs, and made numerous improvements.
Fixed issue where a sync chunk load could have its ticket removed and the
priority ticket could expire...
Still not perfect there but better than before.

Also fixed few other misc issues such as watchdog cpu usage, chunk queue update
had risk of double enqueue due to it no longer being a set.

Added much more information about chunk state to watchdog prints.

I see some more room for improvement even, but this is much better than before.

Fixes #3407
Fixes #3411
Fixes #3395
Fixes #3389
2020-05-20 05:13:01 -04:00
Aikar
c82b292ab0
Fix pooled buffer leak resulting in dynmap black spots - Fixes #3386
Dynmap accessed the raw bytes because it utilized NBT locally, but the
NBTTagcompound was garbage collected while the bytes were still being used.

This will return getBytes() back to being safe, and add a new PoolSafe method
that will prevent the additional allocations for general chunk loading.

Also fixed applyPatches for people with paths in their working directory
if they have mcdev sources built.
2020-05-20 00:55:30 -04:00
Aikar
614a664bd3
Implement Chunk Priority / Urgency System for Chunks
Mark chunks that are blocking main thread for world generation as urgent

Implements a general priority system so that chunks that are sorted in
the generator queues can prioritize certain chunks over another.

Urgent chunks will jump to the front of the line, ensuring that a
sync chunk load on an ungenerated chunk does not lag the server for
a long period of time if the servers generator queues are filled with
lots of chunks already.

This massively reduces the lag spikes from sync chunk gens.

Then we further prioritize loading order so nearby chunks have higher
priority than distant chunks, reducing the pressure a high no tick
view distance holds on you.

Chunks in front of the player have higher priority, to help with
fast traveling players keep up with their movement.

This commit also improves single core cpu scenarios in that we will
now automatically disable Async Chunks as well as Minecrafts thread
pool.

It is never recommended to use async chunks on a single CPU as context
switching will be slower than just running it all on main.

This also bumps the number of server worker threads by default too.
Mojang does not utilize the workers in an effecient manner, resulting
in them using barely any sustained CPU.

So give it more workers so more chunks can be processed concurrently

This change also improves urgent chunk loading, so players flying into
unloaded chunks will hurt a little bit less (but still hurt)

Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 04:09:37 -04:00
Mariell
c8028d1c76
Fix data version check for ItemStack serialization (#3394)
The expected version should be equal to or newer than the one stored.

Although Aikar claims he did this on accident (and NOT my ligatures!), I
claim this is all a big conspiracy by followers of the Taco cult.
2020-05-18 12:24:06 -05:00
Mariell Hoversholm
6f196fe701
Add Raw Byte ItemStack Serialization
Serializes using NBT which is safer for server data migrations than bukkits format.
2020-05-17 00:52:24 -04:00
Spottedleaf
df43f82838
Allow server startup for those poor people running <1G Xmx
Clamp logic for poolsize so we dont pass zero
2020-05-17 00:32:37 -04:00
Spottedleaf
3c9b65ef9d
Fix cases where no-tick < tick view distance 2020-05-17 00:24:49 -04:00
MeFisto94
72f89a076a
Workaround for Client Lag Spikes (MC-162253)
When crossing certain chunk boundaries, the client needlessly
calculates light maps for chunk neighbours. In some specific map
configurations, these calculations cause a 500ms+ freeze on the Client.

This patch basically serves as a workaround by sending light maps
to the client, so that it doesn't attempt to calculate them.
This mitigates the frametime impact to a minimum (but it's still there).
2020-05-17 00:21:42 -04:00
Mariell Hoversholm
3f941c0cce
Add option for console having all permissions
Overrides permissions set to default false (which op does not get)
2020-05-16 23:55:54 -04:00
Mariell Hoversholm
d2ae4658ec
Add permission for command blocks 2020-05-16 23:48:54 -04:00
kickash32
74466412ee
Check portal restrictions when entering end gateways 2020-05-16 23:28:59 -04:00
Josh Roy
fc9cf84dc6
Fix NPE when temp ip bans expire (#3373) 2020-05-16 23:26:49 -04:00
Max Lee
16bd420db5
Add missing mob goals for API (#3367) 2020-05-16 23:19:24 -04:00
Mariell Hoversholm
b5c4e2f655
Ensure no-tick view is not smaller than ticking VD
Fixes #3372.
2020-05-16 23:09:06 -04:00
MiniDigger
52564b1f89
Expand Pathfinding API with more options 2020-05-16 23:02:48 -04:00
MiniDigger
dde6548136
Fix usage of vanilla goals 2020-05-16 22:59:20 -04:00
kickash32
7797aebe63
Drop Leads from nether portals - Fixes #3226 2020-05-16 22:58:11 -04:00
Spottedleaf
511b6bc278
Reduce MutableInt and Vec3d allocations, use ArrayDeque 2020-05-16 22:26:45 -04:00
Aikar
84673141a0
Optimize NibbleArray to use pooled buffers
Massively reduces memory allocation of 2048 byte buffers by using
an object pool for these.

Uses lots of advanced new capabilities of the Paper codebase :)

Targets 3072 * 8 buffers per 1GB of heap memory up to a max consideration
of 6GB of heap (any more over 6GB won't give more nibble pool)

You can control the 3072 number by setting -DPaper.nibbleBucketSize=2048

Remember this number is * 8 then * heap memory in GB

That is 98304 objects for 4GB of memory, at 2064 bytes roughly, meaning 194MB

You may also control max number of pooled objects directly instead of any
dynamic calculation using -DPaper.maxNibblePoolSize=1024000

While this will use more old generation by a tad bit, allocation rate will drop
significantly, causing less young generation GC's.

This commit has gone through extensive testing for over a day and confident
it no longer has any issues with light corruption.
2020-05-16 22:24:36 -04:00
Aikar
897dd2c840
Foundational work for Future Memory usage improvements
This commit doesn't do much on its own, but adds a new Java Cleaner API
that lets us hook into Garbage Collector events to reclaim pooled objects and
return them to the pool.

Adds framework for Network Packets to know when a packet has finished dispatching
to get an idea when a packet is done sending to players.

Rewrites PooledObjects impl to properly respect max pool size and remove
almost all risk of contention.

Bumps the Paper Async Task Queue to use 2 threads, and properly shuts it down on shutdown.
2020-05-16 21:38:19 -04:00
Spottedleaf
bb4002d82e
Handle CraftPlayer#setSpectatorTarget better
Use a proper teleport for teleporting to entities in different
worlds.

Validate that the target entity is valid and deny spectate
requests from frozen players.

Also, make sure the entity is spawned to the client before
sending the camera packet. If the entity isn't spawned clientside
when it receives the camera packet, then the client will not
spectate the target entity.
2020-05-14 18:05:00 -05:00
Aikar
4ae089597b
Fix collision checks on spawning hanging entities and null on async chunk loads
getCubes will now always load chunks
getChunk with gen false will now not throw error

Fixes #3368
Fixes #3364
2020-05-14 05:05:13 -04:00
Aikar
c2f8d1ef98
Protect Bedrock and End Portal/Frames from being destroyed
This fixes exploits that let players destroy bedrock by Pistons, explosions
and Mushrooom/Tree generation.

These blocks are designed to not be broken except by creative players/commands.
So protect them from a multitude of methods of destroying them.

A config is provided if you rather let players use these exploits, and let
them destroy the worlds End Portals and get on top of the nether easy.
2020-05-14 03:16:31 -04:00
Aikar
827cc63263
Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
ffc8e4ca SPIGOT-5716: Clarify documentation of MultipleFacing

CraftBukkit Changes:
d07a78b1 SPIGOT-5716: Clarify documentation of MultipleFacing
46a13860 SPIGOT-5718: Block.BreakBlockNaturally does not reflect tool used
214ffea9 SPIGOT-5727: GameRule doImmediateRespawn cannot be set per-world

Spigot Changes:
2f5d615f SPIGOT-5730: Modernise inventory patch
a2bdb119 SPIGOT-5679: Add config option for end portal activation sound

Closes #3352
2020-05-12 01:27:07 -04:00
Aikar
92f680ed84
Fix Pathfinding and obscure glitchy buggy 0 tick farms
I swear the crap that stuff will abuse to make stuff happen is insane.

Hash codes apparently changing behavior of stuff based on its value, so
reverting 2d401d2dfb

Fixes #3346
Fixes #3341
2020-05-11 21:18:11 -04:00
Aikar
7a7c429260
Optimize Pathfinder - Remove Streams / Optimized collections
I utilized the IDE to convert streams to non streams code, so shouldn't
be any risk of behavior change. Only did minor optimization of the
generated code set to remove unnecessary things.

I expect us to just drop this patch on next major update and re-apply
it with the IDE again and re-apply the collections optimization.

Optimize collection by creating a list instead of a set of the key and value.

This lets us get faster foreach iteration, as well as avoids map lookups on
the values when needed.
2020-05-11 04:24:38 -04:00
Aikar
fc917d1687
Optimize Hoppers - Major performance improvement
Removed streams from hoppers and also fixed a mistake in the logic.
When this patch was ported to 1.14/1.15, a line of code was put in
the wrong place which disabled a significant portion of the improvement.

Replaced usages of streams in isEmpty and itemstack checks
Replaced usage of streams in pulling loop
Replaced usage of streams in Lootable Inventory isEmpty() check
Only check for refilling Lootable Inventory when accessing first slot, not all

All of these in general were pretty significant hits, so this single commit
is going to cause tacos to magically appear in front of you every day.

🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮🌮

Nom Nom Nom
If you hate taco's, you're not allowed to use this improvement.

Also ignore the renames, pulled a lot of PR's.
2020-05-11 03:42:32 -04:00
Omer Uddin
14ad77c692
Fix PotionEffect API Ignoring Icon bug
Fixes #3142
2020-05-11 00:44:27 -04:00
Omer Uddin
eb3ce8a258
Fix EntityRaider picking up items when they shouldn't be able
Fixes #2205
2020-05-11 00:41:15 -04:00
Aikar
1ea9ada0da
Add a TELEPORT ticket when changing dimensions
This should fix any remaining issues around collision issues on
chunk edges when changing dimensions sending to Y 256
2020-05-11 00:19:40 -04:00
Aikar
8e9459eadc
Fix missing flag pass for isUrgent 2020-05-11 00:19:40 -04:00