Commit Graph

176 Commits

Author SHA1 Message Date
md_5
44927fdaa6 Increase default watchdog time 2013-02-27 12:04:04 +11:00
Aikar
e9950b70d3 Overhaul to Timings and Entity Activation Range
This greatly extends the timings improvements I've done in recent commits, and brings timings to fully cover the entire tick.
The timings system also now tracks when specific timings causes the server to lose TPS.
The timings are also able to be turned on "on demand", meaning you do not need to restart the server to enable them.

This commit also overhauls the Entity Activation Range feature, fixing bugs, adding more immunities, and improving the performance of it.
It also fixes a regression with a recent Spigot commit that broke the entire Entity Activation Range feature.

This commit had to move the Tick Loop patch before timings because there was a change done there to time the entire tick, so lots of renames.

These 2 commits had to be bundled together to simplify applying them and reduce redundant conflict resolution.
2013-02-27 07:29:33 +11:00
SuPaH sPii
952580285d Fix ores from bouncing off walls 2013-02-26 11:43:00 +11:00
md_5
b5b668aae7 Allow small view distances. 2013-02-26 11:31:37 +11:00
md_5
035204aad2 Add missing config options. 2013-02-26 11:19:08 +11:00
md_5
d852f744a0 Add PR #7 - improve ping sending. 2013-02-24 20:47:26 +11:00
md_5
7bba9c7354 Pull CraftBukkit PR 1021 - Prevent exploitation of custom plugin channels 2013-02-24 17:28:42 +11:00
md_5
a179158f34 Fix metrics, I hope. 2013-02-24 13:57:54 +11:00
Aikar
8237774639 Try new way of handling maps in frames 2013-02-24 13:37:20 +11:00
md_5
1bd64e3e7a Use native Java ciphers in favour of BouncyCastle. Cookie to whoever can try and use the native byte buffer backing the Netty buffers for encryption / decryption. 2013-02-24 12:38:41 +11:00
md_5
d95c162605 Fix NPE on start 2013-02-24 12:19:34 +11:00
md_5
7baf714b5d Tweaks + extra config concerning the network subsystem 2013-02-24 12:01:33 +11:00
md_5
0c82f07a42 Pop Netty patch to the top. 2013-02-24 11:31:54 +11:00
Keir Nellyer
9d8bd67e07 Make restart more reliable 2013-02-24 11:30:30 +11:00
md_5
f7687b0c20 [[Experimental]] Rewrite Watchdog thread / crash detector. 2013-02-24 11:25:38 +11:00
md_5
421ce6cf7d Prepare for restart / crash detection rewrite. 2013-02-24 11:25:01 +11:00
md_5
6e73bed17b Start metrics only once 2013-02-23 09:59:26 +11:00
md_5
aa42a15d01 Rerwrite the metrics code to be closer to the Bukkit version. 2013-02-23 08:58:55 +11:00
md_5
125729df15 Remove TagAPI patches. 2013-02-22 19:30:23 +11:00
md_5
d08be2dbc9 Add highPriorityQueue 2013-02-22 19:29:36 +11:00
md_5
bca23f750e Allow provisionally disabling chunk GC 2013-02-22 19:11:59 +11:00
shakytom
274a38539d Improved tile entity lookup for chunk sending
We already have direct access to the chunks tile entities, there is no reason to look them up again.
2013-02-21 00:40:48 -06:00
Mike Primm
afba75b6cb Optimize getTileEntities
Avoid traversing tile entities for every loaded chunk
2013-02-21 00:40:28 -06:00
md_5
f64b42a456 TagAPI won't load anyway - no need to manually disable it. 2013-02-20 20:20:27 +11:00
md_5
069706b11b Implement the rest of TagAPI 2013-02-20 19:08:43 +11:00
SuPaH sPii
52dc8edc39 Fix falling sand entities with orebfuscator. 2013-02-20 12:04:22 +11:00
md_5
55f1b26ae2 This is what I call the balancing game - use 2 NIO threads 2013-02-20 07:34:18 +11:00
Aikar
d1070f3cdb Remove extra chunkGC call left over after CraftBukkit merge 2013-02-20 07:29:18 +11:00
Aikar
8fa6448620 Fix logic error with living entity collision reduction.
The previous version missed the entire point of the change and made it only skip collision on NON living entities... which is not often at all.

It was meant to only Skip Living->Living, or else we won't get any gain...
2013-02-20 07:28:58 +11:00
md_5
3f62bda4a9 Name that thread too 2013-02-19 20:30:26 +11:00
md_5
1dd5a318d7 Dont disable tagAPI for now 2013-02-19 20:28:30 +11:00
md_5
ad40d85a05 Few fixes, tweaks for Netty 2013-02-19 19:38:18 +11:00
md_5
a89be1da7d Implement TagAPI into Spigot - much more efficient and only a dozen lines of code. 2013-02-19 18:30:34 +11:00
md_5
fe20a581bc Change field name for backwards support 2013-02-19 18:01:42 +11:00
md_5
1b070c62c6 Oops 2013-02-18 18:30:25 +11:00
md_5
d948300c35 Bit nicer for TagAPI 2013-02-18 17:46:31 +11:00
md_5
6546568a17 Move protocol lib threads around - and reduce netty threads a lot. 2013-02-17 20:47:27 +11:00
md_5
fb324452c2 Update to actually compile with netty beta 2013-02-17 20:15:48 +11:00
md_5
b92c8190a2 Use correct depend 2013-02-17 20:10:50 +11:00
md_5
7ae39f39cb Use release Netty to avoid performance regressions. 2013-02-17 20:06:57 +11:00
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
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
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
md_5
5853e18f40 Just use the parent pom. 2013-02-03 09:48:23 +11:00
md_5
277b59e4b9 Update POM changes to individual patches. 2013-02-03 09:38:54 +11:00
md_5
841693a0c0 Detect, remove and warn about null tile entities. This prevents odd server crashes, caused by unknown reasons. 2013-02-03 09:21:35 +11:00
md_5
7d858839a7 Send maps, just a lot less often. 2013-02-02 19:41:11 +11:00
md_5
87ac58c259 Another attempt at 'fixing' the mob spawn issues present in CraftBukkit. 2013-02-02 09:02:14 +11:00
md_5
cd35b5e5b0 Update to CraftBukkit 1.4.7-R1 2013-01-31 16:56:47 +11:00
md_5
a65fedb3f8 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).
2013-01-29 16:57:06 +11:00
md_5
2124e746b7 10 years later... 2013-01-28 09:46:19 +11:00
md_5
3faf5e20e5 Fix tripwires + minecarts 2013-01-26 08:33:09 +11:00
md_5
5742900e16 Fix exp merging, oops 2013-01-25 18:25:18 +11:00
md_5
01b495fd02 Update patch fluff + only record sync times. 2013-01-25 14:00:20 +11:00
md_5
5dba601889 Add anti xray timings. 2013-01-25 13:27:22 +11:00
md_5
4f044403de Handle patches merged to craftbukkit 2013-01-24 21:09:10 +11:00