Paper/Spigot-Server-Patches/0202-Implement-extended-PaperServerListPingEvent.patch

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From 4eeb502b0f4a874db6cf181131cf3032b0de1be8 Mon Sep 17 00:00:00 2001
From: Minecrell <minecrell@minecrell.net>
Date: Wed, 11 Oct 2017 15:56:26 +0200
Subject: [PATCH] Implement extended PaperServerListPingEvent
diff --git a/src/main/java/com/destroystokyo/paper/network/PaperServerListPingEventImpl.java b/src/main/java/com/destroystokyo/paper/network/PaperServerListPingEventImpl.java
new file mode 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 0000000000..c1a8e295b6
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/network/PaperServerListPingEventImpl.java
@@ -0,0 +1,31 @@
+package com.destroystokyo.paper.network;
+
+import com.destroystokyo.paper.event.server.PaperServerListPingEvent;
+import net.minecraft.server.EntityPlayer;
+import net.minecraft.server.MinecraftServer;
+import org.bukkit.entity.Player;
+import org.bukkit.util.CachedServerIcon;
+
+import javax.annotation.Nullable;
+
+class PaperServerListPingEventImpl extends PaperServerListPingEvent {
+
+ private final MinecraftServer server;
+
+ PaperServerListPingEventImpl(MinecraftServer server, StatusClient client, int protocolVersion, @Nullable CachedServerIcon icon) {
+ super(client, server.getMotd(), server.getPlayerCount(), server.getMaxPlayers(),
+ server.getServerModName() + ' ' + server.getVersion(), protocolVersion, icon);
+ this.server = server;
+ }
+
+ @Override
+ protected final Object[] getOnlinePlayers() {
+ return this.server.getPlayerList().players.toArray();
+ }
+
+ @Override
+ protected final Player getBukkitPlayer(Object player) {
+ return ((EntityPlayer) player).getBukkitEntity();
+ }
+
+}
diff --git a/src/main/java/com/destroystokyo/paper/network/PaperStatusClient.java b/src/main/java/com/destroystokyo/paper/network/PaperStatusClient.java
new file mode 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 0000000000..a2a409e635
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/network/PaperStatusClient.java
@@ -0,0 +1,11 @@
+package com.destroystokyo.paper.network;
+
+import net.minecraft.server.NetworkManager;
+
+class PaperStatusClient extends PaperNetworkClient implements StatusClient {
+
+ PaperStatusClient(NetworkManager networkManager) {
+ super(networkManager);
+ }
+
+}
diff --git a/src/main/java/com/destroystokyo/paper/network/StandardPaperServerListPingEventImpl.java b/src/main/java/com/destroystokyo/paper/network/StandardPaperServerListPingEventImpl.java
new file mode 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 0000000000..a85466bc7e
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/network/StandardPaperServerListPingEventImpl.java
@@ -0,0 +1,112 @@
+package com.destroystokyo.paper.network;
+
+import com.destroystokyo.paper.profile.CraftPlayerProfile;
+import com.destroystokyo.paper.profile.PlayerProfile;
+import com.google.common.base.MoreObjects;
+import com.google.common.base.Strings;
+import com.mojang.authlib.GameProfile;
+import net.minecraft.server.ChatComponentText;
+import net.minecraft.server.MinecraftServer;
+import net.minecraft.server.NetworkManager;
+import net.minecraft.server.PacketStatusOutServerInfo;
+import net.minecraft.server.ServerPing;
+
+import java.util.List;
+import java.util.UUID;
+
+import javax.annotation.Nonnull;
+
+public final class StandardPaperServerListPingEventImpl extends PaperServerListPingEventImpl {
+
+ private static final GameProfile[] EMPTY_PROFILES = new GameProfile[0];
+ private static final UUID FAKE_UUID = new UUID(0, 0);
+
+ private GameProfile[] originalSample;
+
+ private StandardPaperServerListPingEventImpl(MinecraftServer server, NetworkManager networkManager, ServerPing ping) {
+ super(server, new PaperStatusClient(networkManager), ping.getServerData() != null ? ping.getServerData().getProtocolVersion() : -1, server.server.getServerIcon());
+ this.originalSample = ping.getPlayers() == null ? null : ping.getPlayers().getSample(); // GH-1473 - pre-tick race condition NPE
+ }
+
+ @Nonnull
+ @Override
+ public List<PlayerProfile> getPlayerSample() {
+ List<PlayerProfile> sample = super.getPlayerSample();
+
+ if (this.originalSample != null) {
+ for (GameProfile profile : this.originalSample) {
+ sample.add(CraftPlayerProfile.asBukkitCopy(profile));
+ }
+ this.originalSample = null;
+ }
+
+ return sample;
+ }
+
+ private GameProfile[] getPlayerSampleHandle() {
+ if (this.originalSample != null) {
+ return this.originalSample;
+ }
+
+ List<PlayerProfile> entries = super.getPlayerSample();
+ if (entries.isEmpty()) {
+ return EMPTY_PROFILES;
+ }
+
+ GameProfile[] profiles = new GameProfile[entries.size()];
+ for (int i = 0; i < profiles.length; i++) {
+ /*
+ * Avoid null UUIDs/names since that will make the response invalid
+ * on the client.
+ * Instead, fall back to a fake/empty UUID and an empty string as name.
+ * This can be used to create custom lines in the player list that do not
+ * refer to a specific player.
+ */
+
+ PlayerProfile profile = entries.get(i);
+ if (profile.getId() != null && profile.getName() != null) {
+ profiles[i] = CraftPlayerProfile.asAuthlib(profile);
+ } else {
+ profiles[i] = new GameProfile(MoreObjects.firstNonNull(profile.getId(), FAKE_UUID), Strings.nullToEmpty(profile.getName()));
+ }
+ }
+
+ return profiles;
+ }
+
+ @SuppressWarnings("deprecation")
+ public static void processRequest(MinecraftServer server, NetworkManager networkManager) {
+ StandardPaperServerListPingEventImpl event = new StandardPaperServerListPingEventImpl(server, networkManager, server.getServerPing());
+ server.server.getPluginManager().callEvent(event);
+
+ // Close connection immediately if event is cancelled
+ if (event.isCancelled()) {
+ networkManager.close(null);
+ return;
+ }
+
+ // Setup response
+ ServerPing ping = new ServerPing();
+
+ // Description
+ ping.setMOTD(new ChatComponentText(event.getMotd()));
+
+ // Players
+ if (!event.shouldHidePlayers()) {
+ ping.setPlayerSample(new ServerPing.ServerPingPlayerSample(event.getMaxPlayers(), event.getNumPlayers()));
+ ping.getPlayers().setSample(event.getPlayerSampleHandle());
+ }
+
+ // Version
+ ping.setServerInfo(new ServerPing.ServerData(event.getVersion(), event.getProtocolVersion()));
+
+ // Favicon
+ if (event.getServerIcon() != null) {
+ ping.setFavicon(event.getServerIcon().getData());
+ }
+
+ // Send response
+ networkManager.sendPacket(new PacketStatusOutServerInfo(ping));
+ }
+
+}
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 1f27939670..c502aedb8d 100644
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
2019-07-20 04:01:24 +00:00
@@ -1,6 +1,9 @@
package net.minecraft.server;
2019-07-20 04:01:24 +00:00
import com.google.common.base.Splitter;
+import co.aikar.timings.Timings;
+import com.destroystokyo.paper.event.server.PaperServerListPingEvent;
+import com.google.common.base.Stopwatch;
import com.google.common.collect.Lists;
import com.google.common.collect.Maps;
import com.google.gson.JsonElement;
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
@@ -1092,7 +1095,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2019-07-20 04:01:24 +00:00
if (i - this.Z >= 5000000000L) {
this.Z = i;
2019-04-28 17:59:47 +00:00
this.serverPing.setPlayerSample(new ServerPing.ServerPingPlayerSample(this.getMaxPlayers(), this.getPlayerCount()));
- GameProfile[] agameprofile = new GameProfile[Math.min(this.getPlayerCount(), 12)];
+ GameProfile[] agameprofile = new GameProfile[Math.min(this.getPlayerCount(), org.spigotmc.SpigotConfig.playerSample)]; // Paper
2019-07-20 04:01:24 +00:00
int j = MathHelper.nextInt(this.q, 0, this.getPlayerCount() - agameprofile.length);
for (int k = 0; k < agameprofile.length; ++k) {
diff --git a/src/main/java/net/minecraft/server/PacketStatusListener.java b/src/main/java/net/minecraft/server/PacketStatusListener.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 658ea609cb..4bb21c48bd 100644
--- a/src/main/java/net/minecraft/server/PacketStatusListener.java
+++ b/src/main/java/net/minecraft/server/PacketStatusListener.java
2019-07-20 04:01:24 +00:00
@@ -37,6 +37,8 @@ public class PacketStatusListener implements PacketStatusInListener {
this.networkManager.close(PacketStatusListener.a);
} else {
this.d = true;
+ // Paper start - Replace everything
+ /*
// CraftBukkit start
// this.networkManager.sendPacket(new PacketStatusOutServerInfo(this.minecraftServer.getServerPing()));
final Object[] players = minecraftServer.getPlayerList().players.toArray();
2019-07-20 04:01:24 +00:00
@@ -132,6 +134,9 @@ public class PacketStatusListener implements PacketStatusInListener {
ping.setServerInfo(new ServerPing.ServerData(minecraftServer.getServerModName() + " " + minecraftServer.getVersion(), version));
this.networkManager.sendPacket(new PacketStatusOutServerInfo(ping));
+ */
+ com.destroystokyo.paper.network.StandardPaperServerListPingEventImpl.processRequest(this.minecraftServer, this.networkManager);
+ // Paper end
}
// CraftBukkit end
}
diff --git a/src/main/java/net/minecraft/server/ServerPing.java b/src/main/java/net/minecraft/server/ServerPing.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index aa125a52dc..ea52e89bd9 100644
--- a/src/main/java/net/minecraft/server/ServerPing.java
+++ b/src/main/java/net/minecraft/server/ServerPing.java
@@ -29,6 +29,7 @@ public class ServerPing {
this.a = ichatbasecomponent;
}
+ public ServerPingPlayerSample getPlayers() { return b(); } // Paper - OBFHELPER
public ServerPing.ServerPingPlayerSample b() {
return this.b;
}
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 Warning: this commit contains more mapping changes from upstream, As always, ensure that you have working backups and test this build before deployment; Developers working on paper will, yet again, need to delete their work/Minecraft/1.13.2 folder Bukkit Changes: 7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations 15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables 5d2a10c5 SPIGOT-3747: Add API for force loaded chunks d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent 771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement 55462509 Add InventoryView#getSlotType 2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent ccb85808 Define EntitySpawnEvent b8cc3ebe Add PlayerItemDamageEvent 184a495d Ease ClassLoader Deadlocks Where Possible 11ac4728 Expand Boolean Prompt Values in Conversation API aae62d51 Added getAllSessionData() to the Conversation API. 9290ff91 Add InventoryView#getInventory API 995e530f Add API to get / set base arrow damage CraftBukkit Changes: c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events 5be2ddcb Replace version constants with methods to prevent compiler inlining a5b9c7b3 Use API method to create offset command completions 2bc7d1df SPIGOT-3747: Add API for force loaded chunks a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock 79ded7a8 SPIGOT-1811: Death message not shown on respawn screen b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory 0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement 2b2d084a Add InventoryView#getSlotType 01a9959a Do not use deprecated ItemSpawnEvent constructor 9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event 963f4a5f Add PlayerItemDamageEvent 63db0445 Add API to get / set base arrow damage 531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins d05c8b14 Mappings Update bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots Spigot Changes: 518206a1 Remove redundant trove depend 1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255 29ab5e43 SPIGOT-3661: Allow arguments in restart-script 7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots 82e117e1 Squelch "fatal: Resolve operation not in progress" message 0a1a68e7 Mappings Update & Patch Rebuild
2019-01-01 03:15:55 +00:00
@@ -160,10 +161,12 @@ public class ServerPing {
return this.b;
}
+ public GameProfile[] getSample() { return c(); } // Paper - OBFHELPER
public GameProfile[] c() {
return this.c;
}
+ public void setSample(GameProfile[] sample) { a(sample); } // Paper - OBFHELPER
public void a(GameProfile[] agameprofile) {
this.c = agameprofile;
}
diff --git a/src/main/java/org/spigotmc/SpigotConfig.java b/src/main/java/org/spigotmc/SpigotConfig.java
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
index 6d77bbc5aa..1cf214eaca 100644
--- a/src/main/java/org/spigotmc/SpigotConfig.java
+++ b/src/main/java/org/spigotmc/SpigotConfig.java
Updated Upstream (Bukkit/CraftBukkit/Spigot) (#2415) * fixup patch and rebuild * 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: bde198c9 SPIGOT-5246: PlayerQuitEvent.get/setQuitMessage() is incorrectly marked as NotNull 24ad5a79 SPIGOT-5240: Vector.angle not valid for angles very close to each other a143db9a SPIGOT-5231: ShotAtAngle API for Fireworks 10db5c3d SPIGOT-5226: Update Javadoc of PlayerDeathEvent CraftBukkit Changes: 1ec1b05e SPIGOT-5245: Unneeded cast to WorldNBTStorage in CraftWorld#getWorldFolder e5e8eec2 SPIGOT-5241: setAttributeModifiers does not work on untouched stack 803eaa31 SPIGOT-5231: ShotAtAngle API for Fireworks 7881d2ae SPIGOT-5237: Horses, pigs do not drop their inventory 06efc9ec Don't accept connections until all plugins have enabled da62a66a SPIGOT-5225: World handle isn't closed if world is unloaded without saving 104b3831 SPIGOT-5222: Cannot get Long values from Entity memory f0b3fe43 SPIGOT-5220: Server CPU usage reaches 100% when stdin is null Spigot Changes: e5b1b5db SPIGOT-5235: Destroy expired area effect clouds / fireworks that are inactive cbcc8e87 Make region files more reliable to write to 8887c5f4 Remove redundant late-bind option dac29063 Rebuild patches * Preserve old flush on save flag for reliable regionfiles Originally this patch was in paper * Fix some issues with the death event - Entities potentially entering a glitched state to the client where they appear to be falling over - Donkeys losing their chest if the event was cancelled (only an issue since the upstream merge) - Some wither death logic running for an entity killed by a wither
2019-08-05 16:35:40 +00:00
@@ -285,7 +285,7 @@ public class SpigotConfig
public static int playerSample;
private static void playerSample()
{
- playerSample = getInt( "settings.sample-count", 12 );
2019-04-28 17:59:47 +00:00
+ playerSample = Math.max( getInt( "settings.sample-count", 12 ), 0 ); // Paper - Avoid negative counts
Bukkit.getLogger().log( Level.INFO, "Server Ping Player Sample Count: {0}", playerSample ); // Paper - Use logger
}
--
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 03:47:29 +00:00
2.26.2