Paper/patches/server/0410-Fix-Chunk-Post-Process...

60 lines
3.3 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sat, 18 Apr 2020 04:36:11 -0400
Subject: [PATCH] Fix Chunk Post Processing deadlock risk
See: https://gist.github.com/aikar/dd22bbd2a3d78a2fd3d92e95e9f28dc6
as part of post processing a chunk, we can call ChunkConverter.
ChunkConverter then kicks off major physics updates, and when blocks
that have connections across chunk boundries occur, a recursive risk
can occur where A updates a block that triggers a physics request.
That physics request may trigger a chunk request, that then enqueues
a task into the Mailbox ChunkTaskQueueSorter.
If anything requests that same chunk that is in the middle of conversion,
it's mailbox queue is going to be held up, so the subsequent chunk request
will be unable to proceed.
We delay post processing of Chunk.A() 1 "pass" by re stuffing it back into
the executor so that the mailbox ChunkQueue is now considered empty.
This successfully fixed a reoccurring and highly reproduceable crash
for heightmaps.
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
index ccf50500b53f7336db1d3d287ec6f2a0da3d4183..f651b7d2bbc2fc883bc73ef892de62624d1285e7 100644
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
@@ -191,6 +191,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
};
// CraftBukkit end
+ final CallbackExecutor chunkLoadConversionCallbackExecutor = new CallbackExecutor(); // Paper
// Paper start - distance maps
private final com.destroystokyo.paper.util.misc.PooledLinkedHashSets<ServerPlayer> pooledLinkedPlayerHashSets = new com.destroystokyo.paper.util.misc.PooledLinkedHashSets<>();
// Paper start - no-tick view distance
@@ -1050,7 +1051,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
return Either.left(chunk);
});
}, (runnable) -> {
- this.mainThreadMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, runnable));
+ this.mainThreadMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, () -> ChunkMap.this.chunkLoadConversionCallbackExecutor.execute(runnable))); // Paper - delay running Chunk post processing until outside of the sorter to prevent a deadlock scenario when post processing causes another chunk request.
});
completablefuture1.thenAcceptAsync((either) -> {
diff --git a/src/main/java/net/minecraft/server/level/ServerChunkCache.java b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
index 90decfade57b2f17cdcc9188962c2d2140a16b1e..60cdb1f5c3f329b417f340f1d2651d89c244e439 100644
--- a/src/main/java/net/minecraft/server/level/ServerChunkCache.java
+++ b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
@@ -1000,6 +1000,7 @@ public class ServerChunkCache extends ChunkSource {
return super.pollTask() || execChunkTask; // Paper
}
} finally {
+ chunkMap.chunkLoadConversionCallbackExecutor.run(); // Paper - Add chunk load conversion callback executor to prevent deadlock due to recursion in the chunk task queue sorter
chunkMap.callbackExecutor.run();
}
// CraftBukkit end