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)
103 lines
5.8 KiB
Diff
103 lines
5.8 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sun, 19 Apr 2020 00:05:46 -0400
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Subject: [PATCH] Fix Longstanding Broken behavior of PlayerJoinEvent
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For years, plugin developers have had to delay many things they do
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inside of the PlayerJoinEvent by 1 tick to make it actually work.
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This all boiled down to 1 reason why: The event fired before the
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player was fully ready and joined to the world!
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Additionally, if that player logged out on a vehicle, the event
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fired before the vehicle was even loaded, so that plugins had no
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access to the vehicle during this event either.
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This change finally fixes this issue, fully preparing the player
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into the world as a fully ready entity, vehicle included.
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There should be no plugins that break because of this change, but might
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improve consistency with other plugins instead.
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For example, if 2 plugins listens to this event, and the first one
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teleported the player in the event, then the 2nd plugin actually
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would be getting a valid player!
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This was very non deterministic. This change will ensure every plugin
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receives a deterministic result, and should no longer require 1 tick
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delays anymore.
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diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
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index 64e00275edf38739fe6e2d79dbcb93243e765678..a87aa07b17205b52e85f7d082fa4d5169771cbb4 100644
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--- a/src/main/java/net/minecraft/server/EntityPlayer.java
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+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
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@@ -100,6 +100,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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public double maxHealthCache;
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public boolean joining = true;
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public boolean sentListPacket = false;
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+ public boolean supressTrackerForLogin = false; // Paper
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public Integer clientViewDistance;
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// CraftBukkit end
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public PlayerNaturallySpawnCreaturesEvent playerNaturallySpawnedEvent; // Paper
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diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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index 350ce63eb19b8e999c2da00d8235e1760dc948fc..047d6ccdc85363b27f9c7d78c4281fdf4ade1087 100644
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--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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@@ -1514,6 +1514,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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.printStackTrace();
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return;
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}
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+ if (entity instanceof EntityPlayer && ((EntityPlayer) entity).supressTrackerForLogin) return; // Delay adding to tracker until after list packets
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// Paper end
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if (!(entity instanceof EntityComplexPart)) {
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if (!(entity instanceof EntityLightning)) {
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diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
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index c491612267977fb331368825e0d87b2fc297e9c5..40f5d9fa9069a330b6999eefa50015daa4c19217 100644
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--- a/src/main/java/net/minecraft/server/PlayerList.java
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+++ b/src/main/java/net/minecraft/server/PlayerList.java
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@@ -177,6 +177,12 @@ public abstract class PlayerList {
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this.j.put(entityplayer.getUniqueID(), entityplayer);
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// this.sendAll(new PacketPlayOutPlayerInfo(PacketPlayOutPlayerInfo.EnumPlayerInfoAction.ADD_PLAYER, new EntityPlayer[]{entityplayer})); // CraftBukkit - replaced with loop below
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+ // Paper start - correctly register player BEFORE PlayerJoinEvent, so the entity is valid and doesn't require tick delay hacks
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+ entityplayer.supressTrackerForLogin = true;
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+ worldserver.addPlayerJoin(entityplayer);
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+ this.server.getBossBattleCustomData().a(entityplayer); // see commented out section below worldserver.addPlayerJoin(entityplayer);
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+ mountSavedVehicle(entityplayer, worldserver, nbttagcompound);
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+ // Paper end
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// CraftBukkit start
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PlayerJoinEvent playerJoinEvent = new PlayerJoinEvent(cserver.getPlayer(entityplayer), joinMessage);
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cserver.getPluginManager().callEvent(playerJoinEvent);
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@@ -211,6 +217,8 @@ public abstract class PlayerList {
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entityplayer.playerConnection.sendPacket(new PacketPlayOutPlayerInfo(PacketPlayOutPlayerInfo.EnumPlayerInfoAction.ADD_PLAYER, new EntityPlayer[] { entityplayer1}));
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}
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entityplayer.sentListPacket = true;
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+ entityplayer.supressTrackerForLogin = false; // Paper
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+ ((WorldServer)entityplayer.world).getChunkProvider().playerChunkMap.addEntity(entityplayer); // Paper - track entity now
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// CraftBukkit end
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entityplayer.playerConnection.sendPacket(new PacketPlayOutEntityMetadata(entityplayer.getId(), entityplayer.datawatcher, true)); // CraftBukkit - BungeeCord#2321, send complete data to self on spawn
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@@ -236,6 +244,11 @@ public abstract class PlayerList {
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playerconnection.sendPacket(new PacketPlayOutEntityEffect(entityplayer.getId(), mobeffect));
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}
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+ // Paper start - move vehicle into method so it can be called above - short circuit around that code
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+ onPlayerJoinFinish(entityplayer, worldserver, s1);
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+ }
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+ private void mountSavedVehicle(EntityPlayer entityplayer, WorldServer worldserver, NBTTagCompound nbttagcompound) {
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+ // Paper end
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if (nbttagcompound != null && nbttagcompound.hasKeyOfType("RootVehicle", 10)) {
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NBTTagCompound nbttagcompound1 = nbttagcompound.getCompound("RootVehicle");
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// CraftBukkit start
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@@ -277,6 +290,10 @@ public abstract class PlayerList {
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}
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}
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+ // Paper start
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+ }
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+ public void onPlayerJoinFinish(EntityPlayer entityplayer, WorldServer worldserver, String s1) {
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+ // Paper end
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entityplayer.syncInventory();
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// Paper start - Add to collideRule team if needed
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final Scoreboard scoreboard = this.getServer().getWorldServer(DimensionManager.OVERWORLD).getScoreboard();
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