From f31bcc632d71bf6b61e896228303e4f86408fb3f Mon Sep 17 00:00:00 2001 From: BillyGalbreath Date: Wed, 24 Mar 2021 03:22:28 -0500 Subject: [PATCH] Updated Upstream (Paper & Airplane) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Upstream has released updates that appear to apply and compile correctly Paper Changes: 7259c32ba [CI-SKIP] [Auto] Rebuild Patches 0e06e912e Fix annotations so Inventory#getContents returns non-null array with nullable type (#5350) b90b4f8ad Properly apply Sign#isEditable to TEs when calling BlockState#update 0641de2d4 [CI-SKIP] Change some fields to textara (#5405) 98a34ea47 [CI-SKIP] 🚀 Upgrade to new form-based templates (#5278) Airplane Changes: 87d4a1705 Track queue debug command --- Paper | 2 +- patches/api/0001-Tuinity-API-Changes.patch | 164 ++++ patches/api/0002-Airplane-API-Changes.patch | 621 +++++++++++++++ .../server/0001-Tuinity-Server-Changes.patch | 739 ++++-------------- .../server/0002-Airplane-Server-Changes.patch | 621 +++++++++++++++ 5 files changed, 1568 insertions(+), 579 deletions(-) diff --git a/Paper b/Paper index bca97a8f7..7259c32ba 160000 --- a/Paper +++ b/Paper @@ -1 +1 @@ -Subproject commit bca97a8f73eae65baca98f65e045f890f6f8b5e1 +Subproject commit 7259c32bacbad6e200eeb573e39c9d0b329f59c3 diff --git a/patches/api/0001-Tuinity-API-Changes.patch b/patches/api/0001-Tuinity-API-Changes.patch index 5b80b2312..7697cbc71 100644 --- a/patches/api/0001-Tuinity-API-Changes.patch +++ b/patches/api/0001-Tuinity-API-Changes.patch @@ -3,6 +3,170 @@ From: Spottedleaf Date: Fri, 14 Dec 2018 21:52:29 -0800 Subject: [PATCH] Tuinity API Changes + GNU LESSER GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + This version of the GNU Lesser General Public License incorporates +the terms and conditions of version 3 of the GNU General Public +License, supplemented by the additional permissions listed below. + + 0. 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Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS diff --git a/src/main/java/org/bukkit/plugin/java/PluginClassLoader.java b/src/main/java/org/bukkit/plugin/java/PluginClassLoader.java index 7760be3e34fa20825faf145d9fb5b2855c1a4602..79d839034d38c941745c6b91f973f908d6cdb8ee 100644 diff --git a/patches/server/0001-Tuinity-Server-Changes.patch b/patches/server/0001-Tuinity-Server-Changes.patch index 5aab428ad..f33017977 100644 --- a/patches/server/0001-Tuinity-Server-Changes.patch +++ b/patches/server/0001-Tuinity-Server-Changes.patch @@ -3,587 +3,170 @@ From: Spottedleaf Date: Fri, 14 Dec 2018 21:53:58 -0800 Subject: [PATCH] Tuinity Server Changes -Brand changes + GNU LESSER GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 -MC-Dev fixes + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. -Util patch + This version of the GNU Lesser General Public License incorporates +the terms and conditions of version 3 of the GNU General Public +License, supplemented by the additional permissions listed below. -Tuinity Server Config - -Multi-Threaded Server Ticking Vanilla - -This patch is the vanilla server changes - -Currently a placeholder patch. - -Multi-Threaded ticking CraftBukkit - -These are the changes to CB - -Currently a placeholder patch. - -Add soft async catcher - -Must be enabled via -Dtuinity.strict-thread-checks=true - -Delay chunk unloads - -Chunk unloads are now delayed by 1s. Specifically, ticket level -reduction is delayed by 1s. This is done to allow players to -teleport and have their pets follow them, as the chunks will no longer -unload or have entity ticking status removed. - -It's also targetted to reduce performance regressions when -plugins or edge cases in code do not spam sync loads since chunks -without tickets get unloaded immediately. - -Configurable under `delay-chunkunloads-by` in config. - -This patch replaces the paper patch as the paper patch only -affects player loaded chunks, when we want to target all -loads. - -Attempt to recalculate regionfile header if it is corrupt - -Instead of trying to relocate the chunk, which is seems to never -be the correct choice, so we end up duplicating or swapping chunks, -we instead drop the current regionfile header and recalculate - -hoping that at least then we don't swap chunks, and maybe recover -them all. - -Lag compensate block breaking - -Use time instead of ticks if ticks fall behind - -Update version fetcher repo - -Sets the target github repo to Tuinity in the version checker. Also disables the jenkins build lookups. - -This patch is licensed under the MIT license. See /licenses/MIT.md. - -Per World Spawn Limits - -This patch is licensed under the MIT license. See /licenses/MIT.md. - -Detail more information in watchdog dumps - -- Dump position, world, velocity, and uuid for currently ticking entities -- Dump player name, player uuid, position, and world for packet handling - -Execute chunk tasks mid-tick - -This will help the server load chunks if tick times are high. - -Change writes to use NORMAL priority rather than LOW - -Should limit build up of I/O tasks, or at least properly -indicate to server owners that I/O is falling behind - -Allow controlled flushing for network manager - -Only make one flush call when emptying the packet queue too - -This patch will be used to optimise out flush calls in later -patches. - -Consolidate flush calls for entity tracker packets - -Most server packets seem to be sent from here, so try to avoid -expensive flush calls from them. - -This change was motivated due to local testing: - -- My server spawn has 130 cows in it (for testing a prev. patch) -- Try to let 200 players join spawn - -Without this change, I could only get 20 players on before they -all started timing out due to the load put on the Netty I/O threads. - -With this change I could get all 200 on at 0ms ping. - -(one of the primary issues is that my CPU is kinda trash, and having -4 extra threads at 100% is just too much for it). - -So in general this patch should reduce Netty I/O thread load. - -Time scoreboard search - -Plugins leaking scoreboards will make this very expensive, -let server owners debug it easily - -Make CallbackExecutor strict again - -The correct fix for double scheduling is to avoid it. The reason -this class is used is because double scheduling causes issues -elsewhere, and it acts as an explicit detector of what double -schedules. Effectively, use the callback executor as a tool of -finding issues rather than hiding these issues. - -This patch also reverts incorrect use(s) of the class by paper. - -- getChunkFutureAsynchronously - There is no risk at all of recursion. The future is executed on - the chunk provider's thread queue, the same place general plugin - load callbacks are executed on. Forcing the task execution into - the callback executor also prevents the future from catching - any exception thrown from it. - -Optimise entity hard collision checking - -Very few entities actually hard collide, so store them in their own -entity slices and provide a special getEntites type call just for them. -This reduces entity collision checking impact (in my testing) by 25% -for crammed entities (shove 130 cows into an 8x6 area in one chunk). -Less crammed entities are likely to show significantly less benefit. -Effectively, this patch optimises crammed entity situations. - -Improved oversized chunk data packet handling - -Now target all TE data, except for TE's that do not have -update packets. - -This patch relies upon the improve extra packet handling -patch, as we now use PacketPlayOutMapChunk as an extra packet. -See its patch notes for further details. - -Reduce iterator allocation from chunk gen - -Replace via iterating over an array - -Prevent long map entry creation in light engine - -Use fastiterator to prevent it - -Highly optimise single and multi-AABB VoxelShapes and collisions - -Reduce allocation rate from crammed entities - -Optimise chunk tick iteration - -Use a dedicated list of entity ticking chunks to reduce the cost - -Use entity ticking chunk map for entity tracker - -Should bring us back in-line with tracker performance -before the loaded entity list reversion. - -Improve paper prevent moving into unloaded chunk check - -Check the AABB of the move - -Improve async tp to not load chunks when crossing worlds - -Fixes an issue where a getCubes call would load neighbouring chunks. -Loads less chunks than paper's implementation - -Revert getChunkAt(Async) retaining chunks for long periods of time - -Rework PlayerChunk main thread checks - -These need to fail instead of continuing, as hiding these errors -the way paper has is just going to allow unexpected reordering -of callbacks. - -For example, thanks to this patch incorrect future -completion (completion of the world gen future, -PlayerChunkMap#b(PlayerChunk, ChunkStatus)) was detected and fixed. - -Allow Entities to be removed from a world while ticking - -Fixes issues like disconnecting players while ticking them, or -issues where teleporting players across worlds while ticking. - -Also allows us to run mid tick while ticking entities. - -Prevent unload() calls removing tickets for sync loads - -Optimise collision checking in player move packet handling - -Move collision logic to just the hasNewCollision call instead of getCubes + hasNewCollision - -Manually inline methods in BlockPosition - -Separate lookup locking from state access in UserCache - -Prevent lookups from stalling simple state access/write calls - -Distance manager tick timings - -Recently this has been taking up more time, so add a timings to -really figure out how much. - -Name craft scheduler threads according to the plugin using them - -Provides quick access to culprits running far more threads than -they should be - -Fix swamp hut cat generation deadlock - -The worldgen thread will attempt to get structure references -via the world's getChunkAt method, which is fine if the gen is -not cancelled - but if the chunk was unloaded, the call will block -indefinitely. Instead of using the world state, we use the already -supplied generatoraccess which will always have the chunk available. - -Range check flag dirty calls in PlayerChunk - -Simply return. - -Optimise tab complete - -Some of the toLowerCase calls can be expensive. - -Do not allow ticket level changes while unloading playerchunks - -Sync loading the chunk at this stage would cause it to load -older data, as well as screwing our region state. - -Make sure inlined getChunkAt has inlined logic for loaded chunks - -Tux did some profiling some time ago and showed that the -previous getChunkAt method which had inlined logic for loaded -chunks did get inlined, but the standard CPS.getChunkAt -method was not inlined. - -Paper recently reverted this optimisation, so it's been reintroduced -here. - -Add packet limiter config - -Example config: -packet-limiter: - kick-message: '&cSent too many packets' - limits: - all: - interval: 7.0 - max-packet-rate: 500.0 - PacketPlayInAutoRecipe: - interval: 4.0 - max-packet-rate: 5.0 - action: DROP - -all section refers to all incoming packets, the action for all is -hard coded to KICK. - -For specific limits, the section name is the class's name, -and an action can be defined: DROP or KICK - -If interval or rate are less-than 0, the limit is ignored - -Optimise closest entity lookup - -Rewrites the entity slice storage so that entity by -class lookups look through less entities in total. - -Also optimise the nearest entity by class method -used by entity AI as well. - -As a sidenote, this entity slice implementation -removes the async catchers because it has been -designed to be MT-Safe for reads off of other -threads. - -Optimise nearby player lookups - -Use a distance map to map out close players. -Note that it's important that we cache the distance map value per chunk -since the penalty of a map lookup could outweigh the benefits of -searching less players (as it basically did in the outside range patch). - -Remove streams for villager AI - -Don't lookup fluid state when raytracing - -Just use the iblockdata already retrieved, removes a getType call. - -Reduce pathfinder branches - -Reduce static path type detection to simple lazy-init fields - -Add Velocity natives for encryption and compression - -This patch is licensed under the MIT license. See /licenses/MIT.md. - -Optimise non-flush packet sending - -Places like entity tracking make heavy use of packet sending, -and internally netty will use some very expensive thread wakeup -calls when scheduling. - -Thanks to various hacks in ProtocolLib as well as other -plugins, we cannot simply use a queue of packets to group -send on execute. We have to call execute for each packet. - -Tux's suggestion here is exactly what was needed - tag -the Runnable indicating it should not make a wakeup call. - -Big thanks to Tux for making this possible as I had given -up on this optimisation before he came along. - -Locally this patch drops the entity tracker tick by a full 1.5x. - -Do not retain playerchunkmap instance in light thread factory - -The executor returned is finalizable and of course -that causes issues. - -Do not load chunks during a crash report - -This causes deadlocks in some cases when generating -crash reports. - -Fixes https://github.com/Spottedleaf/Tuinity/issues/215 - -Improve abnormal server shutdown process - -- When we're trying to kill the main thread from watchdog, -step up the stop() spamming after 15s to really kill the main thread. - -- Do not wait for window disposing when disposing of the server -gui. It looks like during sigint shutdown there can be some -deadlock between the server thread and awt shutdown thread here. - -Copy passenger list in enderTeleportTo - -Fixes https://github.com/Spottedleaf/Tuinity/issues/208 - -Revert MC-4 fix - -When messing around with collisions, I ran into problems where -entity position was off by ULP and that caused clipping problems. -Now, the collision epsilon is 1.0e-7 to account for those errors. - -But this patch is going to cause problems on the order of 1.0e-4. - -I do not want to deal with clipping problems. The very fact it works -shows it's causing the clipping to occur serverside. - -Prevent light queue overfill when no players are online - -block changes don't queue light updates (and they shouldn't) - -Don't allow StructureLocateEvent to change worlds - -Callers and even the function itself aren't expecting -this to happen - -Properly handle cancellation of projectile hit event - -Subclasses override and run logic. Some of this logic destroys -the projectile as well, which wouldn't be fitting for cancellation. - -Rewrite the light engine - -The standard vanilla light engine is plagued by -awful performance. Paper's changes to the light engine -help a bit, however they appear to cause some lighting -errors - most easily noticed in coral generation. - -The vanilla light engine's is too abstract to be modified - -so an entirely new implementation is required to fix the -performance and lighting errors. - -The new implementation is designed primarily to optimise -light level propagations (increase and decrease). Unlike -the vanilla light engine, this implementation tracks more -information per queued value when performing a -breadth first search. Vanilla just tracks coordinate, which -means every time they handle a queued value, they must -also determine the coordinate's target light level -from its neighbours - very wasteful, especially considering -these checks read neighbour block data. -The new light engine tracks both position and target level, -as well as whether the target block needs to be read at all -(for checking sided propagation). So, the work done per coordinate -is significantly reduced because no work is done for calculating -the target level. -In my testing, the block get calls were reduced by approximately -an order of magnitude. However, the light read checks were only -reduced by approximately 2x - but this is fine, light read checks -are extremely cheap compared to block gets. - -Generation testing showed that the new light engine improved -total generation (not lighting itself, but the whole generation process) -by 2x. According to cpu time, the light engine itself spent 10x less time -lighting chunks for generation. - -Optimise WorldServer#notify - -Iterating over all of the navigators in the world is pretty expensive. -Instead, only iterate over navigators in the current region that are -eligible for repathing. - -Actually unload POI data - -While it's not likely for a poi data leak to be meaningful, -sometimes it is. - -This patch also prevents the saving/unloading of POI data when -world saving is disabled. - -Send full pos packets for hard colliding entities - -Prevent collision problems due to desync (i.e boats) - -Configurable under -`send-full-pos-for-hard-colliding-entities` - -Fix chunks refusing to unload at low TPS - -The full chunk future is appended to the chunk save future, but -when moving to unloaded ticket level it is not being completed with -the empty chunk access, so the chunk save must wait for the full -chunk future to complete. We can simply schedule to the immediate -executor to get this effect, rather than the main mailbox. - -Fix incorrect isRealPlayer init - -Some plugins, namely ProtocolSupport, don't route to where -paper placed their logic. So it wont correctly set in this case. - -Fix by moving it to a different place. - -Do not run raytrace logic for AIR - -Saves approx. 5% for the raytrace call, as most (expensive) -raytracing tends to go through air and returning early is an -easy win. The remaining problems with this function -are mostly with the block getting itself. - -Make entity tracker use highest range of passengers - -This should prevent people from having to up their animal range -just so players riding horses or whatever can be seen at the -configured player range. - -Do not allow the server to unload chunks at request of plugins - -In general the chunk system is not well suited for this behavior, -especially if it is called during a chunk load. The chunks pushed -to be unloaded will simply be unloaded next tick, rather than -immediately. - -Do not run close logic for inventories on chunk unload - -Still call the event and change the active container though. We -want to avoid close logic because it's possible to load the -chunk through it. This should also be OK from a leak prevention/ -state desync POV because the TE is getting unloaded anyways. - -Fix NPE in pickup logic for arrow - -Apparently the shooter can be null for tridents returning to players. - -Remove chunk lookup & lambda allocation from counting mobs - -The chunk lookup doesn't look cheap. - -Optimise snow & ice in chunk ticking - -Avoid the biome lookups most of the time by -hiding them behind the snow/air checks. The biome -checks take up the most here, followed by the block gets. -Soften some of the block gets by passing the chunk to -the biome methods, removing the need to invoke a chunk -lookup. - -Oprimise map impl for tracked players - -Reference2BooleanOpenHashMap is going to have -better lookups than HashMap. - -Use hash table for maintaing changed block set - -When a lot of block changes occur the iteration for checking can -add up a bit and cause a small performance impact. - -Replace player chunk loader system - -The old one has undebuggable problems. Rewriting seems -the most sensible option. - -This new player chunk manager will also strictly rate limit -chunk sends so that netty threads do not get overloaded, whether -it be from the anti-xray logic or the compression itself. - -Chunk loading is also rate limited in the same manner, so this -will result in a maximum responsiveness for change. - -Config: -``` -player-chunks: - autoconfig-send-distance: true - min-load-radius: 3 - max-concurrent-sends: 12.0 - max-concurrent-loads: 5.0 -``` - -autoconfig-send-distance - Whether to try to use the client's -view distance for the send view distance in the server. In the -case that no plugin has explicitly set the send distance and -the client view distance is less-than the server's send distance, -the client's view distance will be used. This will not affect -tick view distance or no-tick view distance. - -min-load-radius - The radius of chunks around a player that -are not throttled for loading. The number of chunks -affected is actually the configured value plus one as this -config controls the chunks the client will be able to render. - -max-concurrent-sends - The maximum number of chunks that -can be queued to send at any given time. Low values -are generally going to solve server-sided networking -bottlenecks like anti-xray and chunk compression. Client -side networking is unlikely to be helped (i.e this wont help -people running off McDonald's wifi). Setting this -value to negative will make the server dynamically scale it -with players. i.e -5 will use 5 * online players for the max sends. - -max-concurrent-loads - The maxmium number of chunks -that can be queued to be loaded at any given time. Lower -values help the responsitivity to player movement and -higher values help loading when the server is at a low TPS. - -Optimise general POI access - -There are a couple of problems with mojang's POI code. -Firstly, it's all streams. Unsurprisingly, stacking -streams on top of each other is horrible for performance -and ultimately took up half of a villager's tick! - -Secondly, sometime's the search radius is large and there are -a significant number of poi entries per chunk section. Even -removing streams at this point doesn't help much. The only solution -is to start at the search point and iterate outwards. This -type of approach shows massive gains for portals, simply because -we can avoid sync loading a large area of chunks. I also tested -a massive farm I found in JellySquid's discord, which showed -to benefit significantly simply because the farm had so many -portal blocks that searching through them all was very slow. - -Great care has been taken so that behavior remains identical to -vanilla, however I cannot account for oddball Stream API -implementations, if they even exist (streams can technically -be loose with iteration order in a sorted stream given its -source stream is not tagged with ordered, and mojang does not -tag the source stream as ordered). However in my testing on openjdk -there showed no difference, as expected. - -This patch also specifically optimises other areas of code to -use PoiAccess. For example, some villager AI and portaling code -had to be specifically modified. - -Be aware of entity teleports when chunk checking entities - -If an entity were to be teleported via the sync load -that occured from the getChunkAt call, we would either -add to the wrong chunk or add to both chunks! not good. - -Custom table implementation for blockstate state lookups - -Testing some redstone intensive machines showed to bring about a 10% -improvement. + 0. 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