Remove wall-time / unused skip tick protection (#11412)
Spigot still maintains some partial implementation of "tick skipping", a practice in which the MinecraftServer.currentTick field is updated not by an increment of one per actual tick, but instead set to System.currentTimeMillis() / 50. This behaviour means that the tracked tick may "skip" a tick value in case a previous tick took more than the expected 50ms. To compensate for this in important paths, spigot/craftbukkit implements "wall-time". Instead of incrementing/decrementing ticks on block entities/entities by one for each call to their tick() method, they instead increment/decrement important values, like an ItemEntity's age or pickupDelay, by the difference of `currentTick - lastTick`, where `lastTick` is the value of `currentTick` during the last tick() call. These "fixes" however do not play nicely with minecraft's simulation distance as entities/block entities implementing the above behaviour would "catch up" their values when moving from a non-ticking chunk to a ticking one as their `lastTick` value remains stuck on the last tick in a ticking chunk and hence lead to a large "catch up" once ticked again. Paper completely removes the "tick skipping" behaviour (See patch "Further-improve-server-tick-loop"), making the above precautions completely unnecessary, which also rids paper of the previous described incompatibility with non-ticking chunks.
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794 changed files with 402 additions and 282 deletions
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patches/server/0362-Maps-shouldn-t-load-chunks.patch
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patches/server/0362-Maps-shouldn-t-load-chunks.patch
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Phoenix616 <mail@moep.tv>
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Date: Sun, 7 Jun 2020 21:43:42 +0100
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Subject: [PATCH] Maps shouldn't load chunks
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Previously maps would load all chunks in a certain radius depending on
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their scale when trying to update their content. This would result in
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main thread chunk loads when they weren't really necessary, especially
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on low view distances or "slow" async chunk loads after teleports or
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other prioritisation.
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This changes it to only try to render already loaded chunks based on
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the assumption that the chunks around the player will get loaded
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eventually anyways and that maps will get checked for update every
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five ticks that movement occur in anyways.
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diff --git a/src/main/java/net/minecraft/world/item/MapItem.java b/src/main/java/net/minecraft/world/item/MapItem.java
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index 4e6d42051de14a1a62184fbb586ea38fb31261b3..36de7c63370c529579d31ba1d77ec12b754ef313 100644
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--- a/src/main/java/net/minecraft/world/item/MapItem.java
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+++ b/src/main/java/net/minecraft/world/item/MapItem.java
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@@ -98,8 +98,8 @@ public class MapItem extends ComplexItem {
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int r = (j / i + o - 64) * i;
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int s = (k / i + p - 64) * i;
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Multiset<MapColor> multiset = LinkedHashMultiset.create();
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- LevelChunk levelChunk = world.getChunk(SectionPos.blockToSectionCoord(r), SectionPos.blockToSectionCoord(s));
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- if (!levelChunk.isEmpty()) {
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+ LevelChunk levelChunk = world.getChunkIfLoaded(SectionPos.blockToSectionCoord(r), SectionPos.blockToSectionCoord(s)); // Paper - Maps shouldn't load chunks
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+ if (levelChunk != null && !levelChunk.isEmpty()) { // Paper - Maps shouldn't load chunks
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int t = 0;
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double e = 0.0;
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if (world.dimensionType().hasCeiling()) {
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