Fixed a few bugs, and made numerous improvements.
Fixed issue where a sync chunk load could have its ticket removed and the
priority ticket could expire...
Still not perfect there but better than before.
Also fixed few other misc issues such as watchdog cpu usage, chunk queue update
had risk of double enqueue due to it no longer being a set.
Added much more information about chunk state to watchdog prints.
I see some more room for improvement even, but this is much better than before.
Fixes#3407Fixes#3411Fixes#3395Fixes#3389
This also cleans up the implementation of Async Chunks to get rid of most
Consumer callbacks and instead return futures.
This lets us propogate errors correctly up the future chain
(barring one isn't lost even deeper in the chain...)
So exceptions can now bubble to plugins using getChunkAtAsync
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:
da9ef3c5 #496: Add methods to get/set ItemStacks in EquipmentSlots
3abebc9f #492: Let Tameable extend Animals rather than Entity
941111a0 #495: Expose ItemStack and hand used in PlayerShearEntityEvent
4fe19cae #494: InventoryView - Add missing Brewing FUEL_TIME
CraftBukkit Changes:
933e9094 #664: Add methods to get/set ItemStacks in EquipmentSlots
18722312 #662: Expose ItemStack and hand used in PlayerShearEntityEvent
Removes synchronization from sending packets
Makes normal packet sends no longer need to be wrapped and queued like it use to work.
Adds more packet queue immunities on top of keep alive to let the following scenarios go out
without delay:
- Keep Alive
- Chat
- Kick
- All of the packets during the Player Joined World event
Hoping that latter one helps join timeout issues more too for slow connections.
Removes processing packet queue off of main thread
- for the few cases where it is allowed, order is not necessary nor
should it even be happening concurrently in first place (handshaking/login/status)
Ensures packets sent asynchronously are dispatched on main thread
This helps ensure safety for ProtocolLib as packet listeners
are commonly accessing world state. This will allow you to schedule
a packet to be sent async, but itll be dispatched sync for packet
listeners to process.
This should solve some deadlock risks
This may provide a decent performance improvement because thread synchronization incurs a cache reset
so by avoiding ever entering a synchronized block, we get to avoid that, and packet sending is a really
hot activity.
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:
b999860d SPIGOT-2304: Add LootGenerateEvent
CraftBukkit Changes:
77fd87e4 SPIGOT-2304: Implement LootGenerateEvent
a1a705ee SPIGOT-5566: Doused campfires & fires should call EntityChangeBlockEvent
41712edd SPIGOT-5707: PersistentDataHolder not Persistent on API dropped Item
If a sync load was triggered, it would process pending join events,
causing them to be added to the world in the middle of the entity ticking
process.
This caused their add to be queued instead of immediate, causing
"Illegal Tracking" errors.
This schedules it to fire at the players next Connection Tick, which
is exactly where this entire process use to run anyways.
Also added missing tab complete and syntax for syncloadinfo debug command
Renames a bunch of timings to be more appropriate for the new environment.
Many things dealt with sync loads which wasn't correct anymore.
adjusted timings to be a little bit more accurate here.
Also cleaned up old 1.13 async chunks configs so people won't keep
thinking they can change some of those configs when they can't.
We still keep vanilla process of waiting for existing session to be removed before logging in
by storing a separate map of pending.
also fire the callback using executor incase further recursion causes any trouble