Commit Graph

863 Commits

Author SHA1 Message Date
ed4978c31b Added VanillaItems::AIR()
we don't usually add VanillaItems entries for blocks since they already exist in VanillaBlocks, but air has a special use case specifically as an itemstack, so we make an exception for this case.
2021-12-07 00:41:07 +00:00
8e37f86480 Avoid file_put_contents() when overwriting files
this fixes many cases of corruption during disk-full situations - file_put_contents() would write an empty file, destroying the original data.
fixes #3152
2021-12-05 00:26:48 +00:00
1a046c6cd5 LevelDB: fixed server crash when corrupted / invalid blockstate NBT is encountered 2021-12-04 18:17:17 +00:00
e61aaaccca LevelDB: removed hack for problem fixed by 1f9400f901 2021-12-04 16:20:57 +00:00
1f9400f901 World: automatically remap invalid blockstates on chunk load
this fixes a wide range of blocks with invalid blockstates becoming update! blocks on the client.

The most common occurrence of this was air with nonzero metadata left behind by world editors which set blockIDs but not block metadata. This caused large ghost structures of update! blocks to appear from nowhere.

The performance impact of this is very minimal (20 microseconds per chunk load in timings, compared to average 660 microseconds to load tiles).
2021-11-27 01:12:30 +00:00
e5149756a8 WorldTimings: fixed merge error introduced by 3bf87378ef 2021-11-27 00:06:09 +00:00
5c7125f190 Improved error handling for loading broken entity / tile data 2021-11-23 17:41:26 +00:00
d8f0fd0a7e McRegion: skip chunks with TerrainGenerated=false
legacy PM used to save even ungenerated chunks, and omitted some tags when doing so which we expect to always be present.
2021-11-23 01:49:48 +00:00
fb0eebc0dc RegionWorldProvider: Show a more specific message on missing required ByteArrayTags 2021-11-23 01:39:35 +00:00
269231c228 Ban foreach(arrayWithStringKeys as k => v)
this is not as good as phpstan/phpstan-src#769 (e.g. array_key_first()/array_key_last() aren't covered by this, nor is array_rand()) but it does eliminate the most infuriating cases where this usually crops up.
2021-11-15 22:52:05 +00:00
2f408708f0 Explosion: fixed blocks with tiles not using said tiles for drop info
closes #4571
2021-11-14 16:27:47 +00:00
a6f6b60bed fix CS again 2021-11-08 18:02:24 +00:00
c6c992a1f0 Preparations for negative Y support 2021-11-08 17:28:22 +00:00
4131bcef08 Changed "Level" string to "World" in Position::__toString() method. (#4559) 2021-11-07 21:11:55 +00:00
0356716e8e PopulationTask: do not expose internal fields as public
this code dates back to pthreads v2, when visibility on Threaded object fields meant different things (wtf, krakjoe??)
2021-11-03 15:23:43 +00:00
5c81b04813 PopulationTask: use typed properties 2021-11-03 15:22:49 +00:00
1ebb206762 World: fixed yet another edge case in drainPopulationRequestQueue() leading to assertion failure
really had to go fucking nuclear on it :(
2021-11-03 14:58:58 +00:00
d184838ba0 Move Promise classes to their own namespace 2021-11-02 17:10:07 +00:00
38f97bed52 World: fixed PopulationTask failed assumption that generator is always registered
if the worker selected previously had a generator registered, but has since been shutdown, the workerStartHook that cleans up generatorRegisteredWorkers won't yet have been called.
This results in the worker being started by the submission of PopulationTask, and the generator doesn't get preemptively registered.
2021-11-02 16:58:14 +00:00
e34364412b Replace InvalidStateException usages with InvalidArgument or LogicException 2021-11-02 16:05:54 +00:00
8b3565b75d PopulationTask no longer depends on a World object
this means it's now possible to test generation offline without too much hassle.
World::generateChunkCallback() has been removed from public API.
2021-11-02 15:40:51 +00:00
facfd7c04a sanity check 2021-11-02 15:26:54 +00:00
65ef9f786a Use standard chunkHash() to index population chunks 2021-11-02 15:25:03 +00:00
34ea199fb0 World: fixed additional edge case - population promise rejected before task completion
if this happened, the index would stay set in activeChunkPopulationTasks, eventually causing the generation queue to jam up completely and non-forced generation to come to a standstill.
2021-11-02 14:30:23 +00:00
1775699f05 World: make sure that chunks locked by PopulationTask always get unlocked, no matter what
fixes #4527
2021-11-02 14:20:42 +00:00
c17587d436 World: use new Vector3() instead of Block->getPosition()
When profiling this, I noticed that we spend a stupidly large amount of time creating useless Position objects in the case of update=true, because Vector3->sides() calls Position->getSide(), which calls Position::fromObject(parent::getSide()). This is stupid because the update logic doesn't require Positions anywhere (as evidenced by this change needing no other alterations.

A rough profile shows that this improves setBlock() performance by about 25% in the update=true case, which is a pretty big margin.
As an added bonus, it gets rid of some unrealized cyclic dependencies in World->changedBlocks.
2021-11-02 03:00:00 +00:00
616eb0050d World: remove premature optimisation of setBlockAt() introduced by ece28e5d7b
closes #4531
it turns out that letting the light updates themselves handle this is faster than trying to get in the way.
2021-11-01 02:34:44 +00:00
9d30bc8b95 World: fixed assertion failure when requesting, cancelling, and then re-requesting chunks via requestChunkPopulation()
if the request/cancel/re-request happens all in the time before the queue gets drained, chunk hashes may appear multiple times in the queue. We don't want to process them twice if this happens (although it's mostly harmless anyway).
2021-11-01 02:17:11 +00:00
c781efcf90 World: avoid calling the same logic twice in requestChunkPopulation()
orderChunkPopulation() checks the preconditions too. Have them both call an internal function that doesn't.
2021-11-01 00:36:57 +00:00
e4a54f5b6a World: deduplicate code in request/orderChunkPopulation 2021-11-01 00:33:18 +00:00
afb54f1ae4 World: flip orderChunkPopulation() condition around
this makes it more obvious that the code is similar to requestChunkPopulation() barring one distinct difference.
2021-11-01 00:25:30 +00:00
8f803df511 World: check population locks _after_ checking if the chunk is already populated, not before
this led to another case where a population request would be queued up for an already-populated chunk for no reason.
2021-10-31 23:54:27 +00:00
f4a3c40b5c World: use better variable names in orderChunkPopulation() 2021-10-31 23:48:00 +00:00
9dec82cdbc World: fixed requestChunkPopulation() queuing requests for chunks which are already populated
this led to chunk sending getting bogged down if there were more than population-queue-size chunks waiting to be generated.
2021-10-31 23:40:34 +00:00
74031d2fbe World: remove the fulfilled promise from the population request map
fixes crash when unregistering chunk loaders
2021-10-31 23:05:12 +00:00
96cfdc79b8 World: fixed original promise not getting fulfilled if the chunk became populated=true after a promise was already made (but not fulfilled) to populate it
this could happen if a plugin calls setPopulated(true) on a chunk after a request for its population landed in the queue, but before it actually got processed. In that case, the promise would never get fulfilled.
2021-10-31 22:54:37 +00:00
2fa0a914ff World::orderChunkPopulation() may return a pre-resolved promise
this does not indicate a failure; it indicates that the chunk has already been successfully populated.
In this case, we shouldn't be putting the task back on the queue.

This is skirting around the real bug, which is that requestChunkPopulation() doesn't check if the target chunk is already populated before it creates a new promise that it will be.
2021-10-31 22:51:37 +00:00
0f78a2b5ef Advisory chunk locking for chunk population (#4513)
this allows chunks locked for population to be modified. If the PopulationTask detects that the chunk was modified during the onCompletion(), the result of the population will be discarded and rescheduled, so that it includes user modifications.
2021-10-31 21:11:20 +00:00
f1a791ef75 Improved Promise API - separate resolver and consumer APIs
this makes creating a promise slightly more cumbersome, but I'm more concerned about people who might try to call 'new Promise' directly.
2021-10-31 19:49:57 +00:00
4fe3f69702 World: eliminate final remaining 'no loaders attached' debug message on player creation 2021-10-31 14:33:27 +00:00
fbb91d123d World::unregisterChunkListenerFromAll(): go through unregisterChunkListener()
this ensures that everything gets cleaned up properly (e.g. player chunk listeners).
2021-10-31 14:03:40 +00:00
3dc75644d9 World: avoid duplicated logger code in initChunk() 2021-10-31 14:02:25 +00:00
1cabe4baf3 World: do not crash on duplicate tiles loaded from disk
closes #4049
2021-10-31 13:58:32 +00:00
faad2365e2 World: Register a temporary chunk loader on chunks used by PopulationTask
fixes #3839
2021-10-30 22:17:06 +01:00
465a509858 World: remove spammy debug message 2021-10-30 16:13:01 +01:00
a4eda9a8f5 World: call nearby entities' onNearbyBlockChange() in setChunk()
fixes #2779 in all known cases.
2021-10-28 23:59:32 +01:00
eb75df6f8e World: Intelligently perform automatic transfer or deletion of tiles in setChunk(), depending on the context
tiles may be deleted in the following circumstances:
1) the target block in the new chunk doesn't expect a tile
2) the target block in the new chunk expects a different type of tile (responsibility of the plugin developer to create the new tile)
3) there's already a tile in the target chunk which conflicts with the old one

In all other cases, the tile will be transferred.

This resolves a large number of unintentional bugs caused by world editors replacing chunks without setting the deleteTilesAndEntities parameter to false (even the core itself does it).

closes #4520
2021-10-28 23:48:17 +01:00
c66790b6a6 World: never delete entities in setChunk()
entities exist completely independently from chunks now, so there is no need to interact with them whatsoever.
As I wrote in #4520, there's no sense in deleting entities here, since a chunk replacement is essentially just a mass block update.

On that theme, it might be a good idea to call Entity->onNearbyBlockChange() for all entities in the target and adjacent chunks when replacing a chunk, to ensure that they get the proper movement updates.
2021-10-28 23:42:28 +01:00
d78801b9d5 World: fixed tiles and entities getting deleted when adjacent chunks are modified during population 2021-10-28 22:24:47 +01:00
d410db4302 Chunk: rename DIRTY_FLAG_TERRAIN to DIRTY_FLAG_BLOCKS
we use the word 'terrain' elsewhere to refer to the combination of blocks and biomes, so using TERRAIN here is misleading.
2021-10-28 22:11:07 +01:00