md_5
c83471b860
Keep a definsive copy of players for entity activation
2013-02-16 19:46:08 +11:00
md_5
60b7ce9918
Use vanilla method - just with toggle
2013-02-16 19:05:26 +11:00
md_5
ecf56eb38f
Allow to occasionally send tab list updates
2013-02-16 17:56:39 +11:00
md_5
d9639eb91d
Use a compression level of 4 for chunk packets
2013-02-16 13:33:46 +11:00
md_5
1999f357bc
And chests...
2013-02-16 10:24:25 +11:00
md_5
c79ce8ec88
Don't use ender chests or stone as hiding materials
2013-02-16 10:19:31 +11:00
SuPaH sPii
41c3037566
Add engine mode 2
2013-02-16 10:13:00 +11:00
md_5
5bfd44a991
Make map send speed configurable.
2013-02-15 18:34:42 +11:00
md_5
5e025e3b9f
Please don't spam console every ping.
2013-02-15 18:25:53 +11:00
md_5
44e5fd627f
Remove extra disconnect info - confuses people into thinking something is wrong
2013-02-14 17:33:09 +11:00
md_5
3bbde30ab0
Remove locking in favour of a volatile state variable.
2013-02-13 18:07:26 +11:00
md_5
58689d2251
Break packet reading into states to reduce object churn.
2013-02-13 18:06:03 +11:00
md_5
38fce03c91
Reorder check for isEmpty, on a ConcurrentLinkedQueue its
...
more expensive than would appear.
2013-02-12 16:29:15 +11:00
md_5
e68c3ad981
Switch back to unbounded queue.
2013-02-12 16:23:43 +11:00
Agaricus
e49c07587e
Fix orebfuscator enabled log message
2013-02-11 19:32:57 +11:00
md_5
9258faff3f
Apply entity activation range, the most over hyped commit ever.
2013-02-11 19:32:14 +11:00
md_5
b7ffd83675
Add proper thread safety. Please let me know if this deadlocks your server.
2013-02-10 18:35:09 +11:00
md_5
36f3a7a7f2
If you are a server list owner, and you have not fixed your shit, I kindly request that you do so NOW. I will not waste another 5 hours of my life covering up for you. 4 months is more than long enough for 3 lines of code change.
2013-02-10 16:50:54 +11:00
md_5
cb11c55f81
Add volatile to be sure the JVM wont cache the value
2013-02-10 15:12:35 +11:00
md_5
4b4eea9e4b
Fix occasionally showing as 1.3
2013-02-10 15:04:27 +11:00
md_5
27bed04351
Revert "Reduce legacy ping threshold to 1000ms"
...
This reverts commit d2bb5e9ad6
.
2013-02-10 14:52:14 +11:00
md_5
d2bb5e9ad6
Reduce legacy ping threshold to 1000ms
2013-02-10 14:35:13 +11:00
md_5
7a9eda4b61
Fix legacy pinging with some uber ninja coding.
2013-02-10 14:26:59 +11:00
md_5
4542cc4a23
Fix support for windows xp / server 2003
2013-02-10 12:35:52 +11:00
md_5
b3e5c97f6b
It came to me in a dream - literally. This should fix all known issues.
2013-02-10 11:54:49 +11:00
md_5
60cb2f461b
Tweak to thread pool and safety.
2013-02-10 10:30:58 +11:00
md_5
86bb33ece7
Clearing the queue when they are disconnected might actually fix some issues.
2013-02-10 09:33:31 +11:00
md_5
ff911e1872
Add extra info regarding why a user is disconnected. Should help us troubleshoot these errors - please post the full DC line if reporting a bug.
2013-02-10 08:55:18 +11:00
md_5
0dd4f55fd9
*break when dc'd
2013-02-09 23:00:03 +11:00
md_5
3e21bba4ee
Remove debug code now that we know it can be called.
2013-02-09 22:54:14 +11:00
md_5
0dd0ebb15f
Run disconnect code on the main thread.
2013-02-09 21:55:33 +11:00
md_5
9bca4e4b70
Add debug to see if statement is ever true
2013-02-09 21:28:34 +11:00
md_5
5e80c9de0b
Give a pot shot at bringing network logic a bit closer to CB/Vanilla
2013-02-09 21:05:34 +11:00
md_5
3302eedef5
Small cleanup to netty code, no functional changes.
2013-02-09 20:58:03 +11:00
md_5
a2ffb31ddb
Don't scare users with debug mode.
2013-02-09 20:42:08 +11:00
md_5
41579ff315
Add debug logging + more cleanup
2013-02-09 20:27:25 +11:00
md_5
f4572d5786
Nullcheck channel just in case, only null channel on disconnect.
2013-02-09 20:16:23 +11:00
md_5
56d3bd5f39
Use a synced arraylist
2013-02-09 20:10:34 +11:00
md_5
d212863aa7
Implement an uber efficient network engine based on the Java NIO framework Netty. This is basically a complete rewrite of the Minecraft network engine with many distinct advantages. First and foremost, there will no longer be the horrid, and redundant case of 2, or even at times, 3 threads per a connection. Instead low level select/epoll based NIO is used. The number of threads used for network reading and writing will scale automatically to the number of cores for use on your server. In most cases this will be around 8 threads for a 4 core server, much better than the up to 1000 threads that could be in use at one time with the old engine. To facilitate asynchronous packet sending or receiving (currently only chat), a cached thread pool is kept handy. Currently this pool is unbounded, however at this stage we do not need to worry about servers being resource starved due to excessive spam or chat.
...
== Plugin incompatibilities
As a side effect of this change, plugins which rely on very specific implementation level details within Minecraft are broken. At this point in time, TagAPI and ProtocolLib are affected. If you are a user of ProtocolLib you are advised to update to the latest build, where full support is enabled. If you are a user of TagAPI, support has not yet been added, so you will need to install the updated ProtocolLib so that TagAPI may use its functions.
== Stability
The code within this commit has been very lightly tested in production (300 players for approximately 24 hours), however it is not guaranteed to be free from all bugs. If you experence weird connection behaviour, reporting the bug and steps to reproduce are advised. You are also free to downgrade to the latest recommend build, which is guaranteed to be stable.
== Summary
This commit provides a reduction in threads, which gives the CPU / operating system more time to allocate to the main server threads, as well as various other side benefits such as chat thread pooling and a slight reduction in latency.
This commit is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported license.
2013-02-09 17:16:27 +11:00
md_5
ed84749d6e
Split TPS patch out correctly.
2013-02-08 17:09:51 +11:00
md_5
a1e8ebf5b9
Please people, report to Spigot, not me
2013-02-07 20:23:31 +11:00
md_5
9a4bc05358
Send maps even less often, still causing lag. Appreciate if anyone can PR a config option for this, bit busy atm.
2013-02-06 21:08:58 +11:00
md_5
72acec7f20
Move tick loop changes to own patch with a few optimizations.
2013-02-03 12:28:39 +11:00
md_5
7b4bba6b3b
Actually use the parent pom.
2013-02-03 09:54:16 +11:00
md_5
5853e18f40
Just use the parent pom.
2013-02-03 09:48:23 +11:00
md_5
277b59e4b9
Update POM changes to individual patches.
2013-02-03 09:38:54 +11:00
md_5
841693a0c0
Detect, remove and warn about null tile entities. This prevents odd server crashes, caused by unknown reasons.
2013-02-03 09:21:35 +11:00
md_5
7d858839a7
Send maps, just a lot less often.
2013-02-02 19:41:11 +11:00
md_5
87ac58c259
Another attempt at 'fixing' the mob spawn issues present in CraftBukkit.
2013-02-02 09:02:14 +11:00
md_5
cd35b5e5b0
Update to CraftBukkit 1.4.7-R1
2013-01-31 16:56:47 +11:00