Fix erosion sync flooding on player login - #64
Open
kaiserproger wants to merge 1 commit into
Open
kaiserproger wants to merge 1 commit into
kaiserproger wants to merge 1 commit into
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
What this fixes
Closes issue #63.
On large worlds,
sendFullSyncToPlayer()sends every persisted erosion chunk to a player during login. In our production world this produced 100k+trmt:mainpackets immediately after joining, delaying vanilla chunk data and keepalives enough to cause empty-world/void symptoms andTimed outdisconnects.A packet trace from the failing case showed ~102k TRMT payloads and ~132 MB received while zero
ClientboundLevelChunkWithLightPacketand zeroClientboundKeepAlivePacketreached the client.Change
PlayerLoggedInEvent.ChunkWatchEvent.Watch, so the client only receives data for chunks it actually tracks.We tested the same approach on the affected server and the player could join normally afterward.
I have read the Contributor License Agreement in CLA.md and I agree to its terms.
Verification
gradle buildpasses on the1.20.1-forgebranch with Forge 47.4.10 / Java 17.