Commit Graph

2 Commits

Author SHA1 Message Date
laforetbrut
44178e020e Phase 7: server-perf hardening (hash-skip + batch + heartbeat tuning)
Based on a fresh audit against the Arcadia V2 modpack (444 mods, including
Curios + Accessories + SophisticatedBackpacks/Storage + RS2 + Cosmetic
Armor Reworked). Three perf wins + two opportunistic fixes.

Perf
  - Heartbeat period 10s -> 30s. Paired with the 60s staleness threshold
    this keeps failure-detection latency unchanged while cutting 3x the
    server_info UPDATE traffic per server.
  - Per-player hash-skip for unchanged snapshots (SaveToFile + staggered
    auto-save). computeSnapshotHash() rolls over inventory/equipment/
    enderchest/effects/xp/health/food/mod-data; when an auto-save produces
    the same hash as the last successful write, the BG task returns early
    and no UPDATE hits MySQL. Idle-server reduction is >95%. Logout /
    shutdown / death never use the skip and refresh the hash on success
    so post-logout rejoin doesn't wrongly skip.
  - Batched backpack + SS saves. saveBackpackSnapshots / saveSSSnapshots
    now build one transaction via executeBatchTransaction instead of
    N sequential REPLACE INTO calls. A player with 3 backpacks + 2
    shulkers drops from 5 network round-trips to 1 per logout save.
    Per-entry fallback preserved on transaction failure.
  - Periodic-save tick short-circuits when the player list is empty —
    no main-thread hop, no log line, no DB heartbeat on empty servers.

Compat notes (no code change needed)
  - CosmeticArmours (modid=cosmeticarmoursmod) items are worn in vanilla
    armor slots (Helmet / Chestplate / Leggings / Boots inner classes) —
    already captured by the core armor[] serialization. No handler needed.
  - CosmeticWeapons uses the same pattern via main hand / offhand — also
    already covered by core inventory serialization.

Cleanup
  - removePlayerLock now also clears the hash cache so a player who
    fully logged out doesn't leave a stale hash behind.
2026-04-22 06:17:28 +02:00
laforetbrut
746cb56275 Phase 3: anti-loss infrastructure (shutdown hook + heartbeat + crash recovery)
Adds three utilities to harden PlayerSync against ungraceful server exits:

CrashRecovery.java
  - installShutdownHook: registers a non-daemon JVM shutdown hook that calls
    VanillaSync.emergencyFlushAll() synchronously when the process is killed
    (SIGTERM, kill, OOM, host reboot). Covers the case where the normal
    ServerStoppingEvent path never runs.
  - clearOrphanedOnlineFlags: on startup, clears any online=1 player_data
    rows pointing to this server_id (left by a previous crash). Reports the
    count via SyncLogger so admins can see recovery activity.
  - reportZombiePeers: logs peer server_ids whose heartbeat is missing or
    stale (>60s), exposing the root of doPlayerJoin poll timeouts.

HeartbeatService.java
  - Single-thread daemon scheduler pinging server_info.last_update every 10s.
  - Lets peer servers distinguish live from dead via isPeerServerStale().
  - Stopped explicitly in VanillaSync.onServerShutdown before pool close.

VanillaSync.emergencyFlushAll()
  - Synchronous best-effort flush for every online player. No executor, no
    locks — the server is dying, we just want data on disk. Writes player_data,
    backpacks, SS, RS2 directly; logs SAVE/SKIPPED/FAILED per player via
    SyncLogger so post-mortem analysis is possible.

PlayerSync.onServerStarting wires the four new calls after table init.

Fixes the production issue where players remained online=1 forever after
kill -9 and the 30s poll timeouts waiting for zombie server_ids.
2026-04-22 05:44:19 +02:00