Commit Graph

76 Commits

Author SHA1 Message Date
laforetbrut
4999c372ec perf: eliminate synchronous MySQL calls on server main thread
Root cause of lag (TPS 9-16, MSPT spikes to 4846ms):
PlayerEvent.SaveToFile triggered synchronous JDBC writes on the
server main thread every Minecraft autosave cycle. With 35 players
this caused hundreds of network round-trips to MySQL blocking the
tick loop for up to 4846ms (97x the 50ms limit).

Fixes applied:
- onPlayerSaveToFile: now fully async. Entity state is snapshotted
  on the main thread (pure memory ops, <1ms), then ALL DB writes are
  submitted to the background executor. Main thread never blocks on
  MySQL again.

- snapshotPlayerData: now captures ALL entity-dependent mod data
  (Curios, Accessories, CosmeticArmor, NeoForge attachments) on the
  main thread. Previously these were read from a background thread
  which is not thread-safe and could cause data corruption.

- writeSnapshotToDB: single method that writes all player data in one
  background pass: player_data + curios + mod_player_data.

- Auto-save background task: removed ModCompatSync.storeAll(player),
  storeSophisticatedBackpacks, storeSophisticatedStorageItems,
  storeRefinedStorageDisks from background thread. These all accessed
  entity state off-thread. Mod compat data is now in the main-thread
  snapshot; backpack/SS/RS2 contents are saved on logout/shutdown.

- Added ModCompatSync snapshot API: snapshotAccessories(),
  snapshotCosmeticArmor(), snapshotAttachments(), writeModSnapshot()
  for clean separation of entity reads vs DB writes.
2026-03-27 14:15:29 +01:00
laforetbrut
04a1f0128e Optimize: move ALL DB writes off main thread + increase auto-save to 2min
Spark showed 5.66% server thread from auto-save. Breakdown:
- store() DB write: 1.39% (already moved to background)
- StoreCurios DB write: 0.56% (was on main thread)
- storeAccessories DB write: 0.55% (was on main thread)
- storeCosmeticArmor DB write: 0.56% (was on main thread)
- storeNeoForgeAttachments DB write: 0.58% (was on main thread)
- storeSophisticatedStorage: 0.69% (was on main thread)
- storeSophisticatedBackpacks: 0.59% (was on main thread)

Changes:
1. Curios snapshot: new snapshotCuriosData() reads entity state on
   main thread (fast), returns serialized string. DB write in background.
2. ALL mod saves moved to background thread lambda:
   - ModCompatSync.storeAll (Accessories, CosmeticArmor, Attachments)
   - Sophisticated Backpacks/Storage/RS2
3. Auto-save interval doubled: 1200 -> 2400 ticks (1min -> 2min)
4. Main thread now only does: entity snapshot (~0.3ms) + curios snapshot

Expected: ~80% reduction in main thread usage (5.66% -> ~1%)

Vyrriox
2026-03-26 22:17:25 +01:00
laforetbrut
e511414463 Final hardening: online=0 in finally + auto-save race fix
CRITICAL-1: online=0 moved to finally block in logout handler.
If store() threw an exception, online=0 was never written and the
player was permanently locked out of all servers.

CRITICAL-2: Same fix for shutdown handler. Any save failure during
shutdown left the player permanently stuck as online=1.

IMPORTANT: Auto-save background DB write now acquires tryLock()
before writing. If logout already saved newer data and holds/held
the lock, the stale auto-save snapshot is skipped. Prevents
overwriting correct logout data with an older snapshot.

Vyrriox
2026-03-26 22:06:38 +01:00
laforetbrut
1bf2a67e8d Optimize auto-save: snapshot on main thread, DB write on background
Spark showed 5.66% server thread from auto-save DB writes blocking
the tick loop (~1-2ms per player per query, ~8 queries per save).

New approach:
- snapshotPlayerData() captures ALL entity data into an immutable
  PlayerDataSnapshot record on the main thread (fast, no DB I/O)
- writeSnapshotToDB() writes the snapshot to DB on the background
  thread via executorService (slow DB I/O off main thread)
- Mod data (Curios, Accessories, CosmeticArmor, NeoForge attachments)
  still read entity state on main thread but their DB writes happen
  inline (they manage their own connections)
- Sophisticated Backpacks/Storage/RS2 saves happen during snapshot
  phase on main thread (they need entity access for inventory scan)

Expected: ~60-70% reduction in main thread blocking from auto-save.

Vyrriox
2026-03-26 21:31:43 +01:00
laforetbrut
e9620eb07e Fix RS2 restore: wrap entry in UUID key before codec decode
ROOT CAUSE from logs:
  "Invalid UUID capacity: Invalid UUID string: capacity"
  "Invalid UUID resources: Invalid UUID string: resources"

We saved the INNER storage data ({type, capacity, resources}) but the
map codec expects {uuid-string: {type, capacity, resources}}.
The codec tried to parse "capacity", "resources", "type" as UUIDs.

FIX: Wrap the stored NBT back in a UUID-keyed CompoundTag before
decoding: wrapped.put(uuid.toString(), storedNbt)

Also increased sync timeout from 15s to 60s - the server was 34s
behind (691 ticks) causing timeout errors for player sync.

Vyrriox
2026-03-26 20:53:23 +01:00
laforetbrut
50c77f7bb8 Fix last 2 audit issues: syncNotCompleted race + SaveToFile off-thread
BUG 1 - syncNotCompletedPlayer race condition:
  syncNotCompletedPlayer.add() was inside the background thread body.
  A player disconnecting instantly before the thread starts bypasses
  the "sync not completed" guard in onPlayerLogout, causing store()
  to read invalid entity state.
  FIX: add() moved to onPlayerJoin BEFORE executorService.submit().

BUG 2 - doPlayerSaveToFile off main thread:
  onPlayerSaveToFile wrapped doPlayerSaveToFile in executorService,
  but SaveToFile already fires on the main thread. store() reads
  player inventory/armor/effects from a background thread = corruption.
  FIX: Call doPlayerSaveToFile directly (no executor). Same fix as
  auto-save and logout paths.

Vyrriox
2026-03-26 19:17:16 +01:00
laforetbrut
484f1a8c05 Final audit: fix ghost-online, SQL injection, resource leak, NPE
CRITICAL-1/2: Remove duplicate online=1 writes from doPlayerJoin.
The synchronous onPlayerLoggedInKickCheck already sets online=1.
The background thread writes raced with logout's online=0, permanently
locking players as "online" after crash-disconnect during join.

HIGH-1: Startup SQL uses PreparedStatement for server_id (was string concat).
HIGH-2: update() method now uses try-with-resources for PreparedStatement.
HIGH-3: NPE guard in RS2 data file logging when getRS2DataFile returns null.

Vyrriox
2026-03-26 18:33:00 +01:00
laforetbrut
b1563cc9ae Fix duplicate login kick bypass - logout was resetting online flag
ROOT CAUSE: When Server B kicks a player for being already online on
Server A, the onPlayerLogout handler on Server B fires and sets
online=0 in the DB. The player then immediately reconnects to Server B,
the DB says online=0, and the kick check passes - player is now on
BOTH servers simultaneously.

FIX: New kickedForDuplicateLogin set tracks players being kicked for
duplicate login. onPlayerLogout checks this set FIRST and skips the
online=0 update entirely. The player's DB record correctly stays
online=1 with last_server=A, preventing reconnect bypass.

Flow:
1. Player on Server A (online=1, last_server=A)
2. Player tries Server B → kick check → online=1, A alive → KICK
3. kickedForDuplicateLogin.add(uuid) BEFORE disconnect
4. onPlayerLogout fires → sees kickedForDuplicateLogin → skips online=0
5. Player retries Server B → online=1 still → KICKED AGAIN

Vyrriox
2026-03-26 18:27:29 +01:00
laforetbrut
0a88694166 Production hardening: fix all critical audit issues
CRITICAL fixes:
- C-1/C-2/C-4: Auto-save and logout now run on MAIN THREAD. All entity
  reads (inventory, curios, effects) were happening off-thread, causing
  duplication exploits (player interacts during save → items duplicated).
  Auto-save uses tryLock() to skip players already being saved.
- C-5: NPE fix for non-RS2 items (null check on registry key lookup)
- C-6: RS2 .dat file written atomically (temp file + rename) to prevent
  corruption of entire RS2 storage on crash mid-write

HIGH fixes:
- H-3: Deadlock prevention: lock released BEFORE latch.await() in
  doPlayerJoin. Prevents shutdown deadlock where background thread
  holds lock while waiting for main thread, and shutdown holds main
  thread while waiting for lock.
- H-5: Curios cache now works WITHOUT keepInventory. Players who die
  then disconnect before respawning no longer lose curios data.
- H-8: server_id SQL uses PreparedStatements instead of string concat

MEDIUM fixes:
- M-1: NumberFormatException in LocalJsonUtil caught per-entry instead
  of crashing entire map parse (prevents losing all cosmetic armor)

Vyrriox
2026-03-26 18:14:31 +01:00
laforetbrut
6c5807d3c8 Fix Sophisticated Storage shulkers, RS2 disks, and kick system
1. Sophisticated Storage shulkers/barrels/chests:
   - ROOT CAUSE: UUID stored as DataComponent (not in CustomData).
     extractStorageUuid() only checked CustomData, missing the UUID.
   - FIX: Use StackStorageWrapper.fromStack(provider, item).getContentsUuid()
     which reads the DataComponent via the proper API.
   - Also scan ender chest for packed storage items.

2. Refined Storage 2 disks:
   - ROOT CAUSE: save() on StorageRepositoryImpl returned data in an
     unknown codec format that our extraction couldn't parse.
   - FIX: Read/write the .dat file directly from disk after forcing
     a save flush. This uses the exact NBT format RS2 writes.
   - Search multiple NBT structures (direct keys, nested compounds,
     list-of-pairs) to handle any codec format.
   - On restore: write entries into .dat file, clear DimensionDataStorage
     cache via reflection to force RS2 to reload.

3. Kick system:
   - ROOT CAUSE: PlayerNegotiationEvent.getConnection().disconnect()
     does NOT work in NeoForge 1.21.1 (too early in connection).
   - FIX: Full duplicate check moved to PlayerLoggedInEvent with
     HIGHEST priority. Uses player.connection.disconnect() which
     is reliable on the server thread.
   - Marks online=1 synchronously to close race condition.

Vyrriox
2026-03-26 18:05:12 +01:00
laforetbrut
e907bcbfb0 Security audit: fix 7 critical/high issues from code review
1. CRITICAL - Anti-dupe: Player inventory mutations now run on the main
   server thread via server.execute(). DB reads stay async, but all
   setItem/setHealth/addEffect calls happen on the tick thread.
   CountDownLatch ensures the lock is held until apply completes.

2. CRITICAL - Resource leaks: 3 QueryResults in PlayerSync.java startup
   now use try-with-resources + PreparedStatements instead of raw
   String.format SQL.

3. HIGH - Curios save: UPDATE changed to REPLACE INTO to prevent silent
   no-ops when the curios row doesn't exist yet (new player who died
   before first init save).

4. HIGH - RS2 restore: Removed skip-if-exists check. DB is always the
   source of truth - stale local data was persisting permanently.

5. HIGH - Race conditions: Shutdown save now acquires per-player lock.
   All logout saves (curios, mod-compat, inventory) moved inside
   doPlayerLogout under a single lock acquisition.

6. HIGH - SQL injection: DATABASE_NAME validated against [A-Za-z0-9_]+
   regex on startup to prevent injection via config.

Vyrriox
2026-03-26 17:34:36 +01:00
laforetbrut
46689a360c Fix advancements disappearing on server transfer
Minecraft only flushes PlayerAdvancements to disk during auto-save
(~every 5 min). If a player earns an advancement and switches servers
before the next auto-save, store() reads the stale file and the
advancement is lost in the DB.

Fix: call sp.getAdvancements().save() to force flush to disk before
reading the advancement file in store().

Vyrriox
2026-03-26 17:24:18 +01:00
laforetbrut
a85131708f Fix NeoForge attachment sync, kick system, and backpack upgrades
1. NeoForge attachments (SOL Onion, Ars Nouveau, etc.):
   - deserializeAttachments signature is (Provider, CompoundTag) not
     (CompoundTag) - reflection was failing silently, nothing restored
   - Use serializeAttachments(Provider) directly for saving instead of
     saveWithoutId() for cleaner approach
   - This fixes SOL Onion food diversity, Ars Nouveau mana/glyphs,
     Iron's Spellbooks, Pehkui scale, and all other NeoForge attachments

2. Multi-server kick:
   - Add secondary kick check in PlayerLoggedInEvent as fallback
   - Mark online=1 SYNCHRONOUSLY on login to close race condition
     where async doPlayerJoin hasn't set online=1 yet

3. Backpack upgrades:
   - Call refreshInventoryForInputOutput() before reading from
     BackpackStorage to flush pending wrapper changes

Vyrriox
2026-03-26 17:22:21 +01:00
laforetbrut
0c7026aa65 Fix stale effects persisting on server transfer
Effects from the local server .dat file persisted when the player had
no effects saved in the DB. removeAllEffects() was only called inside
the if-block that checks for saved effect data, so it was skipped when
effectData was null/empty. Now effects are ALWAYS cleared before
restoring from DB.

SOL Onion food diversity is already synced via the generic NeoForge
attachment system (FoodPlayerData is a NeoForge attachment).

Vyrriox
2026-03-26 15:11:38 +01:00
laforetbrut
2e0269ee62 Add Refined Storage 2 disk sync + Extra Disks support
- Sync RS2 disk storage contents between servers (storageReference UUID)
- Support both refinedstorage and extradisks namespaces
- Save: extract individual entries from StorageRepository SavedData
- Restore: decode via RS2 codec and inject into target server repository
- Skip restore if storage already exists on target server (no overwrite)
- Scan inventory + ender chest for disks

Vyrriox
2026-03-26 15:07:28 +01:00
laforetbrut
87d320c1f4 Fix excessive thread creation (issue #169) - bounded thread pool
Replace unbounded CachedThreadPool with bounded ThreadPoolExecutor.

Problem: CachedThreadPool creates unlimited threads. With many players
online and slow DB queries, thread count explodes (25000+ threads
observed in issue #169), causing memory leaks and server crashes.

Fix: ThreadPoolExecutor with 2 core / 8 max threads, 30s keepalive,
256-task bounded queue, and CallerRunsPolicy for backpressure.
When the queue is full, tasks execute on the calling thread instead
of creating more threads, providing natural flow control.

Closes mlus-asuka/PlayerSync#169

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 11:51:09 +01:00
laforetbrut
5576d7f7e2 Add anti-duplication locks, shutdown save, and security hardening
- Per-player ReentrantLock prevents concurrent save/restore operations,
  eliminating race conditions that could cause item duplication
- Save ALL online players on ServerStoppingEvent (before disconnect) to
  prevent data loss from server shutdowns/restarts
- Lock acquired before restore on join, released in finally block
- Lock acquired before save on logout, cleaned up after completion
- Verified compatibility with 430-mod Arcadia V2 modpack:
  - All item DataComponents from all mods preserved via BNBT serialization
  - Curios items (Artifacts, Elytra Slot, Charm of Undying, etc.) synced
  - Accessories items (Aether, Deep Aether) synced
  - Server-specific data (FTB Quests/Chunks, Waystones, Lootr) correctly
    NOT synced as intended

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 11:39:44 +01:00
laforetbrut
c63d5849a3 Add mod compatibility: Accessories (Aether), Cosmetic Armor, Apotheosis
- Add Accessories API sync for Aether mod accessory slots (pendant, cape,
  gloves, rings, shield, misc). Uses same pattern as Curios: validate data
  before clearing slots, PreparedStatements for DB operations
- Add Cosmetic Armor Reworked sync for 4 cosmetic armor slots via
  InventoryManager/CosArmorAPI
- Add Apotheosis + Placebo as compileOnly deps. Apotheosis item data
  (affixes, gems, sockets, rarity) travels with items via DataComponents
  and is already synced by the inventory sync
- New generic mod_player_data DB table with composite key (uuid, mod_id)
  for extensible mod-specific data storage
- Integrated save/restore in join, logout, and auto-save pipelines

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 11:21:09 +01:00
laforetbrut
03b57c3e6b Fix critical sync bugs, security, and add Sophisticated Storage support
- Fix advancements disappearing: use PreparedStatements for all SQL with
  user data (advancement JSON contains chars that broke string-concat SQL),
  add null safety for advancement file
- Fix multi-server kick: run doPlayerConnect synchronously instead of async
  (players could join before the duplicate check completed)
- Fix Curios disappearing: clear slots AFTER validating data exists (not
  before), use CuriosCache for dead players on logout instead of empty API
- Fix Sophisticated Storage items: add storeSophisticatedStorageItems() and
  restoreSophisticatedStorageItems() to sync packed barrels/shulkers/chests
- Anti-duplication: clear all inventories before restoring from DB on join
- Fix tick counter: remove LevelTickEvent (fired per dimension = 3x too
  fast), merge heartbeat into ServerTickEvent
- Fix connection leaks: use try-with-resources for all QueryResult
- Fix logout order: save data BEFORE marking player offline
- Skip auto-save for dead/unsynced players to prevent saving empty data

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 11:04:00 +01:00
mlus
148ac4db9b Revert "fallback BNBT, Compat with codec"
This reverts commit ce7004dba0.
2026-02-24 10:24:13 +08:00
mlus
ce7004dba0 fallback BNBT, Compat with codec 2026-02-24 10:20:27 +08:00
mlus
4b39d52c12 Add binary NBT serialization and deserialization support to improve data handling 2026-02-23 23:53:41 +08:00
mlus
b6da709393 curios snbt clean 2026-02-23 22:33:13 +08:00
mlus
d0044fa824 snbt structure clean 2026-02-17 19:08:34 +08:00
mlus
0c51ad8eb7 try to fix component parse error 2026-02-17 14:27:45 +08:00
mlus
38c88a95f9 fix #151
fix #160
2026-01-14 20:26:26 +08:00
mlus
72d0255d48 fix advancements sync 2025-11-30 01:57:26 +08:00
mlus
90742aafa0 fix backpack didn't sync 2025-11-30 00:50:55 +08:00
mlus
733f37cbb3 supplement 2025-11-28 22:15:29 +08:00
mlus
29da0f28ad recently commit port 2025-11-28 21:00:25 +08:00
mlus
b5e5f9fb65 line 155 make method return so curios data won't save at the first time 2025-10-14 16:56:47 +08:00
mlus
260b24975c heartbeat 2025-10-14 16:56:25 +08:00
mlus
fc043e1e03 half done, noticed about advancement can't store normally 2025-06-07 00:55:30 +08:00
mlus
3b442fbee1 not done yet 2025-06-06 21:17:22 +08:00
mlus
0562b01138 Full tested ChatSync Feature 2025-06-05 12:43:41 +08:00
EoD
9eb8bdc4a0 add support for Minecraft 1.20.4 with ModDevGradle 2025-05-04 18:43:11 +00:00
EoD
6ac6f297af encode unknown items using Paper
This allows using PlayerSync with different minecraft versions and
even different sets of mods.

All unknown items are replaced by Paper with its original NBT data
encoded into the paper item.
2025-05-04 16:48:57 +00:00
mlus
39b69424e8 so it is 2.0.0 release 2025-05-04 18:40:39 +08:00
mlus
162df73189
Merge pull request #57 from EoD/fix-advancements-on-brand-new-server
fix advancement restore on brand new servers
2025-05-03 11:17:18 +08:00
EoD
ba33d5271b fix advancement restore on brand new servers
On a brand new server, there is no advancements directory throwing an
IOException if we try to write a file to it.
2025-05-02 21:19:34 +00:00
EoD
a1d1737d04 fix advancement sync for new players 2025-05-02 19:16:58 +00:00
EoD
44eb3321b4 make advancement sync optional 2025-05-02 17:40:26 +00:00
EoD
7ece814357 fix advancement json restore
Previously, the json was written too late and never reloaded.
This commit moves the advancement restoration from the PlayerLoggedInEvent
to the earlier onDatapackSyncEvent.
At the same time, it forces a reload of the json files, making sure the
client is informed about the update advancements.
2025-05-01 17:05:03 +00:00
EoD
37d0eb2931 fix storing advancement json on dedicated servers 2025-05-01 17:05:03 +00:00
EoD
94433229b7 read level-name for servers from WorldData 2025-05-01 17:05:02 +00:00
mlus
c1778a956c fix error symbol 2025-05-02 00:35:47 +08:00
mlus
b6f76a6af2
Merge pull request #39 from EoD/add-database-compat-flag
add configuration for legacy serialization
2025-05-02 00:28:27 +08:00
mlus
08e73d00da
Merge pull request #37 from EoD/fix-sophisticated-backpack
fix hidden NoClassDefFoundError
2025-05-02 00:25:03 +08:00
EoD
32856ccd67 fix hidden NoClassDefFoundError
net.p3pp3rf1y.sophisticatedbackpacks throws a NoClassDefFoundError when
sophisticated backpacks is not installed.
This exception never reaches the logs for unknown reasons.

Checking explicitly for ModList.get().isLoaded() ensures that the mod is
loaded.

Fixes regression of 439c7ee5bb
2025-05-01 16:16:42 +00:00
EoD
0fb6bb81e1 fix armor dupe bug
The continue "skipped" the armor entries in the database instead of
writing an explicit "air" item into the slot.

When restoring, only existing entries are being restored, all other
items are left untouched. Allowing to dupe items in armor slots.
2025-05-01 16:14:46 +00:00