PlayerSync/src/main/java/vip/fubuki/playersync
laforetbrut 3a53ff2302 Phase 10: real durations in logs + safer Phase 9 (no force-claim before peer flush)
Two critical diagnostic/correctness improvements after user field report:
  - '20s latency between inventory syncs with a full test inventory'
  - 'duplication on throw + deposit in chest'
  - 'bad sync on fast inter-server transfer if disconnect too quickly after modification'

(1) Real durations — 'completed in 0ms' was a lie
    Every SyncLogger.saveCompleted / restoreCompleted call hardcoded 0 for the
    duration field. The log line always showed 'in 0ms' regardless of actual
    latency, making the user's 20s-latency reports impossible to reproduce from
    logs alone. Fixed across all 4 save paths (LOGOUT / SHUTDOWN / DEATH /
    EMERGENCY_FLUSH) and the RESTORE path. Durations are measured from the
    start of the BG task (or the start of the restore lock acquisition) to
    just before the success log line.

    New info log 'Logout save completed for {uuid} in {n}ms'
    New warn log '[perf-restore] slow restore for {uuid} ({n}ms)' above 1s
    New info log '[perf-logout] core=Xms backpacks=Yms ss=Zms rs2=Wms total=Nms'
         above 200 ms — breakdown so we can pinpoint which downstream write
         takes the time in the reported 20s cases.

(2) Phase 9 force-takeover could CAUSE duplication
    Phase 9 aimed to fix 30-60s join waits when the previous server was alive
    but the player was ghost-online there. It force-claimed after 5s. But if
    the peer was mid-way through a LEGITIMATE logout save (which is atomic
    with online=1 -> online=0 via writeSnapshotToDB setOffline=true), force-
    claiming before that commit read STALE DB data and restored the player
    from the PRE-disconnect state — e.g., an item the player dropped just
    before disconnect came back in inventory, duplicating with the ItemEntity
    the peer had already spawned in the world.

    Fix: the wait cap is now ADVISORY, not a hard force-claim. Past the cap,
    we only force-claim when the peer's heartbeat has FROZEN (age > cap ms)
    — meaning the peer's process is actually dead or stuck mid-tick, not
    just slow to flush. If the peer is still heartbeating normally, we keep
    waiting: writeSnapshotToDB + online=0 is an atomic UPDATE, so the flush
    WILL land, we just need to be patient. A warn line every 20 attempts
    (10s at default interval) tells admins the save is taking a long time
    so they can profile the peer's DB connection.

    New helper peerHeartbeatAgeMs(id) returns age in ms, Long.MAX_VALUE if
    the peer has no heartbeat row. Used to decide force-claim vs keep-waiting.
2026-04-22 07:32:44 +02:00
..
config Phase 9: cap wait time on alive-peer ghost sessions (fixes 30-60s join delay) 2026-04-22 07:16:47 +02:00
sync Phase 10: real durations in logs + safer Phase 9 (no force-claim before peer flush) 2026-04-22 07:32:44 +02:00
util Phase 8: 20+ new config keys + 14 admin commands (/playersync) 2026-04-22 06:34:02 +02:00
CommandInit.java Add /playersync inventory viewer 2026-04-22 07:03:08 +02:00
PlayerSync.java Tutorial banner when MySQL init fails on a dedicated server 2026-04-22 06:55:20 +02:00