|
| 1 | +--- |
| 2 | +title: Writing a multithreaded plugin |
| 3 | +layout: default |
| 4 | +--- |
| 5 | + |
| 6 | +# Writing a multithreaded plugin |
| 7 | + |
| 8 | +The Minecraft server runs game code primarily on a single thread. This is huge limitation as a single thread can only be so fast. |
| 9 | + |
| 10 | +Luckily, there are server cores that allow the game code to run on multiple threads. |
| 11 | +These include [Folia](https://papermc.io/software/folia) and [ShreddedPaper](https://github.com/MultiPaper/ShreddedPaper). |
| 12 | + |
| 13 | +## What is a thread? |
| 14 | + |
| 15 | +### Single threaded |
| 16 | + |
| 17 | +A thread is what your code executes on. One thread can execute one piece of code at a time. |
| 18 | +This means if your plugin is single-threaded, only one part of the plugin will be executing at a given time. |
| 19 | + |
| 20 | +```mermaid |
| 21 | +flowchart LR |
| 22 | + A(Method A) |
| 23 | + B(Method B) |
| 24 | + C(Method C) |
| 25 | + D(Method D) |
| 26 | + A --> B --> C --> D |
| 27 | +``` |
| 28 | + |
| 29 | +### Asynchronous calls |
| 30 | + |
| 31 | +When you make an asynchronous call on your single-threaded plugin, a second thread is spawned to execute the call. |
| 32 | +This is good for when you want to execute slow I/O tasks without it blocking your primary thread. |
| 33 | + |
| 34 | +With Bukkit, you can create an asynchronous call with `Bukkit.getScheduler().runTaskAsynchronously`. |
| 35 | +Some events like `AsyncPlayerPreLoginEvent` run asynchronous by default. |
| 36 | + |
| 37 | +```mermaid |
| 38 | +flowchart LR |
| 39 | + A(Method A) |
| 40 | + B(Method B) |
| 41 | + C(Method C) |
| 42 | + D(Method D) |
| 43 | + Async(Asynchronous I/O call) |
| 44 | + A --> B --> C --> D |
| 45 | + A --> Async --> D |
| 46 | +``` |
| 47 | + |
| 48 | +### Multithreaded |
| 49 | + |
| 50 | +When your plugin is multithreaded, it means that there is more than just a single thread executing your code. |
| 51 | +This results in many parts of your plugins being executed at the same time as eachother. |
| 52 | + |
| 53 | +Issues will arise if you try to run a single-threaded plugin in a multithreaded environment, and these will be covered below. |
| 54 | + |
| 55 | +```mermaid |
| 56 | +flowchart LR |
| 57 | + A(Method A) |
| 58 | + B(Method B) |
| 59 | + C(Method C) |
| 60 | + D(Method D) |
| 61 | + A --> B |
| 62 | + C --> D |
| 63 | +``` |
| 64 | + |
| 65 | +## The APIs for multithreaded plugins |
| 66 | + |
| 67 | +There are certain APIs that are specific to multithreaded plugins. |
| 68 | +These APIs exist in all recent versions of Paper, however if you want your plugin to be compatible with older versions and Spigot, check out [MultiLib](https://github.com/MultiPaper/MultiLib?tab=readme-ov-file#shreddedpaper--folia-methods). |
| 69 | + |
| 70 | +### plugin.yml |
| 71 | + |
| 72 | +Firstly, in your `plugin.yml`, you will need to tell the server that your plugin is a multithreaded plugin. |
| 73 | + |
| 74 | +Do that by adding `folia-supported: true`: |
| 75 | + |
| 76 | +```yml |
| 77 | +name: MyPlugin |
| 78 | +version: 1.0.0 |
| 79 | +main: com.exmaple.MyPlugin |
| 80 | +api-version: 1.20 |
| 81 | +folia-supported: true |
| 82 | +``` |
| 83 | +
|
| 84 | +### Accessing the world |
| 85 | +
|
| 86 | +Each thread is only able to access the region of the world that it is in charge of. |
| 87 | +
|
| 88 | +First, check if your thread is in charge of that region of world: |
| 89 | +
|
| 90 | +```java |
| 91 | +Location location = new Location(Bukkit.getWorld("world"), 0, 0, 0); |
| 92 | +if (Bukkit.isOwnedByCurrentRegion(location)) { |
| 93 | + // We are in charge of this location! Let's modify the block here |
| 94 | + location.getBlock().setType(Material.AIR); |
| 95 | +} |
| 96 | +``` |
| 97 | + |
| 98 | +Otherwise, if we aren't in charge of that region, we will need to schedule our code to run in that region: |
| 99 | + |
| 100 | +```java |
| 101 | +// If we aren't in charge of that location we need to schedule it |
| 102 | +Location location = new Location(Bukkit.getWorld("world"), 0, 0, 0); |
| 103 | +Bukkit.getRegionScheduler().run(plugin, location, t -> { |
| 104 | + // Now we are in charge of that location! Let's modify the block! |
| 105 | + location.getBlock().setType(Material.AIR); |
| 106 | +}); |
| 107 | +``` |
| 108 | + |
| 109 | +We can also do this for entities: |
| 110 | + |
| 111 | +```java |
| 112 | +Entity entity = Bukkit.getWorld("world").getEntities().get(0); |
| 113 | +if (Bukkit.isOwnedByCurrentRegion(entity)) { |
| 114 | + // We are in charge of this entity! Let's remove it |
| 115 | + entity.remove(); |
| 116 | +} else { |
| 117 | + // We aren't in charge of that entity, let's schedule it |
| 118 | + entity.getScheduler().run(plugin, t -> { |
| 119 | + // Now we are in charge of that entity! Let's remove it! |
| 120 | + entity.remove(); |
| 121 | + }, null); |
| 122 | +} |
| 123 | +``` |
| 124 | + |
| 125 | +### Tips |
| 126 | + |
| 127 | +During most events and commands, you will be on the thread of the player/entity/block that triggered the event or ran the command. |
| 128 | + |
| 129 | +## Java gotchas for multithreaded plugins |
| 130 | + |
| 131 | +### Race conditions |
| 132 | + |
| 133 | +Consider the code below. |
| 134 | + |
| 135 | +```java |
| 136 | +Player player; |
| 137 | + |
| 138 | +void nextPlayer() { |
| 139 | + Player nextPlayer = this.getTheNextPlayer(this.player); |
| 140 | + nextPlayer.sendMessage("You are now the player!"); |
| 141 | + this.player = nextPlayer; |
| 142 | +} |
| 143 | +``` |
| 144 | + |
| 145 | +If you ran the method `nextPlayer` twice in a single-threaded plugin, you would expect the following to occur: |
| 146 | +1. `player` is `PlayerA` |
| 147 | +2. Call 1 executes `this.getTheNextPlayer()` and gets the next player `PlayerB` |
| 148 | +3. Call 1 sends `PlayerB` the message `"You are now the player!"` |
| 149 | +4. Call 1 saves `player` to be `PlayerB` |
| 150 | +5. Call 2 now executes `this.getTheNextPlayer()` and gets the next player `PlayerC` |
| 151 | +6. Call 2 sends `PlayerC` the message `"You are now the player!"` |
| 152 | +7. Call 2 saves `player` to be `PlayerC` |
| 153 | + |
| 154 | +This makes sense. However, if the method `nextPlayer` is running on two threads at the same time, the following will occur: |
| 155 | + |
| 156 | +1. `player` is `PlayerA` |
| 157 | +2. Thread 1 executes `this.getTheNextPlayer()` and gets the next player `PlayerB` |
| 158 | +3. Thread 2 also executes `this.getTheNextPlayer()`. Since `player` is still `PlayerA`, the next player is still `PlayerB` |
| 159 | +4. Thread 1 sends `PlayerB` the message `"You are now the player!"` |
| 160 | +5. Thread 2 also sends `PlayerB` the message `"You are now the player!"` |
| 161 | +6. Thread 1 saves `player` to be `PlayerB` |
| 162 | +7. Thread 2 also saves `player` to be `PlayerB` |
| 163 | + |
| 164 | +This shows the issue of race conditions and why you need to try to avoid them |
| 165 | + |
| 166 | +### Data types |
| 167 | + |
| 168 | +Common data types are typically **not** multithread safe. For example: |
| 169 | +- `ArrayList` |
| 170 | +- `LinkedList` |
| 171 | +- `HashMap` |
| 172 | +- `HashSet` |
| 173 | + |
| 174 | +Consider these following thread-safe data types instead: |
| 175 | +- `Collections.synchronizedList(new ArrayList())` |
| 176 | +- `CopyOnWriteArrayList` |
| 177 | +- `LinkedBlockingDeque` |
| 178 | +- `ConcurrentHashMap` |
| 179 | +- `ConcurrentHashMap.newKeySet()` |
| 180 | + |
| 181 | +### Locks |
| 182 | + |
| 183 | +Locks |
0 commit comments