Maintenance after evacuation

- Mantle-bypass maintenance starts only after players leave the world
- This covers studio close, studio disable, world remove, world unload and create rollback
- Maintenance ends only when it was entered
- Folia no longer treats a refused chunk requested during evacuation as a chunk system crash
This commit is contained in:
Brian Neumann-Fopiano committed 2026-09-29 08:44:07 -04:00
1 parent f55fde17d4
commit b1fbede364
7 files changed
+102 -23

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@@ -1098,12 +1098,14 @@ public class StudioSVC implements IrisService {
}
private void destroyStudioWorld(World world, PlatformChunkGenerator generator) {
IrisToolbelt.beginWorldMaintenance(world, "studio-disable", true);
try {
IrisToolbelt.evacuate(world);
} catch (Throwable e) {
IrisLogging.reportError("Failed to evacuate studio world \"" + world.getName() + "\" during shutdown cleanup.", e);
}
// Entered after the evacuation: maintenance that forbids mantle stages refuses every chunk, and Folia
// treats a refused chunk as a chunk system failure.
IrisToolbelt.beginWorldMaintenance(world, "studio-disable", true);
try {
WorldLifecycleService.get().unloadAsync(world, false)
.thenCompose(unloaded -> {
@@ -459,12 +459,14 @@ public final class StudioOpenCoordinator {
) {
AtomicBoolean unloadConfirmed = new AtomicBoolean(false);
AtomicBoolean folderDeleted = new AtomicBoolean(!deleteFolder);
if (world != null) {
IrisToolbelt.beginWorldMaintenance(world, "studio-close", true);
}
CompletableFuture<Void> sequence = sequenceStudioClose(
() -> evacuateWorldFamily(worldName, world),
() -> {
if (world != null) {
IrisToolbelt.beginWorldMaintenance(world, "studio-close", true);
}
},
() -> unloadWorldFamily(worldName, world).thenRun(() -> unloadConfirmed.set(true)),
() -> provider == null ? CompletableFuture.completedFuture(null) : provider.closeAsync(),
() -> deleteFolder
@@ -491,14 +493,22 @@ public final class StudioOpenCoordinator {
});
}
/**
* Maintenance that forbids mantle stages refuses every chunk, and Folia treats a refused chunk as a chunk
* system failure, so it is entered only once no player is left to request one.
*/
static CompletableFuture<Void> sequenceStudioClose(
Supplier<CompletableFuture<Void>> evacuate,
Runnable enterMaintenance,
Supplier<CompletableFuture<Void>> unload,
Supplier<CompletableFuture<Void>> closeGenerator,
Supplier<CompletableFuture<Void>> deleteFolders
) {
return invokePhase(evacuate)
.thenCompose(ignored -> invokePhase(unload))
.thenCompose(ignored -> {
enterMaintenance.run();
return invokePhase(unload);
})
.thenCompose(ignored -> invokePhase(closeGenerator))
.thenCompose(ignored -> invokePhase(deleteFolders));
}
@@ -756,12 +756,17 @@ public class IrisCreator {
}
}
if (activeWorld != null) {
IrisToolbelt.beginWorldMaintenance(activeWorld, "world-create-rollback", true);
boolean maintenanceEntered = false;
try {
PlatformChunkGenerator generator = IrisToolbelt.access(activeWorld);
boolean evacuated = Boolean.TRUE.equals(IrisToolbelt.evacuateAsync(activeWorld)
.get(ROLLBACK_PHASE_TIMEOUT_SECONDS, TimeUnit.SECONDS));
if (!evacuated) {
if (evacuated) {
// Maintenance that forbids mantle stages refuses every chunk, and Folia treats a refused chunk
// as a chunk system failure, so it starts only once no player is left to request one.
IrisToolbelt.beginWorldMaintenance(activeWorld, "world-create-rollback", true);
maintenanceEntered = true;
} else {
safeToDelete = false;
failure.addSuppressed(new IllegalStateException(
"Rollback could not evacuate world \"" + name + "\"."));
@@ -789,7 +794,9 @@ public class IrisCreator {
ServerConfigurator.restart("World creation rollback timed out for \"" + name + "\".");
}
} finally {
IrisToolbelt.endWorldMaintenance(activeWorld, "world-create-rollback", true);
if (maintenanceEntered) {
IrisToolbelt.endWorldMaintenance(activeWorld, "world-create-rollback", true);
}
}
}
@@ -152,15 +152,21 @@ public final class IrisWorldRemovalService {
boolean deleteFiles,
AtomicBoolean terminal
) {
// Maintenance that forbids mantle stages refuses every chunk, and Folia treats a refused chunk as a chunk
// system failure, so it starts only once no player is left to request one.
AtomicBoolean maintenanceEntered = new AtomicBoolean(false);
CompletableFuture<RemovalResult> operation = phase(
RemovalStatus.RESOLUTION_FAILED,
() -> backend.beginMaintenance(resolved).thenApply(ignored -> resolved),
RemovalStatus.TELEPORT_FAILED,
() -> backend.evacuatePlayers(resolved).thenApply(ignored -> resolved),
terminal
)
.thenCompose(activeWorld -> phase(
RemovalStatus.TELEPORT_FAILED,
() -> backend.evacuatePlayers(activeWorld)
.thenApply(ignored -> activeWorld),
RemovalStatus.RESOLUTION_FAILED,
() -> {
CompletableFuture<Void> begun = backend.beginMaintenance(activeWorld);
maintenanceEntered.set(true);
return begun.thenApply(ignored -> activeWorld);
},
terminal
))
.thenCompose(activeWorld -> phase(
@@ -198,7 +204,7 @@ public final class IrisWorldRemovalService {
);
}));
return operation.handle((result, throwable) -> backend.endMaintenance(resolved)
return operation.handle((result, throwable) -> endMaintenance(resolved, maintenanceEntered.get())
.handle((ignored, cleanupFailure) -> {
if (cleanupFailure != null) {
Throwable unwrappedCleanup = unwrap(cleanupFailure);
@@ -216,6 +222,10 @@ public final class IrisWorldRemovalService {
})).thenCompose(result -> result);
}
private CompletableFuture<Void> endMaintenance(ResolvedWorld resolved, boolean entered) {
return entered ? backend.endMaintenance(resolved) : CompletableFuture.completedFuture(null);
}
private CompletableFuture<ResolvedWorld> validateResolvedWorld(ResolvedWorld resolvedWorld) {
if (!resolvedWorld.managed()) {
return CompletableFuture.failedFuture(new RemovalFailure(