3
0
Mirror von https://github.com/PaperMC/Paper.git synchronisiert 2024-11-15 12:30:06 +01:00
Paper/patches/server/1006-Entity-load-save-limit-per-chunk.patch

59 Zeilen
3.7 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
2021-06-17 11:37:24 +02:00
From: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
Date: Wed, 18 Nov 2020 20:52:25 -0800
Subject: [PATCH] Entity load/save limit per chunk
Adds a config option to limit the number of entities saved and loaded
to a chunk. The default values of -1 disable the limit. Although
defaults are only included for certain entites, this allows setting
limits for any entity type.
diff --git a/src/main/java/net/minecraft/world/entity/EntityType.java b/src/main/java/net/minecraft/world/entity/EntityType.java
2024-02-01 10:15:57 +01:00
index 69bdf3f2ee731e59e8d454816a9ca72cb49c0fe0..09e8445a3f8c6b3ebc852a75a9a25b41a51ba659 100644
--- a/src/main/java/net/minecraft/world/entity/EntityType.java
+++ b/src/main/java/net/minecraft/world/entity/EntityType.java
2024-02-01 10:15:57 +01:00
@@ -640,9 +640,20 @@ public class EntityType<T extends Entity> implements FeatureElement, EntityTypeT
2022-03-01 06:43:03 +01:00
final Spliterator<? extends Tag> spliterator = entityNbtList.spliterator();
return StreamSupport.stream(new Spliterator<Entity>() {
+ final java.util.Map<EntityType<?>, Integer> loadedEntityCounts = new java.util.HashMap<>(); // Paper - Entity load/save limit per chunk
public boolean tryAdvance(Consumer<? super Entity> consumer) {
return spliterator.tryAdvance((nbtbase) -> {
EntityType.loadEntityRecursive((CompoundTag) nbtbase, world, (entity) -> {
+ // Paper start - Entity load/save limit per chunk
+ final EntityType<?> entityType = entity.getType();
+ final int saveLimit = world.paperConfig().chunks.entityPerChunkSaveLimit.getOrDefault(entityType, -1);
+ if (saveLimit > -1) {
+ if (this.loadedEntityCounts.getOrDefault(entityType, 0) >= saveLimit) {
+ return null;
+ }
+ this.loadedEntityCounts.merge(entityType, 1, Integer::sum);
+ }
+ // Paper end - Entity load/save limit per chunk
consumer.accept(entity);
return entity;
});
diff --git a/src/main/java/net/minecraft/world/level/chunk/storage/EntityStorage.java b/src/main/java/net/minecraft/world/level/chunk/storage/EntityStorage.java
index 0ec0be22f7292d57c40da6f1f4575bdebf8dbd09..23dc37ff1f92951817864963bf93220d5aae91bb 100644
--- a/src/main/java/net/minecraft/world/level/chunk/storage/EntityStorage.java
+++ b/src/main/java/net/minecraft/world/level/chunk/storage/EntityStorage.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -110,7 +110,18 @@ public class EntityStorage implements EntityPersistentStorage<Entity> {
}
2023-03-14 21:25:13 +01:00
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
ListTag listTag = new ListTag();
+ final java.util.Map<net.minecraft.world.entity.EntityType<?>, Integer> savedEntityCounts = new java.util.HashMap<>(); // Paper - Entity load/save limit per chunk
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
entities.forEach((entity) -> { // diff here: use entities parameter
+ // Paper start - Entity load/save limit per chunk
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
+ final EntityType<?> entityType = entity.getType();
+ final int saveLimit = level.paperConfig().chunks.entityPerChunkSaveLimit.getOrDefault(entityType, -1);
+ if (saveLimit > -1) {
+ if (savedEntityCounts.getOrDefault(entityType, 0) >= saveLimit) {
+ return;
+ }
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
+ savedEntityCounts.merge(entityType, 1, Integer::sum);
+ }
+ // Paper end - Entity load/save limit per chunk
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
CompoundTag compoundTag = new CompoundTag();
if (entity.save(compoundTag)) {
listTag.add(compoundTag);