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5 Commits

Autor SHA1 Nachricht Datum
Aikar
7e1525ea2d
Many improvements to chunk prioritization and bug fixes
Fixed a few bugs, and made numerous improvements.
Fixed issue where a sync chunk load could have its ticket removed and the
priority ticket could expire...
Still not perfect there but better than before.

Also fixed few other misc issues such as watchdog cpu usage, chunk queue update
had risk of double enqueue due to it no longer being a set.

Added much more information about chunk state to watchdog prints.

I see some more room for improvement even, but this is much better than before.

Fixes #3407
Fixes #3411
Fixes #3395
Fixes #3389
2020-05-20 05:13:01 -04:00
Aikar
614a664bd3
Implement Chunk Priority / Urgency System for Chunks
Mark chunks that are blocking main thread for world generation as urgent

Implements a general priority system so that chunks that are sorted in
the generator queues can prioritize certain chunks over another.

Urgent chunks will jump to the front of the line, ensuring that a
sync chunk load on an ungenerated chunk does not lag the server for
a long period of time if the servers generator queues are filled with
lots of chunks already.

This massively reduces the lag spikes from sync chunk gens.

Then we further prioritize loading order so nearby chunks have higher
priority than distant chunks, reducing the pressure a high no tick
view distance holds on you.

Chunks in front of the player have higher priority, to help with
fast traveling players keep up with their movement.

This commit also improves single core cpu scenarios in that we will
now automatically disable Async Chunks as well as Minecrafts thread
pool.

It is never recommended to use async chunks on a single CPU as context
switching will be slower than just running it all on main.

This also bumps the number of server worker threads by default too.
Mojang does not utilize the workers in an effecient manner, resulting
in them using barely any sustained CPU.

So give it more workers so more chunks can be processed concurrently

This change also improves urgent chunk loading, so players flying into
unloaded chunks will hurt a little bit less (but still hurt)

Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 04:09:37 -04:00
Aikar
897dd2c840
Foundational work for Future Memory usage improvements
This commit doesn't do much on its own, but adds a new Java Cleaner API
that lets us hook into Garbage Collector events to reclaim pooled objects and
return them to the pool.

Adds framework for Network Packets to know when a packet has finished dispatching
to get an idea when a packet is done sending to players.

Rewrites PooledObjects impl to properly respect max pool size and remove
almost all risk of contention.

Bumps the Paper Async Task Queue to use 2 threads, and properly shuts it down on shutdown.
2020-05-16 21:38:19 -04:00
Aikar
d0a528b1cb
Move delayed init down later in tick, improve accuracy of startup time
Now tracks the full startup time for "Done" message at end, as apparently
Vanillas was done in a place that skipped tracking a lot of code too.

This fixes an issue with ViaVersion
2020-05-06 21:24:43 -04:00
Aikar
cc477e6abb
Force Plugins that use delayed tasks for init back in their place
Will now run those tasks just before we print "Done" so that startup
time is appropriately accounted for a plugin, as well as will no longer
trip the watchdog on startup.

Any plugin that tries to bypass this is just going to then trip watchdog
on Spigot too, so don't you dare.

Stop trying to cheat the delay your plugin added to startup time.

This isn't a behavior change because the first thing the tick does....
was run these tasks....

So it's just moving it slightly a few lines to be before a watchdog tick and
to account for it in "Done" time.

Fixes #3294
2020-05-06 20:18:31 -04:00