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b6925c36af
This is now default vanilla behavior Fixes #3644
100 Zeilen
5.2 KiB
Diff
100 Zeilen
5.2 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 29 May 2020 23:32:14 -0400
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Subject: [PATCH] Improve Chunk Status Transition Speed
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When a chunk is loaded from disk that has already been generated,
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the server has to promote the chunk through the system to reach
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it's current desired status level.
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This results in every single status transition going from the main thread
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to the world gen threads, only to discover it has no work it actually
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needs to do.... and then it returns back to main.
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This back and forth costs a lot of time and can really delay chunk loads
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when the server is under high TPS due to their being a lot of time in
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between chunk load times, as well as hogs up the chunk threads from doing
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actual generation and light work.
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Additionally, the whole task system uses a lot of CPU on the server threads anyways.
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So by optimizing status transitions for status's that are already complete,
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we can run them to the desired level while on main thread (where it has
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to happen anyways) instead of ever jumping to world gen thread.
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This will improve chunk loading effeciency to be reduced down to the following
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scenario / path:
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1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue
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2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread
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3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue
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4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks)
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5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task
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6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done
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7) MAIN: Task returns to main, finish processing to FULL/TICKING status
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Previously would have hopped to SERVER around 12+ times there extra.
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diff --git a/src/main/java/net/minecraft/server/PlayerChunk.java b/src/main/java/net/minecraft/server/PlayerChunk.java
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index 04dea2c9fd9337631a6289c7242338e166d6bc1e..446c401b3139f8c6c0e70d883340f0140d94b752 100644
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--- a/src/main/java/net/minecraft/server/PlayerChunk.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
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@@ -55,6 +55,13 @@ public class PlayerChunk {
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this.playersInChunkTickRange = this.chunkMap.playerChunkTickRangeMap.getObjectsInRange(key);
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}
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// Paper end - optimise isOutsideOfRange
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+ // Paper start - optimize chunk status progression without jumping through thread pool
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+ public boolean canAdvanceStatus() {
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+ ChunkStatus status = getChunkHolderStatus();
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+ IChunkAccess chunk = getAvailableChunkNow();
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+ return chunk != null && (status == null || chunk.getChunkStatus().isAtLeastStatus(getNextStatus(status)));
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+ }
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+ // Paper end
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// Paper start - no-tick view distance
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public final Chunk getSendingChunk() {
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diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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index ae42793b5a2f5bb06f068d0365378776901a4351..0e684a040b1a6cee056e8716c2a69620fc440af3 100644
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--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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@@ -740,7 +740,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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return either.mapLeft((list) -> {
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return (Chunk) list.get(list.size() / 2);
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});
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- }, this.executor);
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+ }, this.mainInvokingExecutor); // Paper
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}
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@Nullable
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@@ -1090,7 +1090,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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IChunkAccess ichunkaccess = (IChunkAccess) optional.get();
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if (ichunkaccess.getChunkStatus().b(chunkstatus)) {
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- CompletableFuture completablefuture1;
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+ CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> completablefuture1; // Paper
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if (chunkstatus == ChunkStatus.LIGHT) {
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completablefuture1 = this.b(playerchunk, chunkstatus);
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@@ -1106,7 +1106,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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return this.b(playerchunk, chunkstatus);
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}
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}
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- }, this.executor);
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+ }, this.mainInvokingExecutor).thenComposeAsync(CompletableFuture::completedFuture, this.mainInvokingExecutor); // Paper - optimize chunk status progression without jumping through thread pool - ensure main
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}
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}
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@@ -1225,6 +1225,12 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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return CompletableFuture.completedFuture(Either.right(playerchunk_failure));
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});
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}, (runnable) -> {
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+ // Paper start - optimize chunk status progression without jumping through thread pool
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+ if (playerchunk.canAdvanceStatus()) {
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+ this.mainInvokingExecutor.execute(runnable);
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+ return;
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+ }
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+ // Paper end
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this.mailboxWorldGen.a(ChunkTaskQueueSorter.a(playerchunk, runnable));
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});
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}
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