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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.
31 Zeilen
1.5 KiB
Diff
31 Zeilen
1.5 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: Mon, 4 May 2020 01:08:56 -0400
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Subject: [PATCH] Set cap on JDK per-thread native byte buffer cache
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See: https://www.evanjones.ca/java-bytebuffer-leak.html
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This is potentially a source of lots of native memory usage.
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We are clearly seeing native usage upwards to 1-4GB which doesn't make sense.
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Region File usage fixed in previous patch should of tecnically only been somewhat
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temporary until GC finally gets it some time later, but between all the various
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plugins doing IO on various threads, this hidden detail of the JDK could be
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keeping long lived large direct buffers in cache.
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Set system properly at server startup if not set already to help protect from this.
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diff --git a/src/main/java/org/bukkit/craftbukkit/Main.java b/src/main/java/org/bukkit/craftbukkit/Main.java
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index cce6886bb3973eed8f0c7ca7b1189547324fd4e2..0aef4fc4a89e627bc80504d7402f1ca2cdc95a74 100644
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--- a/src/main/java/org/bukkit/craftbukkit/Main.java
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+++ b/src/main/java/org/bukkit/craftbukkit/Main.java
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@@ -28,6 +28,7 @@ public class Main {
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}
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// Paper end
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// Todo: Installation script
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+ if (System.getProperty("jdk.nio.maxCachedBufferSize") == null) System.setProperty("jdk.nio.maxCachedBufferSize", "262144"); // Paper - cap per-thread NIO cache size
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OptionParser parser = new OptionParser() {
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{
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acceptsAll(Main.asList("?", "help"), "Show the help");
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