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Paper-Old/patches/server/0683-Optimise-chunk-tick-iteration.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Thu, 7 May 2020 05:48:54 -0700
Subject: [PATCH] Optimise chunk tick iteration
Use a dedicated list of entity ticking chunks to reduce the cost
diff --git a/src/main/java/net/minecraft/server/level/ChunkHolder.java b/src/main/java/net/minecraft/server/level/ChunkHolder.java
2023-06-08 08:31:22 +02:00
index b705545ecaef9203ef2ff067ed947ad4aa86dc89..3914fae62d3e0c0a9aeb8fd2bd48e76889c25a3a 100644
--- a/src/main/java/net/minecraft/server/level/ChunkHolder.java
+++ b/src/main/java/net/minecraft/server/level/ChunkHolder.java
2023-06-08 08:31:22 +02:00
@@ -91,6 +91,11 @@ public class ChunkHolder {
this.playersInMobSpawnRange = this.chunkMap.playerMobSpawnMap.getObjectsInRange(key);
this.playersInChunkTickRange = this.chunkMap.playerChunkTickRangeMap.getObjectsInRange(key);
// Paper end - optimise anyPlayerCloseEnoughForSpawning
+ // Paper start - optimise chunk tick iteration
+ if (this.needsBroadcastChanges()) {
+ this.chunkMap.needsChangeBroadcasting.add(this);
+ }
+ // Paper end - optimise chunk tick iteration
}
public void onChunkRemove() {
2023-06-08 08:31:22 +02:00
@@ -98,6 +103,11 @@ public class ChunkHolder {
this.playersInMobSpawnRange = null;
this.playersInChunkTickRange = null;
// Paper end - optimise anyPlayerCloseEnoughForSpawning
+ // Paper start - optimise chunk tick iteration
+ if (this.needsBroadcastChanges()) {
+ this.chunkMap.needsChangeBroadcasting.remove(this);
+ }
+ // Paper end - optimise chunk tick iteration
}
// Paper end
2023-06-08 08:31:22 +02:00
@@ -237,7 +247,7 @@ public class ChunkHolder {
if (i < 0 || i >= this.changedBlocksPerSection.length) return; // CraftBukkit - SPIGOT-6086, SPIGOT-6296
if (this.changedBlocksPerSection[i] == null) {
- this.hasChangedSections = true;
+ this.hasChangedSections = true; this.addToBroadcastMap(); // Paper - optimise chunk tick iteration
this.changedBlocksPerSection[i] = new ShortOpenHashSet();
}
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@@ -261,6 +271,7 @@ public class ChunkHolder {
int k = this.lightEngine.getMaxLightSection();
if (y >= j && y <= k) {
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+ this.addToBroadcastMap(); // Paper - optimise chunk tick iteration
int l = y - j;
if (lightType == LightLayer.SKY) {
2023-06-08 08:31:22 +02:00
@@ -275,8 +286,19 @@ public class ChunkHolder {
}
}
+ // Paper start - optimise chunk tick iteration
+ public final boolean needsBroadcastChanges() {
+ return this.hasChangedSections || !this.skyChangedLightSectionFilter.isEmpty() || !this.blockChangedLightSectionFilter.isEmpty();
+ }
+
+ private void addToBroadcastMap() {
+ org.spigotmc.AsyncCatcher.catchOp("ChunkHolder update");
+ this.chunkMap.needsChangeBroadcasting.add(this);
+ }
+ // Paper end - optimise chunk tick iteration
+
public void broadcastChanges(LevelChunk chunk) {
- if (this.hasChangedSections || !this.skyChangedLightSectionFilter.isEmpty() || !this.blockChangedLightSectionFilter.isEmpty()) {
+ if (this.needsBroadcastChanges()) { // Paper - moved into above, other logic needs to call
Level world = chunk.getLevel();
2023-06-08 08:31:22 +02:00
List list;
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
2023-06-08 08:31:22 +02:00
index 7d80cfd701d910badf1feaecaa4ce5129584e21d..03b802f9f6e31b1ab23af0ff7b235f64c72ec462 100644
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
2023-06-08 08:31:22 +02:00
@@ -115,6 +115,8 @@ import org.bukkit.craftbukkit.generator.CustomChunkGenerator;
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.
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import org.bukkit.entity.Player;
// CraftBukkit end
+import it.unimi.dsi.fastutil.objects.ReferenceOpenHashSet; // Paper
+
public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider {
private static final byte CHUNK_TYPE_REPLACEABLE = -1;
2023-06-08 08:31:22 +02:00
@@ -152,6 +154,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
private final Queue<Runnable> unloadQueue;
int viewDistance;
public final com.destroystokyo.paper.util.misc.PlayerAreaMap playerMobDistanceMap; // Paper
+ public final ReferenceOpenHashSet<ChunkHolder> needsChangeBroadcasting = new ReferenceOpenHashSet<>();
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
// Paper - rewrite chunk system
diff --git a/src/main/java/net/minecraft/server/level/ServerChunkCache.java b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
2023-06-08 08:31:22 +02:00
index 8f1949cf33bdc35d6d024dd82faae37fec325d6f..d9a14c1c42ce9adc53543e7b95a4083b4109cb33 100644
--- a/src/main/java/net/minecraft/server/level/ServerChunkCache.java
+++ b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
2022-12-07 22:05:01 +01:00
@@ -48,6 +48,7 @@ import net.minecraft.world.level.levelgen.structure.templatesystem.StructureTemp
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import net.minecraft.world.level.storage.DimensionDataStorage;
import net.minecraft.world.level.storage.LevelData;
import net.minecraft.world.level.storage.LevelStorageSource;
+import it.unimi.dsi.fastutil.objects.ReferenceOpenHashSet; // Paper
public class ServerChunkCache extends ChunkSource {
2023-06-08 08:31:22 +02:00
@@ -725,42 +726,59 @@ public class ServerChunkCache extends ChunkSource {
this.lastSpawnState = spawnercreature_d;
gameprofilerfiller.popPush("filteringLoadedChunks");
- List<ServerChunkCache.ChunkAndHolder> list = Lists.newArrayListWithCapacity(l);
- Iterator iterator = this.chunkMap.getChunks().iterator();
+ // Paper - moved down
this.level.timings.chunkTicks.startTiming(); // Paper
- while (iterator.hasNext()) {
- ChunkHolder playerchunk = (ChunkHolder) iterator.next();
- LevelChunk chunk = playerchunk.getTickingChunk();
-
- if (chunk != null) {
- list.add(new ServerChunkCache.ChunkAndHolder(chunk, playerchunk));
- }
- }
+ // Paper - moved down
gameprofilerfiller.popPush("spawnAndTick");
boolean flag2 = this.level.getGameRules().getBoolean(GameRules.RULE_DOMOBSPAWNING) && !this.level.players().isEmpty(); // CraftBukkit
- Collections.shuffle(list);
+ // Paper - only shuffle if per-player mob spawning is disabled
// Paper - moved natural spawn event up
- Iterator iterator1 = list.iterator();
2023-06-08 08:31:22 +02:00
+ // Paper start - optimise chunk tick iteratio
+ Iterator<LevelChunk> iterator1;
+ if (this.level.paperConfig().entities.spawning.perPlayerMobSpawns) {
+ iterator1 = this.entityTickingChunks.iterator();
+ } else {
+ iterator1 = this.entityTickingChunks.unsafeIterator();
+ List<LevelChunk> shuffled = Lists.newArrayListWithCapacity(this.entityTickingChunks.size());
+ while (iterator1.hasNext()) {
+ shuffled.add(iterator1.next());
+ }
+ Collections.shuffle(shuffled);
+ iterator1 = shuffled.iterator();
+ }
+ try {
while (iterator1.hasNext()) {
- ServerChunkCache.ChunkAndHolder chunkproviderserver_a = (ServerChunkCache.ChunkAndHolder) iterator1.next();
- LevelChunk chunk1 = chunkproviderserver_a.chunk;
+ LevelChunk chunk1 = iterator1.next();
+ ChunkHolder holder = chunk1.playerChunk;
+ if (holder != null) {
+ // Paper - move down
2021-12-05 22:07:44 +01:00
+ // Paper end - optimise chunk tick iteration
ChunkPos chunkcoordintpair = chunk1.getPos();
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- if (this.level.isNaturalSpawningAllowed(chunkcoordintpair) && this.chunkMap.anyPlayerCloseEnoughForSpawning(chunkproviderserver_a.holder, chunkcoordintpair, false)) { // Paper - optimise anyPlayerCloseEnoughForSpawning
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
+ if ((true || this.level.isNaturalSpawningAllowed(chunkcoordintpair)) && this.chunkMap.anyPlayerCloseEnoughForSpawning(holder, chunkcoordintpair, false)) { // Paper - optimise anyPlayerCloseEnoughForSpawning // Paper - the chunk is known ticking
chunk1.incrementInhabitedTime(j);
- if (flag2 && (this.spawnEnemies || this.spawnFriendlies) && this.level.getWorldBorder().isWithinBounds(chunkcoordintpair) && this.chunkMap.anyPlayerCloseEnoughForSpawning(chunkproviderserver_a.holder, chunkcoordintpair, true)) { // Spigot // Paper - optimise anyPlayerCloseEnoughForSpawning
+ if (flag2 && (this.spawnEnemies || this.spawnFriendlies) && this.level.getWorldBorder().isWithinBounds(chunkcoordintpair) && this.chunkMap.anyPlayerCloseEnoughForSpawning(holder, chunkcoordintpair, true)) { // Spigot // Paper - optimise anyPlayerCloseEnoughForSpawning & optimise chunk tick iteration
NaturalSpawner.spawnForChunk(this.level, chunk1, spawnercreature_d, this.spawnFriendlies, this.spawnEnemies, flag1);
}
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
- if (this.level.shouldTickBlocksAt(chunkcoordintpair.toLong())) {
+ if (true || this.level.shouldTickBlocksAt(chunkcoordintpair.toLong())) { // Paper - the chunk is known ticking
this.level.tickChunk(chunk1, k);
}
}
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+ // Paper start - optimise chunk tick iteration
+ }
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+ }
+
+ } finally {
+ if (iterator1 instanceof io.papermc.paper.util.maplist.IteratorSafeOrderedReferenceSet.Iterator safeIterator) {
+ safeIterator.finishedIterating();
+ }
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}
+ // Paper end - optimise chunk tick iteration
this.level.timings.chunkTicks.stopTiming(); // Paper
gameprofilerfiller.popPush("customSpawners");
if (flag2) {
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@@ -768,15 +786,24 @@ public class ServerChunkCache extends ChunkSource {
this.level.tickCustomSpawners(this.spawnEnemies, this.spawnFriendlies);
} // Paper - timings
}
-
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- gameprofilerfiller.popPush("broadcast");
- list.forEach((chunkproviderserver_a1) -> {
- this.level.timings.broadcastChunkUpdates.startTiming(); // Paper - timing
- chunkproviderserver_a1.holder.broadcastChanges(chunkproviderserver_a1.chunk);
- this.level.timings.broadcastChunkUpdates.stopTiming(); // Paper - timing
- });
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gameprofilerfiller.pop();
+ // Paper start - use set of chunks requiring updates, rather than iterating every single one loaded
+ gameprofilerfiller.popPush("broadcast");
+ this.level.timings.broadcastChunkUpdates.startTiming(); // Paper - timing
+ if (!this.chunkMap.needsChangeBroadcasting.isEmpty()) {
+ ReferenceOpenHashSet<ChunkHolder> copy = this.chunkMap.needsChangeBroadcasting.clone();
+ this.chunkMap.needsChangeBroadcasting.clear();
+ for (ChunkHolder holder : copy) {
+ holder.broadcastChanges(holder.getFullChunkNowUnchecked()); // LevelChunks are NEVER unloaded
+ if (holder.needsBroadcastChanges()) {
+ // I DON'T want to KNOW what DUMB plugins might be doing.
+ this.chunkMap.needsChangeBroadcasting.add(holder);
+ }
+ }
+ }
+ this.level.timings.broadcastChunkUpdates.stopTiming(); // Paper - timing
gameprofilerfiller.pop();
+ // Paper end - use set of chunks requiring updates, rather than iterating every single one loaded
this.chunkMap.tick();
}
}