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Paper-Old/patches/server/0480-Cache-block-data-strings.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: miclebrick <miclebrick@outlook.com>
Date: Thu, 6 Dec 2018 19:52:50 -0500
Subject: [PATCH] Cache block data strings
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.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.
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index 922475997902dcc85ae42f351ace15e82b5aa638..a06c3c73744385eaa990b111af301f36737fce4b 100644
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--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.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.
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@@ -2026,6 +2026,7 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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this.getPlayerList().reloadResources();
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this.functionManager.replaceLibrary(this.resources.managers.getFunctionLibrary());
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this.structureTemplateManager.onResourceManagerReload(this.resources.resourceManager);
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+ org.bukkit.craftbukkit.block.data.CraftBlockData.reloadCache(); // Paper - cache block data strings, they can be defined by datapacks so refresh it here
}, this);
if (this.isSameThread()) {
diff --git a/src/main/java/org/bukkit/craftbukkit/block/data/CraftBlockData.java b/src/main/java/org/bukkit/craftbukkit/block/data/CraftBlockData.java
index 514e1ab74cd24cfcf1dd031e69a8ebfaddf9d3dc..d02a5e383190fc4713141d953efc111bb2f7f89c 100644
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--- a/src/main/java/org/bukkit/craftbukkit/block/data/CraftBlockData.java
+++ b/src/main/java/org/bukkit/craftbukkit/block/data/CraftBlockData.java
@@ -506,9 +506,39 @@ public class CraftBlockData implements BlockData {
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Preconditions.checkState(CraftBlockData.MAP.put(nms, bukkit) == null, "Duplicate mapping %s->%s", nms, bukkit);
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}
+ // Paper start - cache block data strings
+ private static Map<String, CraftBlockData> stringDataCache = new java.util.concurrent.ConcurrentHashMap<>();
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+
+ static {
+ // cache all of the default states at startup, will not cache ones with the custom states inside of the
+ // brackets in a different order, though
+ reloadCache();
+ }
+
+ public static void reloadCache() {
+ stringDataCache.clear();
+ Block.BLOCK_STATE_REGISTRY.forEach(blockData -> stringDataCache.put(blockData.toString(), blockData.createCraftBlockData()));
+ }
+ // Paper end
+
public static CraftBlockData newData(Material material, String data) {
Preconditions.checkArgument(material == null || material.isBlock(), "Cannot get data for not block %s", material);
+ // Paper start - cache block data strings
+ if (material != null) {
+ Block block = CraftMagicNumbers.getBlock(material);
+ if (block != null) {
+ net.minecraft.resources.ResourceLocation key = Registry.BLOCK.getKey(block);
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+ data = data == null ? key.toString() : key + data;
+ }
+ }
+
+ CraftBlockData cached = stringDataCache.computeIfAbsent(data, s -> createNewData(null, s));
+ return (CraftBlockData) cached.clone();
+ }
+
+ private static CraftBlockData createNewData(Material material, String data) {
+ // Paper end - cache block data strings
BlockState blockData;
Block block = CraftMagicNumbers.getBlock(material);
Map<Property<?>, Comparable<?>> parsed = null;