Archiviert
13
0
Dieses Repository wurde am 2024-12-25 archiviert. Du kannst Dateien ansehen und es klonen, aber nicht pushen oder Issues/Pull-Requests öffnen.
Paper-Old/patches/server/0843-Configurable-chat-thread-limit.patch
Jake Potrebic 7c2dc4b342
Use Codecs for adventure Component conversions & network serialization (#10014)
* finish implementing all adventure components in codecs

* add some initial tests

* Add round trip tests for text and translatable components

* Add more round trip test data (score component is failing)

* Add more round trip test data

* Fix SCORE_COMPONENT_MAP_CODEC

* Improve test failure messages

* Add failure cases

* Add a couple more test data

* Make use of AdventureCodecs

* Update patches after rebase

* Squash changes into adventure patch

* Fix AT formatting

* update comment

---------

Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2023-12-11 22:02:06 -08:00

48 Zeilen
3.0 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Shane Freeder <theboyetronic@gmail.com>
Date: Sun, 18 Sep 2022 06:33:17 +0100
Subject: [PATCH] Configurable chat thread limit
By default, spigot shifts chat over to an unbounded thread pool,
on a normal server, this really offers no gains, the creation of a thread
on submitting to the pool on these servers eats more time vs just running it in
the netty pipeline, however, on servers using plugins which do work in here, there
could be some overall benefits to moving this stuff outside of the pipeline.
In general, this patch does two things:
1) Exposes the core size for the pool, this allows for ensuring that a number of threads
sit around in the pool, mitigating the need for creating new threads; This IS however
caveated, the ThreadPoolExecutor will ONLY create core threads as they're needed, it
just won't allow for us to dip back under the # of core threads, this can potentially
be mitigated by calling prestartCoreThread, however, I'm not sure if there is much justification
for this
2) Exposes a max size for the pool, as stated, by default this is unbounded, for most
servers limiting the size of the pool is going to have 0 effects given how fast chat
is actually processed, this is honestly really just exposed for the misnomers or people
who just wanna ensure that this won't grow over a specific size if chat gets stupidly active
diff --git a/src/main/java/io/papermc/paper/configuration/GlobalConfiguration.java b/src/main/java/io/papermc/paper/configuration/GlobalConfiguration.java
index 276961a11fc2bd747d2dacdc581cecec498d7593..a6f58b3457b7477015c5c6d969e7d83017dd3fa1 100644
--- a/src/main/java/io/papermc/paper/configuration/GlobalConfiguration.java
+++ b/src/main/java/io/papermc/paper/configuration/GlobalConfiguration.java
@@ -307,7 +307,18 @@ public class GlobalConfiguration extends ConfigurationPart {
@PostProcess
private void postProcess() {
- // TODO: fill in separate patch
+ //noinspection ConstantConditions
+ if (net.minecraft.server.MinecraftServer.getServer() == null) return; // In testing env, this will be null here
+ int _chatExecutorMaxSize = (this.chatExecutorMaxSize <= 0) ? Integer.MAX_VALUE : this.chatExecutorMaxSize; // This is somewhat dumb, but, this is the default, do we cap this?;
+ int _chatExecutorCoreSize = Math.max(this.chatExecutorCoreSize, 0);
+
+ if (_chatExecutorMaxSize < _chatExecutorCoreSize) {
+ _chatExecutorMaxSize = _chatExecutorCoreSize;
+ }
+
+ java.util.concurrent.ThreadPoolExecutor executor = (java.util.concurrent.ThreadPoolExecutor) net.minecraft.server.MinecraftServer.getServer().chatExecutor;
+ executor.setCorePoolSize(_chatExecutorCoreSize);
+ executor.setMaximumPoolSize(_chatExecutorMaxSize);
}
}
public int maxJoinsPerTick = 5;