13
0
geforkt von Mirrors/Paper
Paper/Spigot-Server-Patches/0529-Implement-Chunk-Priority-Urgency-System-for-Chunks.patch

937 Zeilen
50 KiB
Diff

Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sat, 11 Apr 2020 03:56:07 -0400
Subject: [PATCH] Implement Chunk Priority / Urgency System for Chunks
Mark chunks that are blocking main thread for world generation as urgent
Implements a general priority system so that chunks that are sorted in
the generator queues can prioritize certain chunks over another.
Urgent chunks will jump to the front of the line, ensuring that a
sync chunk load on an ungenerated chunk does not lag the server for
a long period of time if the servers generator queues are filled with
lots of chunks already.
This massively reduces the lag spikes from sync chunk gens.
Then we further prioritize loading order so nearby chunks have higher
priority than distant chunks, reducing the pressure a high no tick
view distance holds on you.
Chunks in front of the player have higher priority, to help with
fast traveling players keep up with their movement.
diff --git a/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java b/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java
index b5c2e1f4a2b5fdcaa6bb01f4b3b6847cd5b73ae8..6209b33d8497ec56bbde507e523db0649c66f590 100644
--- a/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java
+++ b/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java
@@ -4,7 +4,10 @@ import com.destroystokyo.paper.io.PaperFileIOThread;
import com.destroystokyo.paper.io.IOUtil;
import com.destroystokyo.paper.io.PrioritizedTaskQueue;
import com.destroystokyo.paper.io.QueueExecutorThread;
+import it.unimi.dsi.fastutil.longs.Long2ObjectMap;
+import net.minecraft.server.ChunkCoordIntPair;
import net.minecraft.server.ChunkRegionLoader;
+import net.minecraft.server.ChunkStatus;
import net.minecraft.server.IAsyncTaskHandler;
import net.minecraft.server.IChunkAccess;
import net.minecraft.server.MinecraftServer;
@@ -106,7 +109,7 @@ public final class ChunkTaskManager {
}
static void dumpChunkInfo(Set<PlayerChunk> seenChunks, PlayerChunk chunkHolder, int x, int z) {
- dumpChunkInfo(seenChunks, chunkHolder, x, z, 0, 1);
+ dumpChunkInfo(seenChunks, chunkHolder, x, z, 0, 4);
}
static void dumpChunkInfo(Set<PlayerChunk> seenChunks, PlayerChunk chunkHolder, int x, int z, int indent, int maxDepth) {
@@ -127,6 +130,30 @@ public final class ChunkTaskManager {
PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Status - " + ((chunk == null) ? "null chunk" : chunk.getChunkStatus().toString()));
PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Ticket Status - " + PlayerChunk.getChunkStatus(chunkHolder.getTicketLevel()));
PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Holder Status - " + ((holderStatus == null) ? "null" : holderStatus.toString()));
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Holder Priority - " + chunkHolder.getCurrentPriority());
+
+ if (!chunkHolder.neighbors.isEmpty()) {
+ if (indent >= maxDepth) {
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Neighbors: (Can't show, too deeply nested)");
+ return;
+ }
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Neighbors: ");
+ for (PlayerChunk neighbor : chunkHolder.neighbors.keySet()) {
+ ChunkStatus status = neighbor.getChunkHolderStatus();
+ if (status != null && status.isAtLeastStatus(PlayerChunk.getChunkStatus(neighbor.getTicketLevel()))) {
+ continue;
+ }
+ int nx = neighbor.location.x;
+ int nz = neighbor.location.z;
+ if (seenChunks.contains(neighbor)) {
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + " " + nx + "," + nz + " in " + chunkHolder.getWorld().getWorld().getName() + " (CIRCULAR)");
+ continue;
+ }
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + " " + nx + "," + nz + " in " + chunkHolder.getWorld().getWorld().getName() + ":");
+ dumpChunkInfo(seenChunks, neighbor, nx, nz, indent + 1, maxDepth);
+ }
+ }
+
}
}
diff --git a/src/main/java/net/minecraft/server/ChunkCoordIntPair.java b/src/main/java/net/minecraft/server/ChunkCoordIntPair.java
index f617636a22167b06ac8073aa25efd8c7099155f0..0f40793f004639822b9d40521cd21ec50391ba3b 100644
--- a/src/main/java/net/minecraft/server/ChunkCoordIntPair.java
+++ b/src/main/java/net/minecraft/server/ChunkCoordIntPair.java
@@ -110,6 +110,7 @@ public class ChunkCoordIntPair {
return "[" + this.x + ", " + this.z + "]";
}
+ public final BlockPosition asPosition() { return l(); } // Paper - OBFHELPER
public BlockPosition l() {
return new BlockPosition(this.x << 4, 0, this.z << 4);
}
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
diff --git a/src/main/java/net/minecraft/server/ChunkMapDistance.java b/src/main/java/net/minecraft/server/ChunkMapDistance.java
index 586a20fe5c77c2ad5fa26f337a94a16e21d8b5e2..a4a4235f42de1876641a936469fbc65be3192c76 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/ChunkMapDistance.java
+++ b/src/main/java/net/minecraft/server/ChunkMapDistance.java
@@ -23,6 +23,7 @@ import java.util.concurrent.Executor;
import javax.annotation.Nullable;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
+import org.spigotmc.AsyncCatcher; // Paper
public abstract class ChunkMapDistance {
@@ -84,6 +85,7 @@ public abstract class ChunkMapDistance {
}
private static int a(ArraySetSorted<Ticket<?>> arraysetsorted) {
+ AsyncCatcher.catchOp("ChunkMapDistance::getHighestTicketLevel"); // Paper
return !arraysetsorted.isEmpty() ? ((Ticket) arraysetsorted.b()).b() : PlayerChunkMap.GOLDEN_TICKET + 1;
}
@@ -97,6 +99,7 @@ public abstract class ChunkMapDistance {
public boolean a(PlayerChunkMap playerchunkmap) {
//this.f.a(); // Paper - no longer used
+ AsyncCatcher.catchOp("DistanceManagerTick");
this.g.a();
int i = Integer.MAX_VALUE - this.e.a(Integer.MAX_VALUE);
boolean flag = i != 0;
@@ -107,11 +110,13 @@ public abstract class ChunkMapDistance {
// Paper start
if (!this.pendingChunkUpdates.isEmpty()) {
+ this.pollingPendingChunkUpdates = true;
while(!this.pendingChunkUpdates.isEmpty()) {
PlayerChunk remove = this.pendingChunkUpdates.remove();
remove.isUpdateQueued = false;
remove.a(playerchunkmap);
}
+ this.pollingPendingChunkUpdates = false;
// Paper end
return true;
} else {
@@ -147,8 +152,10 @@ public abstract class ChunkMapDistance {
return flag;
}
}
+ boolean pollingPendingChunkUpdates = false; // Paper
private boolean addTicket(long i, Ticket<?> ticket) { // CraftBukkit - void -> boolean
+ AsyncCatcher.catchOp("ChunkMapDistance::addTicket"); // Paper
ArraySetSorted<Ticket<?>> arraysetsorted = this.e(i);
int j = a(arraysetsorted);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
Ticket<?> ticket1 = (Ticket) arraysetsorted.a(ticket); // CraftBukkit - decompile error
@@ -162,6 +169,7 @@ public abstract class ChunkMapDistance {
}
private boolean removeTicket(long i, Ticket<?> ticket) { // CraftBukkit - void -> boolean
+ AsyncCatcher.catchOp("ChunkMapDistance::removeTicket"); // Paper
ArraySetSorted<Ticket<?>> arraysetsorted = this.e(i);
boolean removed = false; // CraftBukkit
@@ -182,6 +190,88 @@ public abstract class ChunkMapDistance {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.addTicketAtLevel(tickettype, chunkcoordintpair, i, t0);
}
+ // Paper start
+ public static final int PRIORITY_TICKET_LEVEL = 33;
+ public static final int URGENT_PRIORITY = 29;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public boolean markUrgent(ChunkCoordIntPair coords) {
+ return addPriorityTicket(coords, TicketType.URGENT, URGENT_PRIORITY);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ public boolean markHighPriority(ChunkCoordIntPair coords, int priority) {
+ priority = Math.min(URGENT_PRIORITY - 1, Math.max(1, priority));
+ return addPriorityTicket(coords, TicketType.PRIORITY, priority);
+ }
+
+ private boolean addPriorityTicket(ChunkCoordIntPair coords, TicketType<ChunkCoordIntPair> ticketType, int priority) {
+ AsyncCatcher.catchOp("ChunkMapDistance::addPriorityTicket");
+ long pair = coords.pair();
+ PlayerChunk updatingChunk = chunkMap.getUpdatingChunk(pair);
+ if (updatingChunk != null && updatingChunk.priorityBoost >= priority) {
+ return true;
+ }
+ boolean success;
+ if (!(success = updatePriorityTicket(coords, ticketType, priority))) {
+ Ticket<ChunkCoordIntPair> ticket = new Ticket<ChunkCoordIntPair>(ticketType, PRIORITY_TICKET_LEVEL, coords);
+ ticket.priority = priority;
+ success = this.addTicket(pair, ticket);
+ }
+
+ chunkMap.world.getChunkProvider().tickDistanceManager();
+ if (updatingChunk == null) {
+ updatingChunk = chunkMap.getUpdatingChunk(pair);
+ }
+ if (updatingChunk != null && updatingChunk.priorityBoost < priority) {
+ // May not be enqueued, enqueue it if not and tick distance manager
+ chunkMap.queueHolderUpdate(updatingChunk);
+ chunkMap.world.getChunkProvider().tickDistanceManager();
+ }
+ return success;
+ }
+
+ private boolean updatePriorityTicket(ChunkCoordIntPair coords, TicketType<ChunkCoordIntPair> type, int priority) {
+ ArraySetSorted<Ticket<?>> tickets = this.tickets.get(coords.pair());
+ if (tickets == null) {
+ return false;
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getTicketType() == type) {
+ // We only support increasing, not decreasing, too complicated
+ ticket.priority = Math.max(ticket.priority, priority);
+ return true;
+ }
+ }
+
+ return false;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public int getChunkPriority(ChunkCoordIntPair coords) {
+ AsyncCatcher.catchOp("ChunkMapDistance::getChunkPriority");
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ ArraySetSorted<Ticket<?>> tickets = this.tickets.get(coords.pair());
+ if (tickets == null) {
+ return 0;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getTicketType() == TicketType.URGENT) {
+ return URGENT_PRIORITY;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getTicketType() == TicketType.PRIORITY && ticket.priority > 0) {
+ return ticket.priority;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ }
+ return 0;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ public void clearPriorityTickets(ChunkCoordIntPair coords) {
+ AsyncCatcher.catchOp("ChunkMapDistance::clearPriority");
+ this.removeTicket(coords.pair(), new Ticket<ChunkCoordIntPair>(TicketType.PRIORITY, PRIORITY_TICKET_LEVEL, coords));
+ }
+
+ public void clearUrgent(ChunkCoordIntPair coords) {
+ AsyncCatcher.catchOp("ChunkMapDistance::clearUrgent");
+ this.removeTicket(coords.pair(), new Ticket<ChunkCoordIntPair>(TicketType.URGENT, PRIORITY_TICKET_LEVEL, coords));
+ }
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ // Paper end
public <T> boolean addTicketAtLevel(TicketType<T> ticketType, ChunkCoordIntPair chunkcoordintpair, int level, T identifier) {
return this.addTicket(chunkcoordintpair.pair(), new Ticket<>(ticketType, level, identifier));
// CraftBukkit end
@@ -386,7 +476,32 @@ public abstract class ChunkMapDistance {
if (flag1) {
ChunkMapDistance.this.j.a(ChunkTaskQueueSorter.a(() -> { // CraftBukkit - decompile error
- ChunkMapDistance.this.m.execute(() -> {
+ // Paper start - smarter ticket delay based on frustum and distance
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> playersNearby = chunkMap.playerViewDistanceNoTickMap.getObjectsInRange(i);
+ // delay ticket add based on distance if > 4, and penalize > 8 more
+ int delay = j < 4 ? 0 : (j > 8 ? 20 + j * 2 : j);
+ if (playersNearby != null && j < 4) {
+ Object[] backingSet = playersNearby.getBackingSet();
+ BlockPosition chunkPos = new ChunkCoordIntPair(i).asPosition();
+ double minDist = Double.MAX_VALUE;
+ for (int index = 0, len = backingSet.length; index < len; ++index) {
+ if (!(backingSet[index] instanceof EntityPlayer)) {
+ continue;
+ }
+ EntityPlayer player = (EntityPlayer) backingSet[index];
+ BlockPosition pointInFront = player.getPointInFront(3 * 16);
+
+ double dist = MCUtil.distanceSq(pointInFront, chunkPos);
+ if (dist < minDist && dist >= 4*4) {
+ minDist = dist;
+ }
+ }
+ if (minDist < Double.MAX_VALUE) {
+ delay += 10 + Math.sqrt(minDist)*3;
+ }
+ }
+ MCUtil.scheduleTask(delay, () -> {
+ // Paper end
if (this.c(this.c(i))) {
ChunkMapDistance.this.addTicket(i, ticket);
ChunkMapDistance.this.l.add(i);
@@ -397,12 +512,15 @@ public abstract class ChunkMapDistance {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
});
}, i, () -> {
- return j;
+ int desired = j + chunkMap.getEffectiveViewDistance() >= j ? 20 : 30; // Paper - use less priority for no tick chunks
+ return Math.min(PlayerChunkMap.GOLDEN_TICKET, desired); // Paper - this is based on distance to player for priority,
+ // ensure new no tick tickets arent higher priority than high priority tickets...
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
}));
} else {
ChunkMapDistance.this.k.a(ChunkTaskQueueSorter.a(() -> { // CraftBukkit - decompile error
ChunkMapDistance.this.m.execute(() -> {
ChunkMapDistance.this.removeTicket(i, ticket);
+ ChunkMapDistance.this.clearPriorityTickets(new ChunkCoordIntPair(i)); // Paper
});
}, i, true));
}
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
index 7a275bf3260f9fbefc41883c5ebdc1eb2196daf0..54e89c9cc6c47ff2c4f4dd5d4c22a391f8a3d6e0 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
@@ -432,6 +432,18 @@ public class ChunkProviderServer extends IChunkProvider {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
public <T> void removeTicketAtLevel(TicketType<T> ticketType, ChunkCoordIntPair chunkPos, int ticketLevel, T identifier) {
this.chunkMapDistance.removeTicketAtLevel(ticketType, chunkPos, ticketLevel, identifier);
}
+
+ public boolean markUrgent(ChunkCoordIntPair coords) {
+ return this.chunkMapDistance.markUrgent(coords);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public boolean markHighPriority(ChunkCoordIntPair coords, int priority) {
+ return this.chunkMapDistance.markHighPriority(coords, priority);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public void clearPriorityTickets(ChunkCoordIntPair coords) {
+ this.chunkMapDistance.clearPriorityTickets(coords);
+ }
// Paper end
@Nullable
@@ -470,6 +482,8 @@ public class ChunkProviderServer extends IChunkProvider {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
if (!completablefuture.isDone()) { // Paper
// Paper start - async chunk io/loading
+ ChunkCoordIntPair pair = new ChunkCoordIntPair(x, z);
+ this.chunkMapDistance.markUrgent(pair);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.world.asyncChunkTaskManager.raisePriority(x, z, com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY);
com.destroystokyo.paper.io.chunk.ChunkTaskManager.pushChunkWait(this.world, x, z);
// Paper end
@@ -478,6 +492,8 @@ public class ChunkProviderServer extends IChunkProvider {
this.serverThreadQueue.awaitTasks(completablefuture::isDone);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
com.destroystokyo.paper.io.chunk.ChunkTaskManager.popChunkWait(); // Paper - async chunk debug
this.world.timings.syncChunkLoad.stopTiming(); // Paper
+ this.chunkMapDistance.clearPriorityTickets(pair); // Paper
+ this.chunkMapDistance.clearUrgent(pair); // Paper
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
} // Paper
ichunkaccess = (IChunkAccess) ((Either) completablefuture.join()).map((ichunkaccess1) -> {
return ichunkaccess1;
@@ -530,6 +546,7 @@ public class ChunkProviderServer extends IChunkProvider {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
if (flag && !currentlyUnloading) {
// CraftBukkit end
this.chunkMapDistance.a(TicketType.UNKNOWN, chunkcoordintpair, l, chunkcoordintpair);
+ if (isUrgent) this.chunkMapDistance.markUrgent(chunkcoordintpair); // Paper
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
if (this.a(playerchunk, l)) {
GameProfilerFiller gameprofilerfiller = this.world.getMethodProfiler();
@@ -542,8 +559,13 @@ public class ChunkProviderServer extends IChunkProvider {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
}
}
}
-
- return this.a(playerchunk, l) ? PlayerChunk.UNLOADED_CHUNK_ACCESS_FUTURE : playerchunk.a(chunkstatus, this.playerChunkMap);
+ // Paper start
+ CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> future = this.a(playerchunk, l) ? PlayerChunk.UNLOADED_CHUNK_ACCESS_FUTURE : playerchunk.a(chunkstatus, this.playerChunkMap);
+ if (isUrgent) {
+ future.thenAccept(either -> this.chunkMapDistance.clearUrgent(chunkcoordintpair));
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ return future;
+ // Paper end
}
private boolean a(@Nullable PlayerChunk playerchunk, int i) {
@@ -593,7 +615,7 @@ public class ChunkProviderServer extends IChunkProvider {
return this.serverThreadQueue.executeNext();
}
- private boolean tickDistanceManager() {
+ public boolean tickDistanceManager() { // Paper - public
boolean flag = this.chunkMapDistance.a(this.playerChunkMap);
boolean flag1 = this.playerChunkMap.b();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
index 07a6fc3d88e7d44bfab7f3d6a0eef7dc132ab422..c88177b77607519453bb349a8e960d22d73e9f8e 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/EntityPlayer.java
+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
@@ -132,6 +132,15 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
this.maxHealthCache = this.getMaxHealth();
this.cachedSingleMobDistanceMap = new com.destroystokyo.paper.util.PooledHashSets.PooledObjectLinkedOpenHashSet<>(this); // Paper
}
+ // Paper start
+ public BlockPosition getPointInFront(double inFront) {
+ final float yaw = MCUtil.normalizeYaw(this.yaw);
+ double rads = Math.toRadians(yaw);
+ final double x = locX() + inFront * Math.cos(rads);
+ final double z = locZ() + inFront * Math.sin(rads);
+ return new BlockPosition(x, locY(), z);
+ }
+ // Paper end
// Yes, this doesn't match Vanilla, but it's the best we can do for now.
// If this is an issue, PRs are welcome
@@ -441,6 +450,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
if (valid && (!this.isSpectator() || this.world.isLoaded(new BlockPosition(this)))) { // Paper - don't tick dead players that are not in the world currently (pending respawn)
super.tick();
}
+ if (valid && isAlive() && this.ticksLived % 20 == 0) ((WorldServer)world).getChunkProvider().playerChunkMap.checkHighPriorityChunks(this); // Paper
for (int i = 0; i < this.inventory.getSize(); ++i) {
ItemStack itemstack = this.inventory.getItem(i);
Improve Chunk Status Transition Speed When a chunk is loaded from disk that has already been generated, the server has to promote the chunk through the system to reach it's current desired status level. This results in every single status transition going from the main thread to the world gen threads, only to discover it has no work it actually needs to do.... and then it returns back to main. This back and forth costs a lot of time and can really delay chunk loads when the server is under high TPS due to their being a lot of time in between chunk load times, as well as hogs up the chunk threads from doing actual generation and light work. Additionally, the whole task system uses a lot of CPU on the server threads anyways. So by optimizing status transitions for status's that are already complete, we can run them to the desired level while on main thread (where it has to happen anyways) instead of ever jumping to world gen thread. This will improve chunk loading effeciency to be reduced down to the following scenario / path: 1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue 2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread 3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue 4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks) 5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task 6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done 7) MAIN: Task returns to main, finish processing to FULL/TICKING status Previously would have hopped to SERVER around 12+ times there extra.
2020-05-30 07:12:18 +02:00
diff --git a/src/main/java/net/minecraft/server/LightEngineThreaded.java b/src/main/java/net/minecraft/server/LightEngineThreaded.java
index 8776799de033f02b0f87e9ea7e4a4ce912e94dd4..e16eac92d072cbb3a6a4934e336898f5b8ca0658 100644
Improve Chunk Status Transition Speed When a chunk is loaded from disk that has already been generated, the server has to promote the chunk through the system to reach it's current desired status level. This results in every single status transition going from the main thread to the world gen threads, only to discover it has no work it actually needs to do.... and then it returns back to main. This back and forth costs a lot of time and can really delay chunk loads when the server is under high TPS due to their being a lot of time in between chunk load times, as well as hogs up the chunk threads from doing actual generation and light work. Additionally, the whole task system uses a lot of CPU on the server threads anyways. So by optimizing status transitions for status's that are already complete, we can run them to the desired level while on main thread (where it has to happen anyways) instead of ever jumping to world gen thread. This will improve chunk loading effeciency to be reduced down to the following scenario / path: 1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue 2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread 3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue 4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks) 5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task 6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done 7) MAIN: Task returns to main, finish processing to FULL/TICKING status Previously would have hopped to SERVER around 12+ times there extra.
2020-05-30 07:12:18 +02:00
--- a/src/main/java/net/minecraft/server/LightEngineThreaded.java
+++ b/src/main/java/net/minecraft/server/LightEngineThreaded.java
@@ -134,7 +134,11 @@ public class LightEngineThreaded extends LightEngine implements AutoCloseable {
ChunkCoordIntPair chunkcoordintpair = ichunkaccess.getPos();
ichunkaccess.b(false);
- this.a(chunkcoordintpair.x, chunkcoordintpair.z, LightEngineThreaded.Update.PRE_UPDATE, SystemUtils.a(() -> {
+ // Paper start
+ IntSupplier defSupplier = this.d.c(chunkcoordintpair.pair());
+ IntSupplier priority = () -> Math.max(defSupplier.getAsInt() - 1, 1);
Improve Chunk Status Transition Speed When a chunk is loaded from disk that has already been generated, the server has to promote the chunk through the system to reach it's current desired status level. This results in every single status transition going from the main thread to the world gen threads, only to discover it has no work it actually needs to do.... and then it returns back to main. This back and forth costs a lot of time and can really delay chunk loads when the server is under high TPS due to their being a lot of time in between chunk load times, as well as hogs up the chunk threads from doing actual generation and light work. Additionally, the whole task system uses a lot of CPU on the server threads anyways. So by optimizing status transitions for status's that are already complete, we can run them to the desired level while on main thread (where it has to happen anyways) instead of ever jumping to world gen thread. This will improve chunk loading effeciency to be reduced down to the following scenario / path: 1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue 2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread 3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue 4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks) 5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task 6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done 7) MAIN: Task returns to main, finish processing to FULL/TICKING status Previously would have hopped to SERVER around 12+ times there extra.
2020-05-30 07:12:18 +02:00
+ // Paper end
+ this.a(chunkcoordintpair.x, chunkcoordintpair.z, priority, LightEngineThreaded.Update.PRE_UPDATE, SystemUtils.a(() -> { // Paper - boost light priority
ChunkSection[] achunksection = ichunkaccess.getSections();
for (int i = 0; i < 16; ++i) {
@@ -161,7 +165,7 @@ public class LightEngineThreaded extends LightEngine implements AutoCloseable {
super.b(chunkcoordintpair, false);
return ichunkaccess;
}, (runnable) -> {
- this.a(chunkcoordintpair.x, chunkcoordintpair.z, LightEngineThreaded.Update.POST_UPDATE, runnable);
+ this.a(chunkcoordintpair.x, chunkcoordintpair.z, priority, LightEngineThreaded.Update.POST_UPDATE, runnable); // Paper - boost light priority
});
}
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
diff --git a/src/main/java/net/minecraft/server/MCUtil.java b/src/main/java/net/minecraft/server/MCUtil.java
index 0d1065688b19ceca9440bc8bf2bf65910f03fa46..8a349964578e07e5ed13f801c57de68459220da9 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/MCUtil.java
+++ b/src/main/java/net/minecraft/server/MCUtil.java
@@ -684,6 +684,7 @@ public final class MCUtil {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
chunkData.addProperty("x", playerChunk.location.x);
chunkData.addProperty("z", playerChunk.location.z);
chunkData.addProperty("ticket-level", playerChunk.getTicketLevel());
+ chunkData.addProperty("priority", playerChunk.getCurrentPriority());
chunkData.addProperty("state", PlayerChunk.getChunkState(playerChunk.getTicketLevel()).toString());
chunkData.addProperty("queued-for-unload", chunkMap.unloadQueue.contains(playerChunk.location.pair()));
chunkData.addProperty("status", status == null ? "unloaded" : status.toString());
diff --git a/src/main/java/net/minecraft/server/PlayerChunk.java b/src/main/java/net/minecraft/server/PlayerChunk.java
index aeca6b2b9d5d73aeb6dc639b5cad2f2533a2de44..e490866b3f4ac846c5988f5bc564e3902c3786d3 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/PlayerChunk.java
+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
@@ -26,8 +26,8 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
private CompletableFuture<IChunkAccess> chunkSave;
public int oldTicketLevel;
private int ticketLevel;
- private int n;
- final ChunkCoordIntPair location; // Paper - private -> package
+ volatile int n; public final int getCurrentPriority() { return n; } // Paper - OBFHELPER - make volatile since this is concurrently accessed
+ public final ChunkCoordIntPair location; // Paper - private -> public
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
private final short[] dirtyBlocks;
private int dirtyCount;
private int r;
@@ -40,6 +40,7 @@ public class PlayerChunk {
private boolean hasBeenLoaded;
private final PlayerChunkMap chunkMap; // Paper
+ public WorldServer getWorld() { return chunkMap.world; } // Paper
long lastAutoSaveTime; // Paper - incremental autosave
long inactiveTimeStart; // Paper - incremental autosave
@@ -67,6 +68,124 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
return null;
}
// Paper end - no-tick view distance
+ // Paper start - Chunk gen/load priority system
+ volatile int neighborPriority = -1;
+ volatile int priorityBoost = 0;
+ public final java.util.concurrent.ConcurrentHashMap<PlayerChunk, ChunkStatus> neighbors = new java.util.concurrent.ConcurrentHashMap<>();
+ public final it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<Integer> neighborPriorities = new it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<>();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+
+ private int getDemandedPriority() {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ int priority = neighborPriority; // if we have a neighbor priority, use it
+ int myPriority = getMyPriority();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+
+ if (priority == -1 || (ticketLevel <= 33 && priority > myPriority)) {
+ priority = myPriority;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ return Math.max(1, Math.min(PlayerChunkMap.GOLDEN_TICKET, priority));
+ }
+
+ private int getMyPriority() {
+ if (priorityBoost == ChunkMapDistance.URGENT_PRIORITY) {
+ return 2; // Urgent - ticket level isn't always 31 so 33-30 = 3, but allow 1 more tasks to go below this for dependents
+ }
+ int basePriority = ticketLevel - priorityBoost;
+ if (ticketLevel >= 33 && priorityBoost == 0 && (neighborPriority >= 34 || neighborPriorities.isEmpty())) {
+ basePriority += 5;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ return basePriority;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ private int getNeighborsPriority() {
+ return neighborPriorities.isEmpty() ? getMyPriority() : getDemandedPriority();
+ }
+
+ public void onNeighborRequest(PlayerChunk neighbor, ChunkStatus status) {
+ neighbor.setNeighborPriority(this, getNeighborsPriority());
+ this.neighbors.compute(neighbor, (playerChunk, currentWantedStatus) -> {
+ if (currentWantedStatus == null || !currentWantedStatus.isAtLeastStatus(status)) {
+ //System.out.println(this + " request " + neighbor + " at " + status + " currently " + currentWantedStatus);
+ return status;
+ } else {
+ //System.out.println(this + " requested " + neighbor + " at " + status + " but thats lower than other wanted status " + currentWantedStatus);
+ return currentWantedStatus;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ });
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ public void onNeighborDone(PlayerChunk neighbor, ChunkStatus chunkstatus, IChunkAccess chunk) {
+ this.neighbors.compute(neighbor, (playerChunk, wantedStatus) -> {
+ if (wantedStatus != null && chunkstatus.isAtLeastStatus(wantedStatus)) {
+ //System.out.println(this + " neighbor done at " + neighbor + " for status " + chunkstatus + " wanted " + wantedStatus);
+ neighbor.removeNeighborPriority(this);
+ return null;
+ } else {
+ //System.out.println(this + " neighbor finished our previous request at " + neighbor + " for status " + chunkstatus + " but we now want instead " + wantedStatus);
+ return wantedStatus;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ });
+ }
+
+ private void removeNeighborPriority(PlayerChunk requester) {
+ synchronized (neighborPriorities) {
+ neighborPriorities.remove(requester.location.pair());
+ recalcNeighborPriority();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ checkPriority();
+ }
+
+
+ private void setNeighborPriority(PlayerChunk requester, int priority) {
+ synchronized (neighborPriorities) {
+ neighborPriorities.put(requester.location.pair(), Integer.valueOf(priority));
+ recalcNeighborPriority();
+ }
+ checkPriority();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ private void recalcNeighborPriority() {
+ neighborPriority = -1;
+ if (!neighborPriorities.isEmpty()) {
+ synchronized (neighborPriorities) {
+ for (Integer neighbor : neighborPriorities.values()) {
+ if (neighbor < neighborPriority || neighborPriority == -1) {
+ neighborPriority = neighbor;
+ }
+ }
+ }
+ }
+ }
+ private void checkPriority() {
+ if (getCurrentPriority() != getDemandedPriority()) this.chunkMap.queueHolderUpdate(this);
+ }
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+
+ public final double getDistance(EntityPlayer player) {
+ return getDistance(player.locX(), player.locZ());
+ }
+ public final double getDistance(double blockX, double blockZ) {
+ int cx = MCUtil.fastFloor(blockX) >> 4;
+ int cz = MCUtil.fastFloor(blockZ) >> 4;
+ final double x = location.x - cx;
+ final double z = location.z - cz;
+ return (x * x) + (z * z);
+ }
+
+ public final double getDistanceFrom(BlockPosition pos) {
+ return getDistance(pos.getX(), pos.getZ());
+ }
+
+ @Override
+ public String toString() {
+ return "PlayerChunk{" +
+ "location=" + location +
+ ", ticketLevel=" + ticketLevel + "/" + getChunkStatus(this.ticketLevel) +
+ ", chunkHolderStatus=" + getChunkHolderStatus() +
+ ", neighborPriority=" + getNeighborsPriority() +
+ ", priority=(" + ticketLevel + " - " + priorityBoost +" vs N " + neighborPriority + ") = " + getDemandedPriority() + " A " + getCurrentPriority() +
+ '}';
+ }
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ // Paper end
public PlayerChunk(ChunkCoordIntPair chunkcoordintpair, int i, LightEngine lightengine, PlayerChunk.c playerchunk_c, PlayerChunk.d playerchunk_d) {
this.statusFutures = new AtomicReferenceArray(PlayerChunk.CHUNK_STATUSES.size());
@@ -165,6 +284,15 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
}
return null;
}
+ public static ChunkStatus getNextStatus(ChunkStatus status) {
+ if (status == ChunkStatus.FULL) {
+ return status;
+ }
+ return CHUNK_STATUSES.get(status.getStatusIndex() + 1);
+ }
+ public CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> getStatusFutureUncheckedMain(ChunkStatus chunkstatus) {
+ return MCUtil.ensureMain(getStatusFutureUnchecked(chunkstatus));
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
// Paper end
public CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> getStatusFutureUnchecked(ChunkStatus chunkstatus) {
@@ -418,6 +546,7 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
return this.n;
}
+ private void setPriority(int i) { d(i); } // Paper - OBFHELPER
private void d(int i) {
this.n = i;
}
@@ -436,7 +565,7 @@ public class PlayerChunk {
// CraftBukkit start
// ChunkUnloadEvent: Called before the chunk is unloaded: isChunkLoaded is still true and chunk can still be modified by plugins.
if (playerchunk_state.isAtLeast(PlayerChunk.State.BORDER) && !playerchunk_state1.isAtLeast(PlayerChunk.State.BORDER)) {
- this.getStatusFutureUnchecked(ChunkStatus.FULL).thenAccept((either) -> {
+ this.getStatusFutureUncheckedMain(ChunkStatus.FULL).thenAccept((either) -> { // Paper - ensure main
Chunk chunk = (Chunk)either.left().orElse(null);
if (chunk != null) {
playerchunkmap.callbackExecutor.execute(() -> {
@@ -501,12 +630,13 @@ public class PlayerChunk {
if (!flag2 && flag3) {
// Paper start - cache ticking ready status
int expectCreateCount = ++this.fullChunkCreateCount;
- this.fullChunkFuture = playerchunkmap.b(this); this.fullChunkFuture.thenAccept((either) -> {
+ this.fullChunkFuture = playerchunkmap.b(this); MCUtil.ensureMain(this.fullChunkFuture).thenAccept((either) -> { // Paper - ensure main
if (either.left().isPresent() && PlayerChunk.this.fullChunkCreateCount == expectCreateCount) {
// note: Here is a very good place to add callbacks to logic waiting on this.
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
Chunk fullChunk = either.left().get();
PlayerChunk.this.isFullChunkReady = true;
fullChunk.playerChunk = PlayerChunk.this;
+ this.chunkMap.chunkDistanceManager.clearPriorityTickets(location);
}
@@ -531,7 +661,7 @@ public class PlayerChunk {
if (!flag4 && flag5) {
// Paper start - cache ticking ready status
- this.tickingFuture = playerchunkmap.a(this); this.tickingFuture.thenAccept((either) -> {
+ this.tickingFuture = playerchunkmap.a(this); MCUtil.ensureMain(this.tickingFuture).thenAccept((either) -> { // Paper - ensure main
if (either.left().isPresent()) {
// note: Here is a very good place to add callbacks to logic waiting on this.
Chunk tickingChunk = either.left().get();
@@ -562,7 +692,7 @@ public class PlayerChunk {
}
// Paper start - cache ticking ready status
- this.entityTickingFuture = playerchunkmap.b(this.location); this.entityTickingFuture.thenAccept((either) -> {
+ this.entityTickingFuture = playerchunkmap.b(this.location); MCUtil.ensureMain(this.entityTickingFuture).thenAccept((either) -> { // Paper ensureMain
if (either.left().isPresent()) {
// note: Here is a very good place to add callbacks to logic waiting on this.
Chunk entityTickingChunk = either.left().get();
@@ -581,13 +711,29 @@ public class PlayerChunk {
this.entityTickingFuture.complete(PlayerChunk.UNLOADED_CHUNK); this.isEntityTickingReady = false; // Paper - cache chunk ticking stage
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.entityTickingFuture = PlayerChunk.UNLOADED_CHUNK_FUTURE;
}
-
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
- this.w.a(this.location, this::k, this.ticketLevel, this::d);
+ // Paper start - raise IO/load priority if priority changes, use our preferred priority
+ priorityBoost = chunkMap.chunkDistanceManager.getChunkPriority(location);
+ int priority = getDemandedPriority();
+ if (getCurrentPriority() > priority) {
+ int ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY;
+ if (priority <= 10) {
+ ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY;
+ } else if (priority <= 20) {
+ ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY;
+ }
+ chunkMap.world.asyncChunkTaskManager.raisePriority(location.x, location.z, ioPriority);
+ }
+ if (getCurrentPriority() != priority) {
+ this.w.a(this.location, this::getCurrentPriority, priority, this::setPriority); // use preferred priority
+ int neighborsPriority = getNeighborsPriority();
+ this.neighbors.forEach((neighbor, neighborDesired) -> neighbor.setNeighborPriority(this, neighborsPriority));
+ }
+ // Paper end
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.oldTicketLevel = this.ticketLevel;
// CraftBukkit start
// ChunkLoadEvent: Called after the chunk is loaded: isChunkLoaded returns true and chunk is ready to be modified by plugins.
if (!playerchunk_state.isAtLeast(PlayerChunk.State.BORDER) && playerchunk_state1.isAtLeast(PlayerChunk.State.BORDER)) {
- this.getStatusFutureUnchecked(ChunkStatus.FULL).thenAccept((either) -> {
+ this.getStatusFutureUncheckedMain(ChunkStatus.FULL).thenAccept((either) -> { // Paper - ensure main
Chunk chunk = (Chunk)either.left().orElse(null);
if (chunk != null) {
playerchunkmap.callbackExecutor.execute(() -> {
@@ -669,6 +815,7 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
public interface c {
+ default void changePriority(ChunkCoordIntPair chunkcoordintpair, IntSupplier intsupplier, int i, IntConsumer intconsumer) { a(chunkcoordintpair, intsupplier, i, intconsumer); } // Paper - OBFHELPER
void a(ChunkCoordIntPair chunkcoordintpair, IntSupplier intsupplier, int i, IntConsumer intconsumer);
}
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
index 0aa14bfca6e1845eb6e9f5bd4e0e36335fa7f532..302db2ca5149c30dec9fd39d1bf4fd23d53587c7 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -50,6 +50,7 @@ import org.apache.commons.lang3.mutable.MutableBoolean;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.bukkit.entity.Player; // CraftBukkit
+import org.spigotmc.AsyncCatcher;
public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
@@ -123,6 +124,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
@Override
public void execute(Runnable runnable) {
+ AsyncCatcher.catchOp("Callback Executor execute");
if (queued == null) {
queued = new java.util.ArrayDeque<>();
}
@@ -131,6 +133,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
@Override
public void run() {
+ AsyncCatcher.catchOp("Callback Executor run");
if (queued == null) {
return;
}
@@ -375,6 +378,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.playerViewDistanceTickMap = new com.destroystokyo.paper.util.misc.PlayerAreaMap(this.pooledLinkedPlayerHashSets,
(EntityPlayer player, int rangeX, int rangeZ, int currPosX, int currPosZ, int prevPosX, int prevPosZ,
com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> newState) -> {
+ checkHighPriorityChunks(player);
if (newState.size() != 1) {
return;
}
@@ -393,7 +397,8 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
}
ChunkCoordIntPair chunkPos = new ChunkCoordIntPair(rangeX, rangeZ);
PlayerChunkMap.this.world.getChunkProvider().removeTicketAtLevel(TicketType.PLAYER, chunkPos, 31, chunkPos); // entity ticking level, TODO check on update
- });
+ PlayerChunkMap.this.world.getChunkProvider().clearPriorityTickets(chunkPos);
+ }, (player, prevPos, newPos) -> checkHighPriorityChunks(player));
this.playerViewDistanceNoTickMap = new com.destroystokyo.paper.util.misc.PlayerAreaMap(this.pooledLinkedPlayerHashSets);
this.playerViewDistanceBroadcastMap = new com.destroystokyo.paper.util.misc.PlayerAreaMap(this.pooledLinkedPlayerHashSets,
(EntityPlayer player, int rangeX, int rangeZ, int currPosX, int currPosZ, int prevPosX, int prevPosZ,
@@ -410,6 +415,102 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
});
// Paper end - no-tick view distance
}
+ // Paper start - Chunk Prioritization
+ public void queueHolderUpdate(PlayerChunk playerchunk) {
+ Runnable runnable = () -> {
+ if (isUnloading(playerchunk)) {
+ return; // unloaded
+ }
+ chunkDistanceManager.pendingChunkUpdates.add(playerchunk);
+ if (!chunkDistanceManager.pollingPendingChunkUpdates) {
+ world.getChunkProvider().tickDistanceManager();
+ }
+ };
+ if (MCUtil.isMainThread()) {
+ // We can't use executor here because it will not execute tasks if its currently in the middle of executing tasks...
+ runnable.run();
+ } else {
+ executor.execute(runnable);
+ }
+ }
+
+ public boolean isUnloading(PlayerChunk playerchunk) {
+ return playerchunk == null || MCUtil.getChunkStatus(playerchunk) == null || unloadQueue.contains(playerchunk.location.pair());
+ }
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public void checkHighPriorityChunks(EntityPlayer player) {
+ BlockPosition front2 = player.getPointInFront(16*2);
+ BlockPosition front4 = player.getPointInFront(16*4);
+ BlockPosition front6 = player.getPointInFront(16*6);
+ int viewDistance = getLoadViewDistance();
+ int maxDistSq = (viewDistance * 16) * (viewDistance * 16);
+
+ // Prioritize Frustum near 2
+ int dist3Sq = 3 * 3;
+ MCUtil.getSpiralOutChunks(front2, Math.min(5, viewDistance)).forEach(coord -> {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ PlayerChunk chunk = getUpdatingChunk(coord.pair());
+ if (shouldSkipPrioritization(coord, chunk, player, maxDistSq)) return;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+
+ double dist = chunk.getDistanceFrom(front2);
+ if (dist <= dist3Sq) {
+ chunkDistanceManager.markHighPriority(coord, 26);
+ } else {
+ chunkDistanceManager.markHighPriority(coord, 24);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ });
+ // Prioritize Frustum near 4
+ if (viewDistance > 4) {
+ MCUtil.getSpiralOutChunks(front4, Math.min(4, viewDistance)).forEach(coord -> {
+ PlayerChunk chunk = getUpdatingChunk(coord.pair());
+ if (shouldSkipPrioritization(coord, chunk, player, maxDistSq)) return;
+
+ double dist = chunk.getDistanceFrom(front4);
+ if (dist <= dist3Sq) {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ chunkDistanceManager.markHighPriority(coord, 22);
+ } else {
+ chunkDistanceManager.markHighPriority(coord, 20);
+ }
+
+ });
+ }
+
+ // Prioritize Frustum far 6
+ if (viewDistance > 6) {
+ MCUtil.getSpiralOutChunks(front6, Math.min(4, viewDistance)).forEach(coord -> {
+ PlayerChunk chunk = getUpdatingChunk(coord.pair());
+ if (shouldSkipPrioritization(coord, chunk, player, maxDistSq)) return;
+
+ double dist = chunk.getDistanceFrom(front6);
+ if (dist <= dist3Sq) {
+ chunkDistanceManager.markHighPriority(coord, 15);
+ }
+ });
+ }
+
+ // Prioritize circular near
+ MCUtil.getSpiralOutChunks(new BlockPosition(player), Math.min(5, viewDistance)).forEach(coord -> {
+ PlayerChunk chunk = getUpdatingChunk(coord.pair());
+ if (shouldSkipPrioritization(coord, chunk, player, maxDistSq)) return;
+ double dist = chunk.getDistance(player);
+
+ // Prioritize immediate
+ if (dist <= dist3Sq) {
+ chunkDistanceManager.markHighPriority(coord, (int) (27 - dist));
+ return;
+ }
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ // Prioritize nearby chunks
+ if (dist <= (5*5)) {
+ chunkDistanceManager.markHighPriority(coord, (int) (16 - Math.sqrt(dist*(4D/5D))));
+ }
+ });
+ }
+
+ private boolean shouldSkipPrioritization(ChunkCoordIntPair coord, PlayerChunk chunk, EntityPlayer player, int viewDistance) {
+ return chunk == null || chunk.isFullChunkReady() || !world.getWorldBorder().isInBounds(coord)
+ || isUnloading(chunk) || chunk.getDistance(player) > viewDistance;
+ }
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ // Paper end
public void updatePlayerMobTypeMap(Entity entity) {
if (!this.world.paperConfig.perPlayerMobSpawns) {
@@ -539,6 +640,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
List<CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>>> list = Lists.newArrayList();
int j = chunkcoordintpair.x;
int k = chunkcoordintpair.z;
+ PlayerChunk requestingNeighbor = getUpdatingChunk(chunkcoordintpair.pair()); // Paper
for (int l = -i; l <= i; ++l) {
for (int i1 = -i; i1 <= i; ++i1) {
@@ -557,6 +659,14 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
ChunkStatus chunkstatus = (ChunkStatus) intfunction.apply(j1);
CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> completablefuture = playerchunk.a(chunkstatus, this);
+ // Paper start
+ if (requestingNeighbor != null && requestingNeighbor != playerchunk && !completablefuture.isDone()) {
+ requestingNeighbor.onNeighborRequest(playerchunk, chunkstatus);
+ completablefuture.thenAccept(either -> {
+ requestingNeighbor.onNeighborDone(playerchunk, chunkstatus, either.left().orElse(null));
+ });
+ }
+ // Paper end
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
list.add(completablefuture);
}
@@ -1022,14 +1132,22 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
};
CompletableFuture<NBTTagCompound> chunkSaveFuture = this.world.asyncChunkTaskManager.getChunkSaveFuture(chunkcoordintpair.x, chunkcoordintpair.z);
+ PlayerChunk playerChunk = getUpdatingChunk(chunkcoordintpair.pair());
+ int chunkPriority = playerChunk != null ? playerChunk.getCurrentPriority() : 33;
+ int priority = com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY;
+
+ if (chunkPriority <= 10) {
+ priority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY;
+ } else if (chunkPriority <= 20) {
+ priority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY;
+ }
+ boolean isHighestPriority = priority == com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY;
if (chunkSaveFuture != null) {
- this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z,
- com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY, chunkHolderConsumer, false, chunkSaveFuture);
- this.world.asyncChunkTaskManager.raisePriority(chunkcoordintpair.x, chunkcoordintpair.z, com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY);
+ this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z, priority, chunkHolderConsumer, isHighestPriority, chunkSaveFuture);
} else {
- this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z,
- com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY, chunkHolderConsumer, false);
+ this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z, priority, chunkHolderConsumer, isHighestPriority);
}
+ this.world.asyncChunkTaskManager.raisePriority(chunkcoordintpair.x, chunkcoordintpair.z, priority);
return ret;
// Paper end
}
@@ -1158,7 +1276,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
long i = playerchunk.i().pair();
playerchunk.getClass();
- mailbox.a(ChunkTaskQueueSorter.a(runnable, i, playerchunk::getTicketLevel)); // CraftBukkit - decompile error
+ mailbox.a(ChunkTaskQueueSorter.a(runnable, i, () -> 1)); // CraftBukkit - decompile error // Paper - final loads are always urgent!
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
});
}
diff --git a/src/main/java/net/minecraft/server/Ticket.java b/src/main/java/net/minecraft/server/Ticket.java
index 7a8397815a5b7f79f3e3a0348aeedf63fe879f8f..0d6e0f2ddaa85c04e626980591e9a78ac27fb42d 100644
--- a/src/main/java/net/minecraft/server/Ticket.java
+++ b/src/main/java/net/minecraft/server/Ticket.java
@@ -8,6 +8,7 @@ public final class Ticket<T> implements Comparable<Ticket<?>> {
private final int b;
public final T identifier; public final T getObjectReason() { return this.identifier; } // Paper - OBFHELPER
private long d; public final long getCreationTick() { return this.d; } // Paper - OBFHELPER
+ public int priority = 0; // Paper
protected Ticket(TicketType<T> tickettype, int i, T t0) {
this.a = tickettype;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
diff --git a/src/main/java/net/minecraft/server/TicketType.java b/src/main/java/net/minecraft/server/TicketType.java
index 8055f5998213ab1c6c10d03d88d2b14d220a5e40..24ec5d77ca7fdf12585c1bb7442554380f0c1918 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/TicketType.java
+++ b/src/main/java/net/minecraft/server/TicketType.java
@@ -23,6 +23,8 @@ public class TicketType<T> {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
public static final TicketType<org.bukkit.plugin.Plugin> PLUGIN_TICKET = a("plugin_ticket", (plugin1, plugin2) -> plugin1.getClass().getName().compareTo(plugin2.getClass().getName())); // CraftBukkit
public static final TicketType<Long> FUTURE_AWAIT = a("future_await", Long::compareTo); // Paper
public static final TicketType<Long> ASYNC_LOAD = a("async_load", Long::compareTo); // Paper
+ public static final TicketType<ChunkCoordIntPair> PRIORITY = a("priority", Comparator.comparingLong(ChunkCoordIntPair::pair), 300); // Paper
+ public static final TicketType<ChunkCoordIntPair> URGENT = a("urgent", Comparator.comparingLong(ChunkCoordIntPair::pair), 300); // Paper
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
public static <T> TicketType<T> a(String s, Comparator<T> comparator) {
return new TicketType<>(s, comparator, 0L);
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
index 5f180bb77b736220c848357b2cac4d0d2b99e3df..d3c5b7d1904a6cbd65db406639ed2ba90ec9fd2a 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
@@ -2484,6 +2484,10 @@ public class CraftWorld implements World {
return future;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
}
+ if (!urgent) {
+ // if not urgent, at least use a slightly boosted priority
+ world.getChunkProvider().markHighPriority(new ChunkCoordIntPair(x, z), 1);
+ }
return this.world.getChunkProvider().getChunkAtAsynchronously(x, z, gen, urgent).thenComposeAsync((either) -> {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
net.minecraft.server.Chunk chunk = (net.minecraft.server.Chunk) either.left().orElse(null);
return CompletableFuture.completedFuture(chunk == null ? null : chunk.getBukkitChunk());