geforkt von Mirrors/Paper
07548192b1
Upstream has released updates that appear to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing CraftBukkit Changes: cc7edd6bc SPIGOT-7051: Worldgen API does not run vanilla noise generation when shouldGenerateNoise is true
82 Zeilen
4.4 KiB
Diff
82 Zeilen
4.4 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 29 May 2020 23:32:14 -0400
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Subject: [PATCH] Improve Chunk Status Transition Speed
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When a chunk is loaded from disk that has already been generated,
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the server has to promote the chunk through the system to reach
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it's current desired status level.
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This results in every single status transition going from the main thread
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to the world gen threads, only to discover it has no work it actually
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needs to do.... and then it returns back to main.
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This back and forth costs a lot of time and can really delay chunk loads
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when the server is under high TPS due to their being a lot of time in
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between chunk load times, as well as hogs up the chunk threads from doing
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actual generation and light work.
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Additionally, the whole task system uses a lot of CPU on the server threads anyways.
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So by optimizing status transitions for status's that are already complete,
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we can run them to the desired level while on main thread (where it has
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to happen anyways) instead of ever jumping to world gen thread.
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This will improve chunk loading effeciency to be reduced down to the following
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scenario / path:
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1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue
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2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread
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3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue
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4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks)
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5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task
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6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done
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7) MAIN: Task returns to main, finish processing to FULL/TICKING status
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Previously would have hopped to SERVER around 12+ times there extra.
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diff --git a/src/main/java/net/minecraft/server/level/ChunkHolder.java b/src/main/java/net/minecraft/server/level/ChunkHolder.java
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index ece4cd0de061969d4d2f07560e6cf38e631098b3..90f65fdcc4acf6762c67a5cb3023d2493f03144f 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkHolder.java
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+++ b/src/main/java/net/minecraft/server/level/ChunkHolder.java
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@@ -95,6 +95,13 @@ public class ChunkHolder {
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// Paper end - optimise anyPlayerCloseEnoughForSpawning
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long lastAutoSaveTime; // Paper - incremental autosave
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long inactiveTimeStart; // Paper - incremental autosave
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+ // Paper start - optimize chunk status progression without jumping through thread pool
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+ public boolean canAdvanceStatus() {
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+ ChunkStatus status = getChunkHolderStatus();
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+ ChunkAccess chunk = getAvailableChunkNow();
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+ return chunk != null && (status == null || chunk.getStatus().isOrAfter(getNextStatus(status)));
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+ }
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+ // Paper end
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public ChunkHolder(ChunkPos pos, int level, LevelHeightAccessor world, LevelLightEngine lightingProvider, ChunkHolder.LevelChangeListener levelUpdateListener, ChunkHolder.PlayerProvider playersWatchingChunkProvider) {
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this.futures = new AtomicReferenceArray(ChunkHolder.CHUNK_STATUSES.size());
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diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
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index 349c311e70758d99ebb4c61ad509a3a975fda04b..82ebf79bdcae552d6e4f5dc4b4c85da26eda356c 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
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+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
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@@ -712,7 +712,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return either.mapLeft((list) -> {
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return (LevelChunk) list.get(list.size() / 2);
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});
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- }, this.mainThreadExecutor);
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+ }, this.mainInvokingExecutor); // Paper
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}
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@Nullable
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@@ -1118,6 +1118,12 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return "chunkGenerate " + requiredStatus.getName();
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});
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Executor executor = (runnable) -> {
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+ // Paper start - optimize chunk status progression without jumping through thread pool
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+ if (holder.canAdvanceStatus()) {
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+ this.mainInvokingExecutor.execute(runnable);
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+ return;
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+ }
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+ // Paper end
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this.worldgenMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, runnable));
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};
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