geforkt von Mirrors/Paper
104 Zeilen
5.4 KiB
Diff
104 Zeilen
5.4 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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1.17 Update note: Depends on not yet applied patch: Implement Chunk Priority / Urgency System for Chunks
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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 ce320672d7602c94dd75ad857435dca6ac3bab56..8260636da673ef095728c208db2d6237bab2db19 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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@@ -83,6 +83,13 @@ public class ChunkHolder {
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this.playersInChunkTickRange = this.chunkMap.playerChunkTickRangeMap.getObjectsInRange(key);
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}
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// Paper end - optimise isOutsideOfRange
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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().isAtLeastStatus(getNextStatus(status)));
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+ }
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+ // Paper end
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// Paper start - no-tick view distance
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public final LevelChunk getSendingChunk() {
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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 7a1f6d1807757a43a7aa471db651404c06720820..acc566d14926dcf9e88f3e0837884e4c823d777c 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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@@ -792,7 +792,7 @@ 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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@@ -1142,7 +1142,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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ChunkAccess ichunkaccess = (ChunkAccess) optional.get();
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if (ichunkaccess.getStatus().isOrAfter(requiredStatus)) {
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- CompletableFuture completablefuture1;
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+ CompletableFuture<Either<ChunkAccess, ChunkHolder.ChunkLoadingFailure>> completablefuture1; // Paper
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if (requiredStatus == ChunkStatus.LIGHT) {
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completablefuture1 = this.scheduleChunkGeneration(holder, requiredStatus);
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@@ -1158,7 +1158,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return this.scheduleChunkGeneration(holder, requiredStatus);
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}
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}
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- }, this.mainThreadExecutor);
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+ }, this.mainInvokingExecutor).thenComposeAsync(CompletableFuture::completedFuture, this.mainInvokingExecutor); // Paper - optimize chunk status progression without jumping through thread pool - ensure main
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}
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}
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@@ -1279,6 +1279,12 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return CompletableFuture.completedFuture(Either.right(playerchunk_failure));
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});
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}, (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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}
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