geforkt von Mirrors/Paper
01a13871de
Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
27 Zeilen
1.3 KiB
Diff
27 Zeilen
1.3 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Mon, 1 Feb 2021 15:35:14 -0800
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Subject: [PATCH] Fix chunks refusing to unload at low TPS
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The full chunk future is appended to the chunk save future, but
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when moving to unloaded ticket level it is not being completed with
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the empty chunk access, so the chunk save must wait for the full
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chunk future to complete. We can simply schedule to the immediate
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executor to get this effect, rather than the main mailbox.
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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 5a78ee69748b2b7b57a9adcff0a4718b1cc0c4ea..a3fceb2608b3be80941dfe2570999b270429e0c6 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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@@ -1352,9 +1352,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return chunk;
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});
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- }, (runnable) -> {
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- this.mainThreadMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, runnable));
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- });
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+ }, this.mainThreadExecutor); // Paper - queue to execute immediately so this doesn't delay chunk unloading
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}
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public int getTickingGenerated() {
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