PaperMC/Spigot-Server-Patches/0462-Add-tick-times-API-and-mspt-command.patch

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From bbe304c80e60c830e3256b169ac709b5d8c490c8 Mon Sep 17 00:00:00 2001
From: William Blake Galbreath <Blake.Galbreath@GMail.com>
Date: Sun, 5 Apr 2020 22:23:14 -0500
Subject: [PATCH] Add tick times API and /mspt command
diff --git a/src/main/java/com/destroystokyo/paper/MSPTCommand.java b/src/main/java/com/destroystokyo/paper/MSPTCommand.java
new file mode 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
index 0000000000..d0211d4f39
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/MSPTCommand.java
@@ -0,0 +1,64 @@
+package com.destroystokyo.paper;
+
+import net.minecraft.server.MinecraftServer;
+import org.bukkit.ChatColor;
+import org.bukkit.Location;
+import org.bukkit.command.Command;
+import org.bukkit.command.CommandSender;
+
+import java.text.DecimalFormat;
+import java.util.ArrayList;
+import java.util.Arrays;
+import java.util.Collections;
+import java.util.List;
+
+public class MSPTCommand extends Command {
+ private static final DecimalFormat DF = new DecimalFormat("########0.0");
+
+ public MSPTCommand(String name) {
+ super(name);
+ this.description = "View server tick times";
+ this.usageMessage = "/mspt";
+ this.setPermission("bukkit.command.mspt");
+ }
+
+ @Override
+ public List<String> tabComplete(CommandSender sender, String alias, String[] args, Location location) throws IllegalArgumentException {
+ return Collections.emptyList();
+ }
+
+ @Override
+ public boolean execute(CommandSender sender, String commandLabel, String[] args) {
+ if (!testPermission(sender)) return true;
+
+ MinecraftServer server = MinecraftServer.getServer();
+
+ List<String> times = new ArrayList<>();
+ times.addAll(eval(server.tickTimes5s.getTimes()));
+ times.addAll(eval(server.tickTimes10s.getTimes()));
+ times.addAll(eval(server.tickTimes60s.getTimes()));
+
+ sender.sendMessage("§6Server tick times §e(§7avg§e/§7min§e/§7max§e)§6 from last 5s§7,§6 10s§7,§6 1m§e:");
+ sender.sendMessage(String.format("§6◴ %s§7/%s§7/%s§e, %s§7/%s§7/%s§e, %s§7/%s§7/%s", times.toArray()));
+ return true;
+ }
+
+ private static List<String> eval(long[] times) {
+ long min = Integer.MAX_VALUE;
+ long max = 0L;
+ long total = 0L;
+ for (long value : times) {
+ if (value > 0L && value < min) min = value;
+ if (value > max) max = value;
+ total += value;
+ }
+ double avgD = ((double) total / (double) times.length) * 1.0E-6D;
+ double minD = ((double) min) * 1.0E-6D;
+ double maxD = ((double) max) * 1.0E-6D;
+ return Arrays.asList(getColor(avgD), getColor(minD), getColor(maxD));
+ }
+
+ private static String getColor(double avg) {
+ return ChatColor.COLOR_CHAR + (avg >= 50 ? "c" : avg >= 40 ? "e" : "a") + DF.format(avg);
+ }
+}
diff --git a/src/main/java/com/destroystokyo/paper/PaperConfig.java b/src/main/java/com/destroystokyo/paper/PaperConfig.java
index 9f1662ece5..e0d7832c3a 100644
--- a/src/main/java/com/destroystokyo/paper/PaperConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperConfig.java
@@ -70,6 +70,7 @@ public class PaperConfig {
commands = new HashMap<String, Command>();
commands.put("paper", new PaperCommand("paper"));
+ commands.put("mspt", new MSPTCommand("mspt"));
version = getInt("config-version", 20);
set("config-version", 20);
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
index 3c25436f15..5f57a9e1c8 100644
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
@@ -106,6 +106,11 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
private int G;
private int H;
public final long[] f = new long[100]; public long[] getTickTimes() { return f; } // Paper - OBFHELPER
+ // Paper start
+ public final TickTimes tickTimes5s = new TickTimes(100);
+ public final TickTimes tickTimes10s = new TickTimes(200);
+ public final TickTimes tickTimes60s = new TickTimes(1200);
+ // Paper end
@Nullable
private KeyPair I;
@Nullable
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
@@ -1186,6 +1191,12 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
this.av = this.av * 0.8F + (float) l / 1000000.0F * 0.19999999F;
long i1 = SystemUtils.getMonotonicNanos();
+ // Paper start
+ tickTimes5s.add(this.ticks, l);
+ tickTimes10s.add(this.ticks, l);
+ tickTimes60s.add(this.ticks, l);
+ // Paper end
+
this.circularTimer.a(i1 - i);
this.methodProfiler.exit();
org.spigotmc.WatchdogThread.tick(); // Spigot
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
@@ -2272,4 +2283,30 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
return SERVER; // Paper
}
// CraftBukkit end
+
+ // Paper start
+ public static class TickTimes {
+ private final long[] times;
+
+ public TickTimes(int length) {
+ times = new long[length];
+ }
+
+ void add(int index, long time) {
+ times[index % times.length] = time;
+ }
+
+ public long[] getTimes() {
+ return times.clone();
+ }
+
+ public double getAverage() {
+ long total = 0L;
+ for (long value : times) {
+ total += value;
+ }
+ return ((double) total / (double) times.length) * 1.0E-6D;
+ }
+ }
+ // Paper end
}
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftServer.java b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
index e8d3528d51..4a41003203 100644
--- a/src/main/java/org/bukkit/craftbukkit/CraftServer.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftServer.java
@@ -2053,6 +2053,16 @@ public final class CraftServer implements Server {
net.minecraft.server.MinecraftServer.getServer().tps15.getAverage()
};
}
+
+ @Override
+ public long[] getTickTimes() {
+ return getServer().tickTimes5s.getTimes();
+ }
+
+ @Override
+ public double getAverageTickTime() {
+ return getServer().tickTimes5s.getAverage();
+ }
// Paper end
private final Spigot spigot = new Spigot()
--
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
2.26.2