PaperMC/Spigot-Server-Patches/Optimize-Light-Engine.patch

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Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Thu, 4 Jun 2020 22:43:29 -0400
Subject: [PATCH] Optimize Light Engine
Massive update to light to improve performance and chunk loading/generation.
1) Massive bit packing/unpacking optimizations and inlining.
A lot of performance has to do with constant packing and unpacking of bits.
We now inline a most bit operations, and re-use base x/y/z bits in many places.
This helps with cpu level processing to just do all the math at once instead
of having to jump in and out of function calls.
This much logic also is likely over the JVM Inline limit for JIT too.
2) Applied a few of JellySquid's Phosphor mod optimizations such as
- ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified
- reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used.
3) Optimize hot path accesses to getting updating chunk to have less branching
4) Optimize getBlock accesses to have less branching, and less unpacking
5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks.
6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full
of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front.
this applies for both urgent and non urgent tasks.
7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency.
8) Fix NPE risk that crashes server in getting nibble data
diff --git a/src/main/java/net/minecraft/server/level/ChunkProviderServer.java b/src/main/java/net/minecraft/server/level/ChunkProviderServer.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/level/ChunkProviderServer.java
+++ b/src/main/java/net/minecraft/server/level/ChunkProviderServer.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@@ -0,0 +0,0 @@ public class ChunkProviderServer extends IChunkProvider {
if (ChunkProviderServer.this.tickDistanceManager()) {
return true;
} else {
- ChunkProviderServer.this.lightEngine.queueUpdate();
+ //ChunkProviderServer.this.lightEngine.queueUpdate(); // Paper - not needed
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
return super.executeNext() || execChunkTask; // Paper
}
} finally {
diff --git a/src/main/java/net/minecraft/server/level/LightEngineGraphSection.java b/src/main/java/net/minecraft/server/level/LightEngineGraphSection.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/level/LightEngineGraphSection.java
+++ b/src/main/java/net/minecraft/server/level/LightEngineGraphSection.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@@ -0,0 +0,0 @@ public abstract class LightEngineGraphSection extends LightEngineGraph {
@Override
protected void a(long i, int j, boolean flag) {
+ // Paper start
+ int x = (int) (i >> 42);
+ int y = (int) (i << 44 >> 44);
+ int z = (int) (i << 22 >> 42);
+ // Paper end
for (int k = -1; k <= 1; ++k) {
for (int l = -1; l <= 1; ++l) {
for (int i1 = -1; i1 <= 1; ++i1) {
- long j1 = SectionPosition.a(i, k, l, i1);
+ if (k == 0 && l == 0 && i1 == 0) continue; // Paper
+ long j1 = (((long) (x + k) & 4194303L) << 42) | (((long) (y + l) & 1048575L)) | (((long) (z + i1) & 4194303L) << 20); // Paper
- if (j1 != i) {
+ //if (j1 != i) { // Paper - checked above
this.b(i, j1, j, flag);
- }
+ //} // Paper
}
}
}
@@ -0,0 +0,0 @@ public abstract class LightEngineGraphSection extends LightEngineGraph {
protected int a(long i, long j, int k) {
int l = k;
+ // Paper start
+ int x = (int) (i >> 42);
+ int y = (int) (i << 44 >> 44);
+ int z = (int) (i << 22 >> 42);
+ // Paper end
for (int i1 = -1; i1 <= 1; ++i1) {
for (int j1 = -1; j1 <= 1; ++j1) {
for (int k1 = -1; k1 <= 1; ++k1) {
- long l1 = SectionPosition.a(i, i1, j1, k1);
+ long l1 = (((long) (x + i1) & 4194303L) << 42) | (((long) (y + j1) & 1048575L)) | (((long) (z + k1) & 4194303L) << 20); // Paper
if (l1 == i) {
l1 = Long.MAX_VALUE;
diff --git a/src/main/java/net/minecraft/server/level/LightEngineThreaded.java b/src/main/java/net/minecraft/server/level/LightEngineThreaded.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/level/LightEngineThreaded.java
+++ b/src/main/java/net/minecraft/server/level/LightEngineThreaded.java
@@ -0,0 +0,0 @@
package net.minecraft.server.level;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
import com.mojang.datafixers.util.Pair;
+import it.unimi.dsi.fastutil.longs.Long2ObjectLinkedOpenHashMap; // Paper
import it.unimi.dsi.fastutil.objects.ObjectArrayList;
import it.unimi.dsi.fastutil.objects.ObjectList;
import it.unimi.dsi.fastutil.objects.ObjectListIterator;
2021-03-16 16:50:45 +01:00
@@ -0,0 +0,0 @@ import net.minecraft.util.thread.ThreadedMailbox;
import net.minecraft.world.level.ChunkCoordIntPair;
import net.minecraft.world.level.EnumSkyBlock;
import net.minecraft.world.level.chunk.ChunkSection;
+import net.minecraft.world.level.chunk.ChunkStatus;
import net.minecraft.world.level.chunk.IChunkAccess;
import net.minecraft.world.level.chunk.ILightAccess;
import net.minecraft.world.level.chunk.NibbleArray;
@@ -0,0 +0,0 @@ public class LightEngineThreaded extends LightEngine implements AutoCloseable {
private static final Logger LOGGER = LogManager.getLogger();
private final ThreadedMailbox<Runnable> b;
- private final ObjectList<Pair<LightEngineThreaded.Update, Runnable>> c = new ObjectArrayList();
- private final PlayerChunkMap d;
+ // Paper start
+ private static final int MAX_PRIORITIES = PlayerChunkMap.GOLDEN_TICKET + 2;
+
+ private boolean isChunkLightStatus(long pair) {
+ PlayerChunk playerChunk = playerChunkMap.getVisibleChunk(pair);
+ if (playerChunk == null) {
+ return false;
+ }
+ ChunkStatus status = PlayerChunk.getChunkStatus(playerChunk.getTicketLevel());
+ return status != null && status.isAtLeastStatus(ChunkStatus.LIGHT);
+ }
+
+ static class ChunkLightQueue {
+ public boolean shouldFastUpdate;
+ java.util.ArrayDeque<Runnable> pre = new java.util.ArrayDeque<Runnable>();
+ java.util.ArrayDeque<Runnable> post = new java.util.ArrayDeque<Runnable>();
+
+ ChunkLightQueue(long chunk) {}
+ }
+
+ static class PendingLightTask {
+ long chunkId;
+ IntSupplier priority;
+ Runnable pre;
+ Runnable post;
+ boolean fastUpdate;
+
+ public PendingLightTask(long chunkId, IntSupplier priority, Runnable pre, Runnable post, boolean fastUpdate) {
+ this.chunkId = chunkId;
+ this.priority = priority;
+ this.pre = pre;
+ this.post = post;
+ this.fastUpdate = fastUpdate;
+ }
+ }
+
+
+ // Retain the chunks priority level for queued light tasks
+ class LightQueue {
+ private int size = 0;
+ private final Long2ObjectLinkedOpenHashMap<ChunkLightQueue>[] buckets = new Long2ObjectLinkedOpenHashMap[MAX_PRIORITIES];
+ private final java.util.concurrent.ConcurrentLinkedQueue<PendingLightTask> pendingTasks = new java.util.concurrent.ConcurrentLinkedQueue<>();
+ private final java.util.concurrent.ConcurrentLinkedQueue<Runnable> priorityChanges = new java.util.concurrent.ConcurrentLinkedQueue<>();
+
+ private LightQueue() {
+ for (int i = 0; i < buckets.length; i++) {
+ buckets[i] = new Long2ObjectLinkedOpenHashMap<>();
+ }
+ }
+
+ public void changePriority(long pair, int currentPriority, int priority) {
+ this.priorityChanges.add(() -> {
+ ChunkLightQueue remove = this.buckets[currentPriority].remove(pair);
+ if (remove != null) {
+ ChunkLightQueue existing = this.buckets[Math.max(1, priority)].put(pair, remove);
+ if (existing != null) {
+ remove.pre.addAll(existing.pre);
+ remove.post.addAll(existing.post);
+ }
+ }
+ });
+ }
+
+ public final void addChunk(long chunkId, IntSupplier priority, Runnable pre, Runnable post) {
+ pendingTasks.add(new PendingLightTask(chunkId, priority, pre, post, true));
+ queueUpdate();
+ }
+
+ public final void add(long chunkId, IntSupplier priority, LightEngineThreaded.Update type, Runnable run) {
+ pendingTasks.add(new PendingLightTask(chunkId, priority, type == Update.PRE_UPDATE ? run : null, type == Update.POST_UPDATE ? run : null, false));
+ }
+ public final void add(PendingLightTask update) {
+ int priority = update.priority.getAsInt();
+ ChunkLightQueue lightQueue = this.buckets[priority].computeIfAbsent(update.chunkId, ChunkLightQueue::new);
+
+ if (update.pre != null) {
+ this.size++;
+ lightQueue.pre.add(update.pre);
+ }
+ if (update.post != null) {
+ this.size++;
+ lightQueue.post.add(update.post);
+ }
+ if (update.fastUpdate) {
+ lightQueue.shouldFastUpdate = true;
+ }
+ }
+
+ public final boolean isEmpty() {
+ return this.size == 0 && this.pendingTasks.isEmpty();
+ }
+
+ public final int size() {
+ return this.size;
+ }
+
+ public boolean poll(java.util.List<Runnable> pre, java.util.List<Runnable> post) {
+ PendingLightTask pending;
+ while ((pending = pendingTasks.poll()) != null) {
+ add(pending);
+ }
+ Runnable run;
+ while ((run = priorityChanges.poll()) != null) {
+ run.run();
+ }
+ boolean hasWork = false;
+ Long2ObjectLinkedOpenHashMap<ChunkLightQueue>[] buckets = this.buckets;
+ int priority = 0;
+ while (priority < MAX_PRIORITIES && !isEmpty()) {
+ Long2ObjectLinkedOpenHashMap<ChunkLightQueue> bucket = buckets[priority];
+ if (bucket.isEmpty()) {
+ priority++;
+ if (hasWork) {
+ return true;
+ } else {
+ continue;
+ }
+ }
+ ChunkLightQueue queue = bucket.removeFirst();
+ this.size -= queue.pre.size() + queue.post.size();
+ pre.addAll(queue.pre);
+ post.addAll(queue.post);
+ queue.pre.clear();
+ queue.post.clear();
+ hasWork = true;
+ if (queue.shouldFastUpdate) {
+ return true;
+ }
+ }
+ return hasWork;
+ }
+ }
+
+ final LightQueue queue = new LightQueue();
+ // Paper end
+ private final PlayerChunkMap d; private final PlayerChunkMap playerChunkMap; // Paper
private final Mailbox<ChunkTaskQueueSorter.a<Runnable>> e;
private volatile int f = 5;
private final AtomicBoolean g = new AtomicBoolean();
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
public LightEngineThreaded(ILightAccess ilightaccess, PlayerChunkMap playerchunkmap, boolean flag, ThreadedMailbox<Runnable> threadedmailbox, Mailbox<ChunkTaskQueueSorter.a<Runnable>> mailbox) {
super(ilightaccess, true, flag);
- this.d = playerchunkmap;
+ this.d = playerchunkmap; this.playerChunkMap = d; // Paper
this.e = mailbox;
this.b = threadedmailbox;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
@@ -0,0 +0,0 @@ public class LightEngineThreaded extends LightEngine implements AutoCloseable {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
private void a(int i, int j, IntSupplier intsupplier, LightEngineThreaded.Update lightenginethreaded_update, Runnable runnable) {
- this.e.a(ChunkTaskQueueSorter.a(() -> {
- this.c.add(Pair.of(lightenginethreaded_update, runnable));
- if (this.c.size() >= this.f) {
- this.b();
- }
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
-
- }, ChunkCoordIntPair.pair(i, j), intsupplier));
+ // Paper start - replace method
+ this.queue.add(ChunkCoordIntPair.pair(i, j), intsupplier, lightenginethreaded_update, runnable);
+ // Paper end
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@Override
@@ -0,0 +0,0 @@ public class LightEngineThreaded extends LightEngine implements AutoCloseable {
public CompletableFuture<IChunkAccess> a(IChunkAccess ichunkaccess, boolean flag) {
ChunkCoordIntPair chunkcoordintpair = ichunkaccess.getPos();
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
- ichunkaccess.b(false);
- this.a(chunkcoordintpair.x, chunkcoordintpair.z, LightEngineThreaded.Update.PRE_UPDATE, SystemUtils.a(() -> {
+ // Paper start
+ //ichunkaccess.b(false); // Don't need to disable this
+ long pair = chunkcoordintpair.pair();
+ CompletableFuture<IChunkAccess> future = new CompletableFuture<>();
+ IntSupplier prioritySupplier = playerChunkMap.getPrioritySupplier(pair);
+ boolean[] skippedPre = {false};
+ this.queue.addChunk(pair, prioritySupplier, SystemUtils.a(() -> {
+ if (!isChunkLightStatus(pair)) {
+ future.complete(ichunkaccess);
+ skippedPre[0] = true;
+ return;
+ }
+ // Paper end
ChunkSection[] achunksection = ichunkaccess.getSections();
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
for (int i = 0; i < 16; ++i) {
@@ -0,0 +0,0 @@ public class LightEngineThreaded extends LightEngine implements AutoCloseable {
});
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
- this.d.c(chunkcoordintpair);
+ // this.d.c(chunkcoordintpair); // Paper - move into post task below
}, () -> {
return "lightChunk " + chunkcoordintpair + " " + flag;
- }));
- return CompletableFuture.supplyAsync(() -> {
+ // Paper start - merge the 2 together
+ }), () -> {
+ this.d.c(chunkcoordintpair); // Paper - release light tickets as post task to ensure they stay loaded until fully done
+ if (skippedPre[0]) return; // Paper - future's already complete
ichunkaccess.b(true);
super.b(chunkcoordintpair, false);
- return ichunkaccess;
- }, (runnable) -> {
- this.a(chunkcoordintpair.x, chunkcoordintpair.z, LightEngineThreaded.Update.POST_UPDATE, runnable);
+ // Paper start
+ future.complete(ichunkaccess);
});
+ return future;
+ // Paper end
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
public void queueUpdate() {
- if ((!this.c.isEmpty() || super.a()) && this.g.compareAndSet(false, true)) {
+ if ((!this.queue.isEmpty() || super.a()) && this.g.compareAndSet(false, true)) { // Paper
this.b.a((() -> { // Paper - decompile error
this.b();
this.g.set(false);
+ queueUpdate(); // Paper - if we still have work to do, do it!
}));
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ // Paper start - replace impl
+ private final java.util.List<Runnable> pre = new java.util.ArrayList<>();
+ private final java.util.List<Runnable> post = new java.util.ArrayList<>();
private void b() {
- int i = Math.min(this.c.size(), this.f);
- ObjectListIterator<Pair<LightEngineThreaded.Update, Runnable>> objectlistiterator = this.c.iterator();
-
- Pair pair;
- int j;
-
- for (j = 0; objectlistiterator.hasNext() && j < i; ++j) {
- pair = (Pair) objectlistiterator.next();
- if (pair.getFirst() == LightEngineThreaded.Update.PRE_UPDATE) {
- ((Runnable) pair.getSecond()).run();
- }
+ if (queue.poll(pre, post)) {
+ pre.forEach(Runnable::run);
+ pre.clear();
+ super.a(Integer.MAX_VALUE, true, true);
+ post.forEach(Runnable::run);
+ post.clear();
+ } else {
+ // might have level updates to go still
+ super.a(Integer.MAX_VALUE, true, true);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
-
- objectlistiterator.back(j);
- super.a(Integer.MAX_VALUE, true, true);
-
- for (j = 0; objectlistiterator.hasNext() && j < i; ++j) {
- pair = (Pair) objectlistiterator.next();
- if (pair.getFirst() == LightEngineThreaded.Update.POST_UPDATE) {
- ((Runnable) pair.getSecond()).run();
- }
-
- objectlistiterator.remove();
- }
-
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ // Paper end
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
public void a(int i) {
diff --git a/src/main/java/net/minecraft/server/level/PlayerChunk.java b/src/main/java/net/minecraft/server/level/PlayerChunk.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/level/PlayerChunk.java
+++ b/src/main/java/net/minecraft/server/level/PlayerChunk.java
@@ -0,0 +0,0 @@ public class PlayerChunk {
ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
chunkMap.world.asyncChunkTaskManager.raisePriority(location.x, location.z, ioPriority);
+ chunkMap.world.getChunkProvider().getLightEngine().queue.changePriority(location.pair(), getCurrentPriority(), priority);
}
if (getCurrentPriority() != priority) {
this.u.a(this.location, this::getCurrentPriority, priority, this::setPriority); // use preferred priority
diff --git a/src/main/java/net/minecraft/server/level/PlayerChunkMap.java b/src/main/java/net/minecraft/server/level/PlayerChunkMap.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/level/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/PlayerChunkMap.java
2021-03-16 14:04:28 +01:00
@@ -0,0 +0,0 @@ import net.minecraft.world.level.chunk.storage.RegionFile;
import net.minecraft.world.level.levelgen.structure.StructureStart;
import net.minecraft.world.level.levelgen.structure.templatesystem.DefinedStructureManager;
import net.minecraft.world.level.storage.Convertable;
+import net.minecraft.world.level.storage.WorldDataServer;
import net.minecraft.world.level.storage.WorldPersistentData;
import net.minecraft.world.phys.Vec3D;
import it.unimi.dsi.fastutil.objects.ObjectRBTreeSet; // Paper
@@ -0,0 +0,0 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
// Paper end
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ private final java.util.concurrent.ExecutorService lightThread;
public PlayerChunkMap(WorldServer worldserver, Convertable.ConversionSession convertable_conversionsession, DataFixer datafixer, DefinedStructureManager definedstructuremanager, Executor executor, IAsyncTaskHandler<Runnable> iasynctaskhandler, ILightAccess ilightaccess, ChunkGenerator chunkgenerator, WorldLoadListener worldloadlistener, Supplier<WorldPersistentData> supplier, int i, boolean flag) {
super(new File(convertable_conversionsession.a(worldserver.getDimensionKey()), "region"), datafixer, flag);
//this.visibleChunks = this.updatingChunks.clone(); // Paper - no more cloning
@@ -0,0 +0,0 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Mailbox<Runnable> mailbox = Mailbox.a("main", iasynctaskhandler::a);
this.worldLoadListener = worldloadlistener;
- ThreadedMailbox<Runnable> lightthreaded; ThreadedMailbox<Runnable> threadedmailbox1 = lightthreaded = ThreadedMailbox.a(executor, "light"); // Paper
+ // Paper start - use light thread
+ ThreadedMailbox<Runnable> lightthreaded; ThreadedMailbox<Runnable> threadedmailbox1 = lightthreaded = ThreadedMailbox.a(lightThread = java.util.concurrent.Executors.newSingleThreadExecutor(r -> {
+ Thread thread = new Thread(r);
+ thread.setName(((WorldDataServer)world.getWorldData()).getName() + " - Light");
+ thread.setDaemon(true);
+ thread.setPriority(Thread.NORM_PRIORITY+1);
+ return thread;
+ }), "light");
+ // Paper end
this.p = new ChunkTaskQueueSorter(ImmutableList.of(threadedmailbox, mailbox, threadedmailbox1), executor, Integer.MAX_VALUE);
this.mailboxWorldGen = this.p.a(threadedmailbox, false);
@@ -0,0 +0,0 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
// Paper end
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
+ protected final IntSupplier getPrioritySupplier(long i) { return c(i); } // Paper - OBFHELPER
protected IntSupplier c(long i) {
return () -> {
PlayerChunk playerchunk = this.getVisibleChunk(i);
@@ -0,0 +0,0 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
@Override
public void close() throws IOException {
try {
+ this.lightThread.shutdown(); // Paper
this.p.close();
this.world.asyncChunkTaskManager.close(true); // Paper - Required since we're closing regionfiles in the next line
this.m.close();
diff --git a/src/main/java/net/minecraft/server/level/WorldServer.java b/src/main/java/net/minecraft/server/level/WorldServer.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/server/level/WorldServer.java
+++ b/src/main/java/net/minecraft/server/level/WorldServer.java
@@ -0,0 +0,0 @@ public class WorldServer extends World implements GeneratorAccessSeed {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
gameprofilerfiller.exit();
timings.chunkTicksBlocks.stopTiming(); // Paper
+ getChunkProvider().getLightEngine().queueUpdate(); // Paper
// Paper end
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
}
diff --git a/src/main/java/net/minecraft/util/thread/ThreadedMailbox.java b/src/main/java/net/minecraft/util/thread/ThreadedMailbox.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/util/thread/ThreadedMailbox.java
+++ b/src/main/java/net/minecraft/util/thread/ThreadedMailbox.java
@@ -0,0 +0,0 @@ public class ThreadedMailbox<T> implements Mailbox<T>, AutoCloseable, Runnable {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
- @Override
+
+ public final void queue(T t0) { a(t0); } @Override // Paper - OBFHELPER
public void a(T t0) {
this.a.a(t0);
this.f();
diff --git a/src/main/java/net/minecraft/world/level/chunk/NibbleArray.java b/src/main/java/net/minecraft/world/level/chunk/NibbleArray.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/level/chunk/NibbleArray.java
+++ b/src/main/java/net/minecraft/world/level/chunk/NibbleArray.java
2021-03-16 16:50:45 +01:00
@@ -0,0 +0,0 @@ import net.minecraft.server.MCUtil;
public class NibbleArray {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
// Paper start
2021-03-16 16:50:45 +01:00
+ public static final NibbleArray EMPTY_NIBBLE_ARRAY = new NibbleArray() {
+ @Override
+ public byte[] asBytes() {
+ throw new IllegalStateException();
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ }
+ };
2021-03-16 16:50:45 +01:00
+ public long lightCacheKey = Long.MIN_VALUE;
public static byte[] EMPTY_NIBBLE = new byte[2048];
private static final int nibbleBucketSizeMultiplier = Integer.getInteger("Paper.nibbleBucketSize", 3072);
private static final int maxPoolSize = Integer.getInteger("Paper.maxNibblePoolSize", (int) Math.min(6, Math.max(1, Runtime.getRuntime().maxMemory() / 1024 / 1024 / 1024)) * (nibbleBucketSizeMultiplier * 8));
diff --git a/src/main/java/net/minecraft/world/level/lighting/LightEngineBlock.java b/src/main/java/net/minecraft/world/level/lighting/LightEngineBlock.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/level/lighting/LightEngineBlock.java
+++ b/src/main/java/net/minecraft/world/level/lighting/LightEngineBlock.java
@@ -0,0 +0,0 @@ public final class LightEngineBlock extends LightEngineLayer<LightEngineStorageB
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
private int d(long i) {
- int j = BlockPosition.b(i);
- int k = BlockPosition.c(i);
- int l = BlockPosition.d(i);
+ // Paper start - inline math
+ int j = (int) (i >> 38);
+ int k = (int) ((i << 52) >> 52);
+ int l = (int) ((i << 26) >> 38);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ // Paper end
IBlockAccess iblockaccess = this.a.c(j >> 4, l >> 4);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
return iblockaccess != null ? iblockaccess.g(this.f.d(j, k, l)) : 0;
@@ -0,0 +0,0 @@ public final class LightEngineBlock extends LightEngineLayer<LightEngineStorageB
} else if (k >= 15) {
return k;
} else {
- int l = Integer.signum(BlockPosition.b(j) - BlockPosition.b(i));
- int i1 = Integer.signum(BlockPosition.c(j) - BlockPosition.c(i));
- int j1 = Integer.signum(BlockPosition.d(j) - BlockPosition.d(i));
+ // Paper start - reuse math - credit to JellySquid for idea
+ int jx = (int) (j >> 38);
+ int jy = (int) ((j << 52) >> 52);
+ int jz = (int) ((j << 26) >> 38);
+ int ix = (int) (i >> 38);
+ int iy = (int) ((i << 52) >> 52);
+ int iz = (int) ((i << 26) >> 38);
+ int l = Integer.signum(jx - ix);
+ int i1 = Integer.signum(jy - iy);
+ int j1 = Integer.signum(jz - iz);
+ // Paper end
EnumDirection enumdirection = EnumDirection.a(l, i1, j1);
if (enumdirection == null) {
return 15;
} else {
//MutableInt mutableint = new MutableInt(); // Paper - share mutableint, single threaded
- IBlockData iblockdata = this.a(j, mutableint);
-
- if (mutableint.getValue() >= 15) {
+ IBlockData iblockdata = this.getBlockOptimized(jx, jy, jz, mutableint); // Paper
+ int blockedLight = mutableint.getValue(); // Paper
+ if (blockedLight >= 15) { // Paper
return 15;
} else {
- IBlockData iblockdata1 = this.a(i, (MutableInt) null);
+ IBlockData iblockdata1 = this.getBlockOptimized(ix, iy, iz); // Paper
VoxelShape voxelshape = this.a(iblockdata1, i, enumdirection);
VoxelShape voxelshape1 = this.a(iblockdata, j, enumdirection.opposite());
- return VoxelShapes.b(voxelshape, voxelshape1) ? 15 : k + Math.max(1, mutableint.getValue());
+ return VoxelShapes.b(voxelshape, voxelshape1) ? 15 : k + Math.max(1, blockedLight); // Paper
}
}
}
@@ -0,0 +0,0 @@ public final class LightEngineBlock extends LightEngineLayer<LightEngineStorageB
@Override
protected void a(long i, int j, boolean flag) {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
- long k = SectionPosition.e(i);
+ // Paper start - reuse unpacking, credit to JellySquid (Didn't do full optimization though)
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ int x = (int) (i >> 38);
+ int y = (int) ((i << 52) >> 52);
+ int z = (int) ((i << 26) >> 38);
+ long k = SectionPosition.blockPosAsSectionLong(x, y, z);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ // Paper end
EnumDirection[] aenumdirection = LightEngineBlock.e;
int l = aenumdirection.length;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
for (int i1 = 0; i1 < l; ++i1) {
EnumDirection enumdirection = aenumdirection[i1];
- long j1 = BlockPosition.a(i, enumdirection);
- long k1 = SectionPosition.e(j1);
+ long j1 = BlockPosition.getAdjacent(x, y, z, enumdirection); // Paper
+ long k1 = SectionPosition.getAdjacentFromBlockPos(x, y, z, enumdirection); // Paper
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (k == k1 || ((LightEngineStorageBlock) this.c).g(k1)) {
this.b(i, j1, j, flag);
@@ -0,0 +0,0 @@ public final class LightEngineBlock extends LightEngineLayer<LightEngineStorageB
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
}
- long j1 = SectionPosition.e(i);
- NibbleArray nibblearray = ((LightEngineStorageBlock) this.c).a(j1, true);
+ // Paper start
+ int baseX = (int) (i >> 38);
+ int baseY = (int) ((i << 52) >> 52);
+ int baseZ = (int) ((i << 26) >> 38);
+ long j1 = SectionPosition.blockPosAsSectionLong(baseX, baseY, baseZ);
+ NibbleArray nibblearray = this.c.updating.getUpdatingOptimized(j1);
+ // Paper end
EnumDirection[] aenumdirection = LightEngineBlock.e;
int k1 = aenumdirection.length;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
for (int l1 = 0; l1 < k1; ++l1) {
EnumDirection enumdirection = aenumdirection[l1];
- long i2 = BlockPosition.a(i, enumdirection);
+ // Paper start
+ int newX = baseX + enumdirection.getAdjacentX();
+ int newY = baseY + enumdirection.getAdjacentY();
+ int newZ = baseZ + enumdirection.getAdjacentZ();
+ long i2 = BlockPosition.asLong(newX, newY, newZ);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (i2 != j) {
- long j2 = SectionPosition.e(i2);
+ long j2 = SectionPosition.blockPosAsSectionLong(newX, newY, newZ);
+ // Paper end
NibbleArray nibblearray1;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (j1 == j2) {
nibblearray1 = nibblearray;
} else {
- nibblearray1 = ((LightEngineStorageBlock) this.c).a(j2, true);
+ nibblearray1 = ((LightEngineStorageBlock) this.c).updating.getUpdatingOptimized(j2); // Paper
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (nibblearray1 != null) {
- int k2 = this.b(i2, i, this.a(nibblearray1, i2));
+ int k2 = this.b(i2, i, this.getNibbleLightInverse(nibblearray1, newX, newY, newZ)); // Paper
if (l > k2) {
l = k2;
diff --git a/src/main/java/net/minecraft/world/level/lighting/LightEngineLayer.java b/src/main/java/net/minecraft/world/level/lighting/LightEngineLayer.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/level/lighting/LightEngineLayer.java
+++ b/src/main/java/net/minecraft/world/level/lighting/LightEngineLayer.java
2021-03-16 14:04:28 +01:00
@@ -0,0 +0,0 @@ import net.minecraft.world.level.EnumSkyBlock;
import net.minecraft.world.level.IBlockAccess;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.IBlockData;
+import net.minecraft.world.level.chunk.IChunkAccess;
import net.minecraft.world.level.chunk.ILightAccess;
import net.minecraft.world.level.chunk.NibbleArray;
import net.minecraft.world.phys.shapes.VoxelShape;
@@ -0,0 +0,0 @@ public abstract class LightEngineLayer<M extends LightEngineStorageArray<M>, S e
protected final EnumSkyBlock b;
protected final S c;
private boolean f;
- protected final BlockPosition.MutableBlockPosition d = new BlockPosition.MutableBlockPosition();
+ protected final BlockPosition.MutableBlockPosition d = new BlockPosition.MutableBlockPosition(); protected final BlockPosition.MutableBlockPosition pos = d; // Paper
private final long[] g = new long[2];
- private final IBlockAccess[] h = new IBlockAccess[2];
+ private final IChunkAccess[] h = new IChunkAccess[2]; // Paper
+ // Paper start - see fully commented out method below (look for Bedrock)
+ // optimized method with less branching for when scenarios arent needed.
+ // avoid using mutable version if can
+ protected final IBlockData getBlockOptimized(int x, int y, int z, MutableInt mutableint) {
+ IChunkAccess iblockaccess = this.a(x >> 4, z >> 4);
+
+ if (iblockaccess == null) {
+ mutableint.setValue(16);
+ return Blocks.BEDROCK.getBlockData();
+ } else {
+ this.pos.setValues(x, y, z);
+ IBlockData iblockdata = iblockaccess.getType(x, y, z);
+ mutableint.setValue(iblockdata.b(this.a.getWorld(), this.pos));
+ return iblockdata.l() && iblockdata.e() ? iblockdata : Blocks.AIR.getBlockData();
+ }
+ }
+ protected final IBlockData getBlockOptimized(int x, int y, int z) {
+ IChunkAccess iblockaccess = this.a(x >> 4, z >> 4);
+
+ if (iblockaccess == null) {
+ return Blocks.BEDROCK.getBlockData();
+ } else {
+ IBlockData iblockdata = iblockaccess.getType(x, y, z);
+ return iblockdata.l() && iblockdata.e() ? iblockdata : Blocks.AIR.getBlockData();
+ }
+ }
+ // Paper end
public LightEngineLayer(ILightAccess ilightaccess, EnumSkyBlock enumskyblock, S s0) {
super(16, 256, 8192);
this.a = ilightaccess;
@@ -0,0 +0,0 @@ public abstract class LightEngineLayer<M extends LightEngineStorageArray<M>, S e
}
@Nullable
- private IBlockAccess a(int i, int j) {
+ private IChunkAccess a(int i, int j) { // Paper
long k = ChunkCoordIntPair.pair(i, j);
for (int l = 0; l < 2; ++l) {
@@ -0,0 +0,0 @@ public abstract class LightEngineLayer<M extends LightEngineStorageArray<M>, S e
}
}
- IBlockAccess iblockaccess = this.a.c(i, j);
+ IChunkAccess iblockaccess = (IChunkAccess) this.a.c(i, j); // Paper
for (int i1 = 1; i1 > 0; --i1) {
this.g[i1] = this.g[i1 - 1];
@@ -0,0 +0,0 @@ public abstract class LightEngineLayer<M extends LightEngineStorageArray<M>, S e
Arrays.fill(this.h, (Object) null);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
- protected IBlockData a(long i, @Nullable MutableInt mutableint) {
- if (i == Long.MAX_VALUE) {
- if (mutableint != null) {
- mutableint.setValue(0);
- }
-
- return Blocks.AIR.getBlockData();
- } else {
- int j = SectionPosition.a(BlockPosition.b(i));
- int k = SectionPosition.a(BlockPosition.d(i));
- IBlockAccess iblockaccess = this.a(j, k);
-
- if (iblockaccess == null) {
- if (mutableint != null) {
- mutableint.setValue(16);
- }
-
- return Blocks.BEDROCK.getBlockData();
- } else {
- this.d.g(i);
- IBlockData iblockdata = iblockaccess.getType(this.d);
- boolean flag = iblockdata.l() && iblockdata.e();
-
- if (mutableint != null) {
- mutableint.setValue(iblockdata.b(this.a.getWorld(), (BlockPosition) this.d));
- }
-
- return flag ? iblockdata : Blocks.AIR.getBlockData();
- }
- }
- }
+ // Paper start - comment out, see getBlockOptimized
+// protected IBlockData a(long i, @Nullable MutableInt mutableint) {
+// if (i == Long.MAX_VALUE) {
+// if (mutableint != null) {
+// mutableint.setValue(0);
+// }
+//
+// return Blocks.AIR.getBlockData();
+// } else {
+// int j = SectionPosition.a(BlockPosition.b(i));
+// int k = SectionPosition.a(BlockPosition.d(i));
+// IBlockAccess iblockaccess = this.a(j, k);
+//
+// if (iblockaccess == null) {
+// if (mutableint != null) {
+// mutableint.setValue(16);
+// }
+//
+// return Blocks.BEDROCK.getBlockData();
+// } else {
+// this.d.g(i);
+// IBlockData iblockdata = iblockaccess.getType(this.d);
+// boolean flag = iblockdata.l() && iblockdata.e();
+//
+// if (mutableint != null) {
+// mutableint.setValue(iblockdata.b(this.a.getWorld(), (BlockPosition) this.d));
+// }
+//
+// return flag ? iblockdata : Blocks.AIR.getBlockData();
+// }
+// }
+// }
+ // Paper end
protected VoxelShape a(IBlockData iblockdata, long i, EnumDirection enumdirection) {
return iblockdata.l() ? iblockdata.a(this.a.getWorld(), this.d.g(i), enumdirection) : VoxelShapes.a();
@@ -0,0 +0,0 @@ public abstract class LightEngineLayer<M extends LightEngineStorageArray<M>, S e
return i == Long.MAX_VALUE ? 0 : 15 - this.c.i(i);
}
+ protected int getNibbleLightInverse(NibbleArray nibblearray, int x, int y, int z) { return 15 - nibblearray.a(x & 15, y & 15, z & 15); } // Paper - x/y/z version of below
protected int a(NibbleArray nibblearray, long i) {
- return 15 - nibblearray.a(SectionPosition.b(BlockPosition.b(i)), SectionPosition.b(BlockPosition.c(i)), SectionPosition.b(BlockPosition.d(i)));
+ return 15 - nibblearray.a((int) (i >> 38) & 15, (int) ((i << 52) >> 52) & 15, (int) ((i << 26) >> 38) & 15); // Paper
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@Override
diff --git a/src/main/java/net/minecraft/world/level/lighting/LightEngineSky.java b/src/main/java/net/minecraft/world/level/lighting/LightEngineSky.java
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/level/lighting/LightEngineSky.java
+++ b/src/main/java/net/minecraft/world/level/lighting/LightEngineSky.java
2021-03-16 16:50:45 +01:00
@@ -0,0 +0,0 @@ import net.minecraft.core.BlockPosition;
import net.minecraft.core.EnumDirection;
import net.minecraft.core.SectionPosition;
import net.minecraft.world.level.EnumSkyBlock;
+import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.IBlockData;
import net.minecraft.world.level.chunk.ILightAccess;
import net.minecraft.world.level.chunk.NibbleArray;
@@ -0,0 +0,0 @@ public final class LightEngineSky extends LightEngineLayer<LightEngineStorageSky
return k;
} else {
//MutableInt mutableint = new MutableInt(); // Paper - share mutableint, single threaded
- IBlockData iblockdata = this.a(j, mutableint);
-
- if (mutableint.getValue() >= 15) {
+ // Paper start - use x/y/z and optimized block lookup
+ int jx = (int) (j >> 38);
+ int jy = (int) ((j << 52) >> 52);
+ int jz = (int) ((j << 26) >> 38);
+ IBlockData iblockdata = this.getBlockOptimized(jx, jy, jz, mutableint);
+ int blockedLight = mutableint.getValue();
+ if (blockedLight >= 15) {
+ // Paper end
return 15;
} else {
- int l = BlockPosition.b(i);
- int i1 = BlockPosition.c(i);
- int j1 = BlockPosition.d(i);
- int k1 = BlockPosition.b(j);
- int l1 = BlockPosition.c(j);
- int i2 = BlockPosition.d(j);
- boolean flag = l == k1 && j1 == i2;
- int j2 = Integer.signum(k1 - l);
- int k2 = Integer.signum(l1 - i1);
- int l2 = Integer.signum(i2 - j1);
+ // Paper start - inline math
+ int ix = (int) (i >> 38);
+ int iy = (int) ((i << 52) >> 52);
+ int iz = (int) ((i << 26) >> 38);
+ boolean flag = ix == jx && iz == jz;
+ int j2 = Integer.signum(jx - ix);
+ int k2 = Integer.signum(jy - iy);
+ int l2 = Integer.signum(jz - iz);
+ // Paper end
EnumDirection enumdirection;
if (i == Long.MAX_VALUE) {
@@ -0,0 +0,0 @@ public final class LightEngineSky extends LightEngineLayer<LightEngineStorageSky
enumdirection = EnumDirection.a(j2, k2, l2);
}
- IBlockData iblockdata1 = this.a(i, (MutableInt) null);
+ IBlockData iblockdata1 = i == Long.MAX_VALUE ? Blocks.AIR.getBlockData() : this.getBlockOptimized(ix, iy, iz); // Paper
VoxelShape voxelshape;
if (enumdirection != null) {
@@ -0,0 +0,0 @@ public final class LightEngineSky extends LightEngineLayer<LightEngineStorageSky
}
}
- boolean flag1 = i == Long.MAX_VALUE || flag && i1 > l1;
+ boolean flag1 = i == Long.MAX_VALUE || flag && iy > jy; // Paper rename vars to iy > jy
- return flag1 && k == 0 && mutableint.getValue() == 0 ? 0 : k + Math.max(1, mutableint.getValue());
+ return flag1 && k == 0 && blockedLight == 0 ? 0 : k + Math.max(1, blockedLight); // Paper
}
}
}
@@ -0,0 +0,0 @@ public final class LightEngineSky extends LightEngineLayer<LightEngineStorageSky
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@Override
protected void a(long i, int j, boolean flag) {
- long k = SectionPosition.e(i);
- int l = BlockPosition.c(i);
- int i1 = SectionPosition.b(l);
- int j1 = SectionPosition.a(l);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ // Paper start
+ int baseX = (int) (i >> 38);
+ int baseY = (int) ((i << 52) >> 52);
+ int baseZ = (int) ((i << 26) >> 38);
+ long k = SectionPosition.blockPosAsSectionLong(baseX, baseY, baseZ);
+ int i1 = baseY & 15;
+ int j1 = baseY >> 4;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ // Paper end
int k1;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (i1 != 0) {
@@ -0,0 +0,0 @@ public final class LightEngineSky extends LightEngineLayer<LightEngineStorageSky
k1 = l1;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
- long i2 = BlockPosition.a(i, 0, -1 - k1 * 16, 0);
- long j2 = SectionPosition.e(i2);
+ int newBaseY = baseY + (-1 - k1 * 16); // Paper
+ long i2 = BlockPosition.asLong(baseX, newBaseY, baseZ); // Paper
+ long j2 = SectionPosition.blockPosAsSectionLong(baseX, newBaseY, baseZ); // Paper
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (k == j2 || ((LightEngineStorageSky) this.c).g(j2)) {
this.b(i, i2, j, flag);
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
- long k2 = BlockPosition.a(i, EnumDirection.UP);
- long l2 = SectionPosition.e(k2);
+ long k2 = BlockPosition.asLong(baseX, baseY + 1, baseZ); // Paper
+ long l2 = SectionPosition.blockPosAsSectionLong(baseX, baseY + 1, baseZ); // Paper
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (k == l2 || ((LightEngineStorageSky) this.c).g(l2)) {
this.b(i, k2, j, flag);
@@ -0,0 +0,0 @@ public final class LightEngineSky extends LightEngineLayer<LightEngineStorageSky
int k3 = 0;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
while (true) {
- long l3 = BlockPosition.a(i, enumdirection.getAdjacentX(), -k3, enumdirection.getAdjacentZ());
- long i4 = SectionPosition.e(l3);
+ long l3 = BlockPosition.asLong(baseX + enumdirection.getAdjacentX(), baseY - k3, baseZ + enumdirection.getAdjacentZ()); // Paper
+ long i4 = SectionPosition.blockPosAsSectionLong(baseX + enumdirection.getAdjacentX(), baseY - k3, baseZ + enumdirection.getAdjacentZ()); // Paper
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (k == i4) {
this.b(i, l3, j, flag);
@@ -0,0 +0,0 @@ public final class LightEngineSky extends LightEngineLayer<LightEngineStorageSky
}
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
- long j1 = SectionPosition.e(i);
- NibbleArray nibblearray = ((LightEngineStorageSky) this.c).a(j1, true);
+ // Paper start
+ int baseX = (int) (i >> 38);
+ int baseY = (int) ((i << 52) >> 52);
+ int baseZ = (int) ((i << 26) >> 38);
+ long j1 = SectionPosition.blockPosAsSectionLong(baseX, baseY, baseZ);
+ NibbleArray nibblearray = this.c.updating.getUpdatingOptimized(j1);
+ // Paper end
EnumDirection[] aenumdirection = LightEngineSky.e;
int k1 = aenumdirection.length;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
for (int l1 = 0; l1 < k1; ++l1) {
EnumDirection enumdirection = aenumdirection[l1];
- long i2 = BlockPosition.a(i, enumdirection);
- long j2 = SectionPosition.e(i2);
+ // Paper start
+ int newX = baseX + enumdirection.getAdjacentX();
+ int newY = baseY + enumdirection.getAdjacentY();
+ int newZ = baseZ + enumdirection.getAdjacentZ();
+ long i2 = BlockPosition.asLong(newX, newY, newZ);
+ long j2 = SectionPosition.blockPosAsSectionLong(newX, newY, newZ);
+ // Paper end
NibbleArray nibblearray1;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (j1 == j2) {
nibblearray1 = nibblearray;
} else {
- nibblearray1 = ((LightEngineStorageSky) this.c).a(j2, true);
+ nibblearray1 = ((LightEngineStorageSky) this.c).updating.getUpdatingOptimized(j2); // Paper
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (nibblearray1 != null) {
if (i2 != j) {
- int k2 = this.b(i2, i, this.a(nibblearray1, i2));
+ int k2 = this.b(i2, i, this.getNibbleLightInverse(nibblearray1, newX, newY, newZ)); // Paper
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (l > k2) {
l = k2;
@@ -0,0 +0,0 @@ public final class LightEngineSky extends LightEngineLayer<LightEngineStorageSky
j2 = SectionPosition.a(j2, EnumDirection.UP);
}
1.16.2 Release (#4123) PaperMC believes that 1.16.2 is now ready for general release as we fixed the main issue plagueing the 1.16.x release, the MapLike data conversion issues. Until now, it was not safe for a server to convert a world to 1.16.2 without data conversion issues around villages and potentially other things. If you did, those MapLike errors meant something went wrong. This is now resolved. Big thanks to all those that helped, notably @BillyGalbreath and @Proximyst who did large parts of the update process with me. Please as always, backup your worlds and test before updating to 1.16.2! If you update to 1.16.2, there is no going back to an older build than this. --------------------------------- Co-authored-by: William Blake Galbreath <Blake.Galbreath@GMail.com> Co-authored-by: Mariell Hoversholm <proximyst@proximyst.com> Co-authored-by: krolik-exe <69214078+krolik-exe@users.noreply.github.com> Co-authored-by: BillyGalbreath <BillyGalbreath@users.noreply.github.com> Co-authored-by: stonar96 <minecraft.stonar96@gmail.com> Co-authored-by: Shane Freeder <theboyetronic@gmail.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com> Co-authored-by: Riley Park <rileysebastianpark@gmail.com> Co-authored-by: Aurora <21148213+aurorasmiles@users.noreply.github.com> Co-authored-by: Nassim Jahnke <nassim@njahnke.dev> Co-authored-by: commandblockguy <commandblockguy1@gmail.com> Co-authored-by: DigitalRegent <misterwener@gmail.com> Co-authored-by: ishland <ishlandmc@yeah.net>
2020-08-25 04:22:08 +02:00
- NibbleArray nibblearray2 = ((LightEngineStorageSky) this.c).a(j2, true);
+ NibbleArray nibblearray2 = this.c.updating.getUpdatingOptimized(j2); // Paper
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
if (i2 != j) {
int l2;
diff --git a/src/main/java/net/minecraft/world/level/lighting/LightEngineStorage.java b/src/main/java/net/minecraft/world/level/lighting/LightEngineStorage.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/level/lighting/LightEngineStorage.java
+++ b/src/main/java/net/minecraft/world/level/lighting/LightEngineStorage.java
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
protected final LongSet c = new LongOpenHashSet();
protected final LongSet d = new LongOpenHashSet();
protected volatile M e_visible; protected final Object visibleUpdateLock = new Object(); // Paper - diff on change, should be "visible" - force compile fail on usage change
- protected final M f; // Paper - diff on change, should be "updating"
+ protected final M f; protected final M updating; // Paper - diff on change, should be "updating"
protected final LongSet g = new LongOpenHashSet();
- protected final LongSet h = new LongOpenHashSet();
+ protected final LongSet h = new LongOpenHashSet(); LongSet dirty = h; // Paper - OBFHELPER
protected final Long2ObjectMap<NibbleArray> i = Long2ObjectMaps.synchronize(new Long2ObjectOpenHashMap());
private final LongSet n = new LongOpenHashSet();
private final LongSet o = new LongOpenHashSet();
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
protected volatile boolean j;
protected LightEngineStorage(EnumSkyBlock enumskyblock, ILightAccess ilightaccess, M m0) {
- super(3, 16, 256);
+ super(3, 256, 256); // Paper - bump expected size of level sets to improve collisions and reduce rehashing (seen a lot of it)
this.l = enumskyblock;
this.m = ilightaccess;
- this.f = m0;
+ this.f = m0; updating = m0; // Paper
this.e_visible = m0.b(); // Paper - avoid copying light data
this.e_visible.d(); // Paper - avoid copying light data
}
- protected boolean g(long i) {
- return this.a(i, true) != null;
+ protected final boolean g(long i) { // Paper - final to help inlining
+ return this.updating.getUpdatingOptimized(i) != null; // Paper - inline to avoid branching
}
@Nullable
protected NibbleArray a(long i, boolean flag) {
// Paper start - avoid copying light data
if (flag) {
- return this.a(this.f, i);
+ return this.updating.getUpdatingOptimized(i);
} else {
synchronized (this.visibleUpdateLock) {
- return this.a(this.e_visible, i);
+ return this.e_visible.lookup.apply(i);
}
}
// Paper end - avoid copying light data
}
@Nullable
- protected NibbleArray a(M m0, long i) {
+ protected final NibbleArray a(M m0, long i) { // Paper
return m0.c(i);
}
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
protected abstract int d(long i);
protected int i(long i) {
- long j = SectionPosition.e(i);
- NibbleArray nibblearray = this.a(j, true);
+ // Paper start - reuse and inline math, use Optimized Updating path
+ final int x = (int) (i >> 38);
+ final int y = (int) ((i << 52) >> 52);
+ final int z = (int) ((i << 26) >> 38);
+ long j = SectionPosition.blockPosAsSectionLong(x, y, z);
+ NibbleArray nibblearray = this.updating.getUpdatingOptimized(j);
+ // BUG: Sometimes returns null and crashes, try to recover, but to prevent crash just return no light.
+ if (nibblearray == null) {
+ nibblearray = this.e_visible.lookup.apply(j);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ }
+ if (nibblearray == null) {
+ System.err.println("Null nibble, preventing crash " + BlockPosition.fromLong(i));
+ return 0;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ }
- return nibblearray.a(SectionPosition.b(BlockPosition.b(i)), SectionPosition.b(BlockPosition.c(i)), SectionPosition.b(BlockPosition.d(i)));
+ return nibblearray.a(x & 15, y & 15, z & 15); // Paper - inline operations
+ // Paper end
}
protected void b(long i, int j) {
- long k = SectionPosition.e(i);
+ // Paper start - cache part of the math done in loop below
+ int x = (int) (i >> 38);
+ int y = (int) ((i << 52) >> 52);
+ int z = (int) ((i << 26) >> 38);
+ long k = SectionPosition.blockPosAsSectionLong(x, y, z);
+ // Paper end
if (this.g.add(k)) {
this.f.a(k);
}
NibbleArray nibblearray = this.a(k, true);
-
- nibblearray.a(SectionPosition.b(BlockPosition.b(i)), SectionPosition.b(BlockPosition.c(i)), SectionPosition.b(BlockPosition.d(i)), j);
-
- for (int l = -1; l <= 1; ++l) {
- for (int i1 = -1; i1 <= 1; ++i1) {
- for (int j1 = -1; j1 <= 1; ++j1) {
- this.h.add(SectionPosition.e(BlockPosition.a(i, i1, j1, l)));
+ nibblearray.a(x & 15, y & 15, z & 15, j); // Paper - use already calculated x/y/z
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+
+ // Paper start - credit to JellySquid for a major optimization here:
+ /*
+ * An extremely important optimization is made here in regards to adding items to the pending notification set. The
+ * original implementation attempts to add the coordinate of every chunk which contains a neighboring block position
+ * even though a huge number of loop iterations will simply map to block positions within the same updating chunk.
+ *
+ * Our implementation here avoids this by pre-calculating the min/max chunk coordinates so we can iterate over only
+ * the relevant chunk positions once. This reduces what would always be 27 iterations to just 1-8 iterations.
+ *
+ * @reason Use faster implementation
+ * @author JellySquid
+ */
+ for (int z2 = (z - 1) >> 4; z2 <= (z + 1) >> 4; ++z2) {
+ for (int x2 = (x - 1) >> 4; x2 <= (x + 1) >> 4; ++x2) {
+ for (int y2 = (y - 1) >> 4; y2 <= (y + 1) >> 4; ++y2) {
+ this.dirty.add(SectionPosition.asLong(x2, y2, z2));
+ // Paper end
}
}
}
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
}
if (k >= 2 && j != 2) {
- if (this.p.contains(i)) {
- this.p.remove(i);
- } else {
+ if (!this.p.remove(i)) { // Paper - remove useless contains - credit to JellySquid
+ //this.p.remove(i); // Paper
+ //} else { // Paper
this.f.a(i, this.j(i));
this.g.add(i);
this.k(i);
- for (int l = -1; l <= 1; ++l) {
- for (int i1 = -1; i1 <= 1; ++i1) {
- for (int j1 = -1; j1 <= 1; ++j1) {
- this.h.add(SectionPosition.e(BlockPosition.a(i, i1, j1, l)));
+ // Paper start - reuse x/y/z and only notify valid chunks - Credit to JellySquid (See above method for notes)
+ int x = (int) (i >> 38);
+ int y = (int) ((i << 52) >> 52);
+ int z = (int) ((i << 26) >> 38);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+
+ for (int z2 = (z - 1) >> 4; z2 <= (z + 1) >> 4; ++z2) {
+ for (int x2 = (x - 1) >> 4; x2 <= (x + 1) >> 4; ++x2) {
+ for (int y2 = (y - 1) >> 4; y2 <= (y + 1) >> 4; ++y2) {
+ this.dirty.add(SectionPosition.asLong(x2, y2, z2));
+ // Paper end
}
}
}
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
return SectionPosition.e(j) == i;
});
} else {
- int j = SectionPosition.c(SectionPosition.b(i));
- int k = SectionPosition.c(SectionPosition.c(i));
- int l = SectionPosition.c(SectionPosition.d(i));
+ int j = (int) (i >> 42) << 4; // Paper - inline
+ int k = (int) (i << 44 >> 44) << 4; // Paper - inline
+ int l = (int) (i << 22 >> 42) << 4; // Paper - inline
for (int i1 = 0; i1 < 16; ++i1) {
for (int j1 = 0; j1 < 16; ++j1) {
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
NibbleArray nibblearray;
while (longiterator.hasNext()) {
- i = (Long) longiterator.next();
+ i = longiterator.nextLong(); // Paper
this.a(lightenginelayer, i);
NibbleArray nibblearray1 = (NibbleArray) this.i.remove(i);
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
longiterator = this.p.iterator();
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
while (longiterator.hasNext()) {
- i = (Long) longiterator.next();
+ i = longiterator.nextLong(); // Paper
this.l(i);
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
Entry entry;
long j;
+ NibbleArray test = null; // Paper
while (objectiterator.hasNext()) {
entry = (Entry) objectiterator.next();
j = entry.getLongKey();
- if (this.g(j)) {
+ if ((test = this.updating.getUpdatingOptimized(j)) != null) { // Paper - dont look up nibble twice
nibblearray = (NibbleArray) entry.getValue();
- if (this.f.c(j) != nibblearray) {
+ if (test != nibblearray) { // Paper
this.a(lightenginelayer, j);
this.f.a(j, nibblearray);
this.g.add(j);
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
longiterator = this.i.keySet().iterator();
while (longiterator.hasNext()) {
- i = (Long) longiterator.next();
+ i = longiterator.nextLong(); // Paper
this.b(lightenginelayer, i);
}
} else {
longiterator = this.n.iterator();
while (longiterator.hasNext()) {
- i = (Long) longiterator.next();
+ i = longiterator.nextLong(); // Paper
this.b(lightenginelayer, i);
}
}
@@ -0,0 +0,0 @@ public abstract class LightEngineStorage<M extends LightEngineStorageArray<M>> e
private void b(LightEngineLayer<M, ?> lightenginelayer, long i) {
if (this.g(i)) {
- int j = SectionPosition.c(SectionPosition.b(i));
- int k = SectionPosition.c(SectionPosition.c(i));
- int l = SectionPosition.c(SectionPosition.d(i));
+ // Paper start
+ int secX = (int) (i >> 42);
+ int secY = (int) (i << 44 >> 44);
+ int secZ = (int) (i << 22 >> 42);
+ int j = secX << 4; // baseX
+ int k = secY << 4; // baseY
+ int l = secZ << 4; // baseZ
+ // Paper end
EnumDirection[] aenumdirection = LightEngineStorage.k;
int i1 = aenumdirection.length;
for (int j1 = 0; j1 < i1; ++j1) {
EnumDirection enumdirection = aenumdirection[j1];
- long k1 = SectionPosition.a(i, enumdirection);
+ long k1 = SectionPosition.getAdjacentFromSectionPos(secX, secY, secZ, enumdirection); // Paper - avoid extra unpacking
if (!this.i.containsKey(k1) && this.g(k1)) {
for (int l1 = 0; l1 < 16; ++l1) {
diff --git a/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageArray.java b/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageArray.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageArray.java
+++ b/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageArray.java
@@ -0,0 +0,0 @@ import net.minecraft.world.level.chunk.NibbleArray;
public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<M>> {
- private final long[] b = new long[2];
- private final NibbleArray[] c = new NibbleArray[2];
+ // private final long[] b = new long[2]; // Paper - unused
+ private final NibbleArray[] c = new NibbleArray[]{NibbleArray.EMPTY_NIBBLE_ARRAY, NibbleArray.EMPTY_NIBBLE_ARRAY}; private final NibbleArray[] cache = c; // Paper - OBFHELPER
private boolean d;
protected final com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<NibbleArray> data; // Paper - avoid copying light data
protected final boolean isVisible; // Paper - avoid copying light data
- java.util.function.Function<Long, NibbleArray> lookup; // Paper - faster branchless lookup
+ // Paper start - faster lookups with less branching, use interface to avoid boxing instead of Function
+ public final NibbleArrayAccess lookup;
+ public interface NibbleArrayAccess {
+ NibbleArray apply(long id);
+ }
+ // Paper end
// Paper start - avoid copying light data
protected LightEngineStorageArray(com.destroystokyo.paper.util.map.QueuedChangesMapLong2Object<NibbleArray> data, boolean isVisible) {
if (isVisible) {
@@ -0,0 +0,0 @@ public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<
}
this.data = data;
this.isVisible = isVisible;
+ // Paper end - avoid copying light data
+ // Paper start - faster lookups with less branching
if (isVisible) {
lookup = data::getVisibleAsync;
} else {
- lookup = data::getUpdating;
+ lookup = data.getUpdatingMap()::get; // jump straight the sub map
}
- // Paper end - avoid copying light data
+ // Paper end
this.c();
this.d = true;
}
@@ -0,0 +0,0 @@ public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<
public void a(long i) {
if (this.isVisible) { throw new IllegalStateException("writing to visible data"); } // Paper - avoid copying light data
NibbleArray updating = this.data.getUpdating(i); // Paper - pool nibbles
- this.data.queueUpdate(i, new NibbleArray().markPoolSafe(updating.getCloneIfSet())); // Paper - avoid copying light data - pool safe clone
+ NibbleArray nibblearray = new NibbleArray().markPoolSafe(updating.getCloneIfSet()); // Paper
+ nibblearray.lightCacheKey = i; // Paper
+ this.data.queueUpdate(i, nibblearray); // Paper - avoid copying light data - pool safe clone
if (updating.cleaner != null) MCUtil.scheduleTask(2, updating.cleaner, "Light Engine Release"); // Paper - delay clean incase anything holding ref was still using it
this.c();
}
@@ -0,0 +0,0 @@ public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<
return lookup.apply(i) != null; // Paper - avoid copying light data
}
- @Nullable
- public final NibbleArray c(long i) { // Paper - final
- if (this.d) {
- for (int j = 0; j < 2; ++j) {
- if (i == this.b[j]) {
- return this.c[j];
- }
- }
- }
-
- NibbleArray nibblearray = lookup.apply(i); // Paper - avoid copying light data
+ // Paper start - less branching as we know we are using cache and updating
+ public final NibbleArray getUpdatingOptimized(final long i) { // Paper - final
+ final NibbleArray[] cache = this.cache;
+ if (cache[0].lightCacheKey == i) return cache[0];
+ if (cache[1].lightCacheKey == i) return cache[1];
+ final NibbleArray nibblearray = this.lookup.apply(i); // Paper - avoid copying light data
if (nibblearray == null) {
return null;
} else {
- if (this.d) {
- for (int k = 1; k > 0; --k) {
- this.b[k] = this.b[k - 1];
- this.c[k] = this.c[k - 1];
- }
-
- this.b[0] = i;
- this.c[0] = nibblearray;
- }
-
+ cache[1] = cache[0];
+ cache[0] = nibblearray;
return nibblearray;
}
}
+ // Paper end
+
+ @Nullable
+ public final NibbleArray c(final long i) { // Paper - final
+ // Paper start - optimize visible case or missed updating cases
+ if (this.d) {
+ // short circuit to optimized
+ return getUpdatingOptimized(i);
+ }
+
+ return this.lookup.apply(i);
+ // Paper end
+ }
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@Nullable
public NibbleArray d(long i) {
@@ -0,0 +0,0 @@ public abstract class LightEngineStorageArray<M extends LightEngineStorageArray<
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
public void a(long i, NibbleArray nibblearray) {
if (this.isVisible) { throw new IllegalStateException("writing to visible data"); } // Paper - avoid copying light data
+ nibblearray.lightCacheKey = i; // Paper
this.data.queueUpdate(i, nibblearray); // Paper - avoid copying light data
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
}
public void c() {
for (int i = 0; i < 2; ++i) {
- this.b[i] = Long.MAX_VALUE;
- this.c[i] = null;
+ // this.b[i] = Long.MAX_VALUE; // Paper - Unused
+ this.c[i] = NibbleArray.EMPTY_NIBBLE_ARRAY; // Paper
}
}
diff --git a/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageBlock.java b/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageBlock.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageBlock.java
+++ b/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageBlock.java
@@ -0,0 +0,0 @@ public class LightEngineStorageBlock extends LightEngineStorage<LightEngineStora
@Override
protected int d(long i) {
- long j = SectionPosition.e(i);
- NibbleArray nibblearray = this.a(j, false);
-
- return nibblearray == null ? 0 : nibblearray.a(SectionPosition.b(BlockPosition.b(i)), SectionPosition.b(BlockPosition.c(i)), SectionPosition.b(BlockPosition.d(i)));
+ // Paper start
+ int baseX = (int) (i >> 38);
+ int baseY = (int) ((i << 52) >> 52);
+ int baseZ = (int) ((i << 26) >> 38);
+ long j = (((long) (baseX >> 4) & 4194303L) << 42) | (((long) (baseY >> 4) & 1048575L)) | (((long) (baseZ >> 4) & 4194303L) << 20);
+ NibbleArray nibblearray = this.e_visible.lookup.apply(j);
+ return nibblearray == null ? 0 : nibblearray.a(baseX & 15, baseY & 15, baseZ & 15);
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
+ // Paper end
}
public static final class a extends LightEngineStorageArray<LightEngineStorageBlock.a> {
diff --git a/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageSky.java b/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageSky.java
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageSky.java
+++ b/src/main/java/net/minecraft/world/level/lighting/LightEngineStorageSky.java
@@ -0,0 +0,0 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
@Override
protected int d(long i) {
- long j = SectionPosition.e(i);
+ // Paper start
+ int baseX = (int) (i >> 38);
+ int baseY = (int) ((i << 52) >> 52);
+ int baseZ = (int) ((i << 26) >> 38);
+ long j = SectionPosition.blockPosAsSectionLong(baseX, baseY, baseZ);
+ // Paper end
int k = SectionPosition.c(j);
synchronized (this.visibleUpdateLock) { // Paper - avoid copying light data
LightEngineStorageSky.a lightenginestoragesky_a = (LightEngineStorageSky.a) this.e_visible; // Paper - avoid copying light data - must be after lock acquire
@@ -0,0 +0,0 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
}
}
- return nibblearray.a(SectionPosition.b(BlockPosition.b(i)), SectionPosition.b(BlockPosition.c(i)), SectionPosition.b(BlockPosition.d(i)));
+ return nibblearray.a(baseX & 15, (int) ((i << 52) >> 52) & 15, (int) baseZ & 15); // Paper - y changed above
} else {
return 15;
}
@@ -0,0 +0,0 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
if (k != ((LightEngineStorageSky.a) this.f).b && SectionPosition.c(j) < k) {
NibbleArray nibblearray1;
- while ((nibblearray1 = this.a(j, true)) == null) {
+ while ((nibblearray1 = this.updating.getUpdatingOptimized(j)) == null) { // Paper
j = SectionPosition.a(j, EnumDirection.UP);
}
@@ -0,0 +0,0 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
longiterator = this.m.iterator();
while (longiterator.hasNext()) {
- i = (Long) longiterator.next();
+ i = longiterator.nextLong(); // Paper
+ int baseX = (int) (i >> 42) << 4; // Paper
+ int baseY = (int) (i << 44 >> 44) << 4; // Paper
+ int baseZ = (int) (i << 22 >> 42) << 4; // Paper
j = this.c(i);
if (j != 2 && !this.n.contains(i) && this.l.add(i)) {
int l;
@@ -0,0 +0,0 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
((LightEngineStorageSky.a) this.f).a(i);
}
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
- Arrays.fill(this.a(i, true).asBytesPoolSafe(), (byte) -1); // Paper
- k = SectionPosition.c(SectionPosition.b(i));
- l = SectionPosition.c(SectionPosition.c(i));
- int i1 = SectionPosition.c(SectionPosition.d(i));
+ Arrays.fill(this.updating.getUpdatingOptimized(i).asBytesPoolSafe(), (byte) -1); // Paper - use optimized
+ k = baseX; // Paper
+ l = baseY; // Paper
+ int i1 = baseZ; // Paper
EnumDirection[] aenumdirection = LightEngineStorageSky.k;
int j1 = aenumdirection.length;
@@ -0,0 +0,0 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
for (int l1 = 0; l1 < j1; ++l1) {
EnumDirection enumdirection = aenumdirection[l1];
- k1 = SectionPosition.a(i, enumdirection);
+ k1 = SectionPosition.getAdjacentFromBlockPos(baseX, baseY, baseZ, enumdirection); // Paper
if ((this.n.contains(k1) || !this.l.contains(k1) && !this.m.contains(k1)) && this.g(k1)) {
for (int i2 = 0; i2 < 16; ++i2) {
for (int j2 = 0; j2 < 16; ++j2) {
@@ -0,0 +0,0 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
for (int i3 = 0; i3 < 16; ++i3) {
for (j1 = 0; j1 < 16; ++j1) {
- long j3 = BlockPosition.a(SectionPosition.c(SectionPosition.b(i)) + i3, SectionPosition.c(SectionPosition.c(i)), SectionPosition.c(SectionPosition.d(i)) + j1);
+ long j3 = BlockPosition.a(baseX + i3, baseY, baseZ + j1); // Paper
- k1 = BlockPosition.a(SectionPosition.c(SectionPosition.b(i)) + i3, SectionPosition.c(SectionPosition.c(i)) - 1, SectionPosition.c(SectionPosition.d(i)) + j1);
+ k1 = BlockPosition.a(baseX + i3, baseY - 1, baseZ + j1); // Paper
lightenginelayer.a(j3, k1, lightenginelayer.b(j3, k1, 0), true);
}
}
} else {
for (k = 0; k < 16; ++k) {
for (l = 0; l < 16; ++l) {
- long k3 = BlockPosition.a(SectionPosition.c(SectionPosition.b(i)) + k, SectionPosition.c(SectionPosition.c(i)) + 16 - 1, SectionPosition.c(SectionPosition.d(i)) + l);
+ long k3 = BlockPosition.a(baseX + k, baseY + 16 - 1, baseZ + l); // Paper
lightenginelayer.a(Long.MAX_VALUE, k3, 0, true);
}
@@ -0,0 +0,0 @@ public class LightEngineStorageSky extends LightEngineStorage<LightEngineStorage
longiterator = this.n.iterator();
while (longiterator.hasNext()) {
- i = (Long) longiterator.next();
+ i = longiterator.nextLong(); // Paper
+ int baseX = (int) (i >> 42) << 4; // Paper
+ int baseY = (int) (i << 44 >> 44) << 4; // Paper
+ int baseZ = (int) (i << 22 >> 42) << 4; // Paper
if (this.l.remove(i) && this.g(i)) {
for (j = 0; j < 16; ++j) {
for (k = 0; k < 16; ++k) {
- long l3 = BlockPosition.a(SectionPosition.c(SectionPosition.b(i)) + j, SectionPosition.c(SectionPosition.c(i)) + 16 - 1, SectionPosition.c(SectionPosition.d(i)) + k);
+ long l3 = BlockPosition.a(baseX + j, baseY + 16 - 1, baseZ + k); // Paper
lightenginelayer.a(Long.MAX_VALUE, l3, 15, false);
}