PaperMC/patches/server/0904-Workaround-for-client-lag-spikes-MC-162253.patch

115 lines
5.8 KiB
Diff
Raw Normal View History

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Brokkonaut <hannos17@gmx.de>
Date: Sat, 18 Dec 2021 19:43:36 +0100
Subject: [PATCH] Workaround for client lag spikes (MC-162253)
When crossing certain chunk boundaries, the client needlessly
calculates light maps for chunk neighbours. In some specific map
configurations, these calculations cause a 500ms+ freeze on the Client.
This patch basically serves as a workaround by sending light maps
to the client, so that it doesn't attempt to calculate them.
This mitigates the frametime impact to a minimum (but it's still there).
Original patch by: MeFisto94 <MeFisto94@users.noreply.github.com>
Co-authored-by: =?UTF-8?q?Dani=C3=ABl=20Goossens?= <daniel@goossens.ch>
Co-authored-by: Nassim Jahnke <nassim@njahnke.dev>
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
index 841df3f621081f6b67711cbd047e8bde498eedbf..5461bac37b6dc0575cccd6656b48b2ef18cfaa04 100644
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -1331,6 +1331,46 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
}
+ // Paper start - Fix MC-162253
+ /**
+ * Returns the light mask for the given chunk consisting of all non-empty sections that may need sending.
+ */
+ private BitSet lightMask(final LevelChunk chunk) {
+ final net.minecraft.world.level.chunk.LevelChunkSection[] sections = chunk.getSections();
+ final BitSet mask = new BitSet(this.lightEngine.getLightSectionCount());
+
+ // There are 2 more light sections than chunk sections so when iterating over
+ // sections we have to increment the index by 1
+ for (int i = 0; i < sections.length; i++) {
+ if (!sections[i].hasOnlyAir()) {
+ // Whenever a section is not empty, it can change lighting for the section itself (i + 1), the section below, and the section above
+ mask.set(i);
+ mask.set(i + 1);
+ mask.set(i + 2);
+ i++; // We can skip the already set upper section
+ }
+ }
+ return mask;
+ }
+
+ /**
+ * Returns the ceiling light mask of all sections that are equal or lower to the highest non-empty section.
+ */
+ private BitSet ceilingLightMask(final LevelChunk chunk) {
+ final net.minecraft.world.level.chunk.LevelChunkSection[] sections = chunk.getSections();
+ for (int i = sections.length - 1; i >= 0; i--) {
+ if (!sections[i].hasOnlyAir()) {
+ // Add one to get the light section, one because blocks in the section above may change, and another because BitSet's toIndex is exclusive
+ final int highest = i + 3;
+ final BitSet mask = new BitSet(highest);
+ mask.set(0, highest);
+ return mask;
+ }
+ }
+ return new BitSet();
+ }
+ // Paper end - Fix MC-162253
+
// Paper start - Anti-Xray - Bypass
private void playerLoadedChunk(ServerPlayer player, MutableObject<java.util.Map<Object, ClientboundLevelChunkWithLightPacket>> cachedDataPackets, LevelChunk chunk) {
if (cachedDataPackets.getValue() == null) {
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
@@ -1339,6 +1379,45 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
Boolean shouldModify = chunk.getLevel().chunkPacketBlockController.shouldModify(player, chunk);
player.trackChunk(chunk.getPos(), (Packet) cachedDataPackets.getValue().computeIfAbsent(shouldModify, (s) -> {
+ // Paper start - Fix MC-162253
+ final int viewDistance = getEffectiveViewDistance();
+ final int playerChunkX = player.getBlockX() >> 4;
+ final int playerChunkZ = player.getBlockZ() >> 4;
+
+ // For all loaded neighbours, send sky light for empty sections above highest non-empty section (+1) of the center chunk
+ // otherwise the client will try to calculate lighting there on its own
+ final BitSet lightMask = lightMask(chunk);
+ if (!lightMask.isEmpty()) {
+ for (int x = -1; x <= 1; x++) {
+ for (int z = -1; z <= 1; z++) {
+ if (x == 0 && z == 0) {
+ continue;
+ }
+
+ if (!chunk.isNeighbourLoaded(x, z)) {
+ continue;
+ }
+
+ final int neighborChunkX = chunk.getPos().x + x;
+ final int neighborChunkZ = chunk.getPos().z + z;
+ final int distX = Math.abs(playerChunkX - neighborChunkX);
+ final int distZ = Math.abs(playerChunkZ - neighborChunkZ);
+ if (Math.max(distX, distZ) > viewDistance) {
+ continue;
+ }
+
+ final LevelChunk neighbor = chunk.getRelativeNeighbourIfLoaded(x, z);
+ final BitSet updateLightMask = (BitSet) lightMask.clone();
+ updateLightMask.andNot(ceilingLightMask(neighbor));
+ if (updateLightMask.isEmpty()) {
+ continue;
+ }
+
+ player.connection.send(new net.minecraft.network.protocol.game.ClientboundLightUpdatePacket(new ChunkPos(neighborChunkX, neighborChunkZ), this.lightEngine, updateLightMask, null, true));
+ }
+ }
+ }
+ // Paper end - Fix MC-162253
return new ClientboundLevelChunkWithLightPacket(chunk, this.lightEngine, (BitSet) null, (BitSet) null, true, (Boolean) s);
}));
// Paper end