PaperMC/Spigot-Server-Patches/0464-Implement-Chunk-Priority-Urgency-System-for-World-Ge.patch

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From f311f269de4a50bb27e9d23f7f034d1ba5bd67a8 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sat, 11 Apr 2020 03:56:07 -0400
Subject: [PATCH] Implement Chunk Priority / Urgency System for World Gen
Mark chunks that are blocking main thread for world generation as urgent
Implements a general priority system so that chunks that are sorted in
the generator queues can prioritize certain chunks over another.
Urgent chunks will jump to the front of the line, ensuring that a
sync chunk load on an ungenerated chunk does not lag the server for
a long period of time if the servers generator queues are filled with
lots of chunks already.
This massively reduces the lag spikes from sync chunk gens.
diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
index 747305619b..746b5b5589 100644
--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
@@ -308,6 +308,7 @@ public class ChunkProviderServer extends IChunkProvider {
}
private long asyncLoadSeqCounter;
+ public static boolean IS_CHUNK_LOAD_BLOCKING_MAIN = false;
public void getChunkAtAsynchronously(int x, int z, boolean gen, java.util.function.Consumer<Chunk> onComplete) {
if (Thread.currentThread() != this.serverThread) {
@@ -465,10 +466,18 @@ public class ChunkProviderServer extends IChunkProvider {
}
gameprofilerfiller.c("getChunkCacheMiss");
+ // Paper start - Chunk Load/Gen Priority
+ boolean prevBlocking = IS_CHUNK_LOAD_BLOCKING_MAIN;
+ IS_CHUNK_LOAD_BLOCKING_MAIN = true;
+ // Paper end
CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> completablefuture = this.getChunkFutureMainThread(i, j, chunkstatus, flag);
if (!completablefuture.isDone()) { // Paper
// Paper start - async chunk io/loading
+ PlayerChunk playerChunk = this.getChunk(ChunkCoordIntPair.pair(x, z));
+ if (playerChunk != null) {
+ playerChunk.markChunkUrgent(chunkstatus);
+ }
this.world.asyncChunkTaskManager.raisePriority(x, z, com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY);
com.destroystokyo.paper.io.chunk.ChunkTaskManager.pushChunkWait(this.world, x, z);
// Paper end
@@ -478,6 +487,11 @@ public class ChunkProviderServer extends IChunkProvider {
com.destroystokyo.paper.io.chunk.ChunkTaskManager.popChunkWait(); // Paper - async chunk debug
this.world.timings.syncChunkLoad.stopTiming(); // Paper
} // Paper
+ PlayerChunk playerChunk = this.getChunk(ChunkCoordIntPair.pair(x, z));
+ if (playerChunk != null) {
+ playerChunk.clearChunkUrgent();
+ }
+ IS_CHUNK_LOAD_BLOCKING_MAIN = prevBlocking;// Paper
ichunkaccess = (IChunkAccess) ((Either) completablefuture.join()).map((ichunkaccess1) -> {
return ichunkaccess1;
}, (playerchunk_failure) -> {
diff --git a/src/main/java/net/minecraft/server/PlayerChunk.java b/src/main/java/net/minecraft/server/PlayerChunk.java
index 04b97cec29..568fbbd5f2 100644
--- a/src/main/java/net/minecraft/server/PlayerChunk.java
+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
@@ -43,6 +43,111 @@ public class PlayerChunk {
long lastAutoSaveTime; // Paper - incremental autosave
long inactiveTimeStart; // Paper - incremental autosave
+ // Paper start - Chunk gen/load priority system
+ volatile int chunkPriority = 0;
+ volatile boolean isUrgent = false;
+ final java.util.List<PlayerChunk> urgentNeighbors = new java.util.ArrayList<>();
+ volatile PlayerChunk rootUrgentOriginator;
+ volatile PlayerChunk urgentOriginator;
+ public void onNeighborRequest(PlayerChunk neighbor, ChunkStatus status) {
+ if (isUrgent && !neighbor.isUrgent && !java.util.Objects.equals(neighbor, rootUrgentOriginator) && !java.util.Objects.equals(neighbor, urgentOriginator)) {
+ synchronized (this.urgentNeighbors) {
+ if (!neighbor.isUrgent) {
+ neighbor.markChunkUrgent(status, this.rootUrgentOriginator, this);
+ this.urgentNeighbors.add(neighbor);
+ }
+ }
+ }
+ }
+
+ public void onNeighborsDone() {
+ List<PlayerChunk> urgentNeighbors;
+ synchronized (this.urgentNeighbors) {
+ urgentNeighbors = new java.util.ArrayList<>(this.urgentNeighbors);
+ this.urgentNeighbors.clear();
+ }
+ for (PlayerChunk urgentNeighbor : urgentNeighbors) {
+ if (urgentNeighbor != null) {
+ urgentNeighbor.clearChunkUrgent(this);
+ }
+ }
+ }
+
+ public void clearChunkUrgent() {
+ clearChunkUrgent(this);
+ }
+ public void clearChunkUrgent(PlayerChunk requester) {
+ if (this.isUrgent && java.util.Objects.equals(requester, this.urgentOriginator)) {
+ this.isUrgent = false;
+ this.urgentOriginator = null;
+ this.rootUrgentOriginator = null;
+ this.onNeighborsDone();
+ }
+ }
+
+ public void markChunkUrgent(ChunkStatus targetStatus) {
+ this.markChunkUrgent(targetStatus, this , this);
+ }
+ public void markChunkUrgent(ChunkStatus targetStatus, PlayerChunk rootUrgentOriginator, PlayerChunk urgentOriginator) {
+ if (!this.isUrgent) {
+ this.rootUrgentOriginator = rootUrgentOriginator;
+ this.urgentOriginator = urgentOriginator;
+ this.isUrgent = true;
+ int x = location.x;
+ int z = location.z;
+ IChunkAccess chunk = getAvailableChunkNow();
+ final ChunkStatus chunkCurrentStatus = chunk == null ? null : chunk.getChunkStatus();
+ final ChunkStatus completedStatus = this.getChunkHolderStatus();
+ final ChunkStatus nextStatus = getNextStatus(completedStatus != null ? completedStatus : ChunkStatus.EMPTY);
+
+ if (chunkCurrentStatus == null || completedStatus == null) {
+ this.chunkMap.world.asyncChunkTaskManager.raisePriority(x, z, com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY);
+ // next status is empty, empty has no neighbours needing loading
+ return;
+ }
+
+ if (!targetStatus.isAtLeastStatus(nextStatus)) {
+ // we don't want a status greater-than the one we already have, don't prioritise these loads - they will get in the way
+ return;
+ }
+
+ // at this point we want a chunk that has a status higher than the one we have already completed
+
+ // does the next status need neighbours at all?
+ final int requiredNeighbours = nextStatus.getNeighborRadius();
+ if (requiredNeighbours <= 0) {
+ // no it doesn't, we're done here. we've already prioritised this chunk, no neighbours need prioritising
+ return;
+ }
+
+ // even though we might want a higher status than targetFinalStatus, we cannot queue neighbours for it - we
+ // instead use the current chunk status in progress (nextCompletedStatus) to ensure we aren't waiting on
+ // unprioritised logic for the next status to complete
+
+ for (int cx = -requiredNeighbours; cx <= requiredNeighbours; ++cx) {
+ for (int cz = -requiredNeighbours; cz <= requiredNeighbours; ++cz) {
+ if (cx == 0 && cz == 0) {
+ continue;
+ }
+ PlayerChunk neighbor = this.chunkMap.getUpdatingChunk(ChunkCoordIntPair.asLong(x + cz, z + cx));
+ if (neighbor == null) {
+ continue;
+ }
+
+ IChunkAccess neighborChunk = neighbor.getAvailableChunkNow();
+ ChunkStatus neededStatus = this.chunkMap.getNeededStatusByRadius(nextStatus, Math.max(Math.abs(cx), Math.abs(cz)));
+ ChunkStatus neighborCurrentStatus = neighborChunk != null ? neighborChunk.getChunkStatus() : ChunkStatus.EMPTY;
+ if (nextStatus == ChunkStatus.LIGHT || !neighborCurrentStatus.isAtLeastStatus(neededStatus)) {
+ // we don't need to gen neighbours if our current chunk's status has already gone through the gen
+ // light is always an exception, no matter what if we go through light we need its neighbours - the light engine requires them
+ this.onNeighborRequest(neighbor, neededStatus);
+ }
+ }
+ }
+ }
+ }
+ // Paper end
+
public PlayerChunk(ChunkCoordIntPair chunkcoordintpair, int i, LightEngine lightengine, PlayerChunk.c playerchunk_c, PlayerChunk.d playerchunk_d) {
this.statusFutures = new AtomicReferenceArray(PlayerChunk.CHUNK_STATUSES.size());
this.fullChunkFuture = PlayerChunk.UNLOADED_CHUNK_FUTURE;
@@ -139,6 +244,12 @@ public class PlayerChunk {
}
return null;
}
+ public static ChunkStatus getNextStatus(ChunkStatus status) {
+ if (status == ChunkStatus.FULL) {
+ return status;
+ }
+ return CHUNK_STATUSES.get(status.getStatusIndex() + 1);
+ }
// Paper end
public CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> getStatusFutureUnchecked(ChunkStatus chunkstatus) {
@@ -354,7 +465,7 @@ public class PlayerChunk {
}
public int k() {
- return this.n;
+ return Math.max(1, this.n - this.chunkPriority - (isUrgent ? 20 : 0)); // Paper - allow modifying priority, subtracts 20 if urgent
}
private void d(int i) {
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
index fb7bbe8744..6fa70eb08d 100644
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -324,6 +324,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
List<CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>>> list = Lists.newArrayList();
int j = chunkcoordintpair.x;
int k = chunkcoordintpair.z;
+ PlayerChunk requestingNeighbor = this.requestingNeighbor; // Paper
for (int l = -i; l <= i; ++l) {
for (int i1 = -i; i1 <= i; ++i1) {
@@ -341,6 +342,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
}
ChunkStatus chunkstatus = (ChunkStatus) intfunction.apply(j1);
+ if (requestingNeighbor != null) requestingNeighbor.onNeighborRequest(playerchunk, chunkstatus); // Paper
CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> completablefuture = playerchunk.a(chunkstatus, this);
list.add(completablefuture);
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
@@ -804,23 +806,28 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
};
CompletableFuture<NBTTagCompound> chunkSaveFuture = this.world.asyncChunkTaskManager.getChunkSaveFuture(chunkcoordintpair.x, chunkcoordintpair.z);
+ PlayerChunk playerChunk = getUpdatingChunk(chunkcoordintpair.pair());
+ boolean isBlockingMain = playerChunk != null && playerChunk.isUrgent;
+ int priority = isBlockingMain ? com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY : com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY;
if (chunkSaveFuture != null) {
- this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z,
- com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY, chunkHolderConsumer, false, chunkSaveFuture);
- this.world.asyncChunkTaskManager.raisePriority(chunkcoordintpair.x, chunkcoordintpair.z, com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY);
+ this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z, priority, chunkHolderConsumer, isBlockingMain, chunkSaveFuture);
} else {
- this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z,
- com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY, chunkHolderConsumer, false);
+ this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z, priority, chunkHolderConsumer, isBlockingMain);
}
+ this.world.asyncChunkTaskManager.raisePriority(chunkcoordintpair.x, chunkcoordintpair.z, priority);
return ret;
// Paper end
}
+ private PlayerChunk requestingNeighbor; // Paper
private CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> b(PlayerChunk playerchunk, ChunkStatus chunkstatus) {
ChunkCoordIntPair chunkcoordintpair = playerchunk.i();
+ PlayerChunk prevNeighbor = requestingNeighbor; // Paper
+ this.requestingNeighbor = playerchunk; // Paper
CompletableFuture<Either<List<IChunkAccess>, PlayerChunk.Failure>> completablefuture = this.a(chunkcoordintpair, chunkstatus.f(), (i) -> {
return this.a(chunkstatus, i);
});
+ this.requestingNeighbor = prevNeighbor; // Paper
this.world.getMethodProfiler().c(() -> {
return "chunkGenerate " + chunkstatus.d();
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
@@ -848,6 +855,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
return CompletableFuture.completedFuture(Either.right(playerchunk_failure));
});
}, (runnable) -> {
+ playerchunk.onNeighborsDone(); // Paper
this.mailboxWorldGen.a(ChunkTaskQueueSorter.a(playerchunk, runnable)); // CraftBukkit - decompile error
});
}
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
@@ -860,6 +868,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
}));
}
+ public ChunkStatus getNeededStatusByRadius(ChunkStatus chunkstatus, int i) { return a(chunkstatus, i); } // Paper - OBFHELPER
private ChunkStatus a(ChunkStatus chunkstatus, int i) {
ChunkStatus chunkstatus1;
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
@@ -984,9 +993,12 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
public CompletableFuture<Either<Chunk, PlayerChunk.Failure>> a(PlayerChunk playerchunk) {
ChunkCoordIntPair chunkcoordintpair = playerchunk.i();
+ PlayerChunk prevNeighbor = this.requestingNeighbor; // Paper
+ this.requestingNeighbor = playerchunk; // Paper
CompletableFuture<Either<List<IChunkAccess>, PlayerChunk.Failure>> completablefuture = this.a(chunkcoordintpair, 1, (i) -> {
return ChunkStatus.FULL;
});
+ this.requestingNeighbor = prevNeighbor; // Paper
CompletableFuture<Either<Chunk, PlayerChunk.Failure>> completablefuture1 = completablefuture.thenApplyAsync((either) -> {
return either.flatMap((list) -> {
Chunk chunk = (Chunk) list.get(list.size() / 2);
--
Improve mid tick chunk loading, Fix Oversleep, other improvements Process loads outside of any canSleep check. Original intent was to only apply those restrictions to generations but realized I had some checks higher up the call chain. Reworked the back off strategy to just run every 1 millisecond per world, and to apply the per tick limit to generations only. This guarantees that your chunk will load with at most around 1ms delay. Additionally, fire midTick processing in a few more places, notably the oversleep section so we can keep processing loads here too which has a large up to 50ms window... Speaking of oversleep, we had a bug in our implementation changes for Timings that caused oversleep to not sleep the correct amount. Because we now moved it into the NEXT tick instead of THIS tick, the value of nextTick had already been increased to +50ms, resulting in the risk of sleeping more than it should, but, more importantly, this caused every task that was trying to NOT run during oversleep to actually run during oversleep. This is now fixed. Another small tweak is to the /tps command, to no longer show the star when TPS is right at 20. Due to ineffeciencies in the sleep precision, TPS is commonly 20.02. This causes the star to show up almost constantly, so now only show it if we actually hit a real "catchup". This commit also improves the changes to the CallbackExecutor, in that it now is also recursion safe. It was possible that the executor could run tasks out of desired order if the executor task scheduled more executor tasks. We solve this by ensuring new additions do not enter the currently iterated queue. Each depth level will have its own queue. Fixes #3220
2020-04-26 05:47:29 +02:00
2.26.2