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Share the main thread queue for AsyncChunkProvider
fixes an issue in which thread requests are only processed for the current provider which can cause a deadlock should multiple requests exist across providers
This commit is contained in:
parent
69a4a30e47
commit
35fcc2e2d0
1 changed files with 20 additions and 20 deletions
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@ -1,4 +1,4 @@
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From 1248921187e1c418988fe86a9e28b2ae810a092f Mon Sep 17 00:00:00 2001
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From 662563828cc23dfd798fb73fac09c21be18cce82 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sat, 21 Jul 2018 16:55:04 -0400
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Subject: [PATCH] Async Chunk Loading and Generation
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@ -904,7 +904,7 @@ index 98d182fdb8..487d98eb1b 100644
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diff --git a/src/main/java/net/minecraft/server/PaperAsyncChunkProvider.java b/src/main/java/net/minecraft/server/PaperAsyncChunkProvider.java
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new file mode 100644
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index 0000000000..4fc5fad09e
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index 0000000000..5823917a65
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--- /dev/null
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+++ b/src/main/java/net/minecraft/server/PaperAsyncChunkProvider.java
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@@ -0,0 +1,593 @@
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@ -959,14 +959,14 @@ index 0000000000..4fc5fad09e
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+
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+ private static final PriorityQueuedExecutor EXECUTOR = new PriorityQueuedExecutor("PaperChunkLoader", PaperConfig.asyncChunks ? PaperConfig.asyncChunkLoadThreads : 0);
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+ private static final PriorityQueuedExecutor SINGLE_GEN_EXECUTOR = new PriorityQueuedExecutor("PaperChunkGenerator", PaperConfig.asyncChunks && PaperConfig.asyncChunkGeneration && !PaperConfig.asyncChunkGenThreadPerWorld ? 1 : 0);
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+ private static final ConcurrentLinkedQueue<Runnable> MAIN_THREAD_QUEUE = new ConcurrentLinkedQueue<>();
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+ private static final ThreadLocal<Boolean> IS_CHUNK_THREAD = ThreadLocal.withInitial(() -> false);
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+ private static final ThreadLocal<Boolean> IS_CHUNK_GEN_THREAD = ThreadLocal.withInitial(() -> false);
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+
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+ private final PriorityQueuedExecutor generationExecutor;
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+ //private static final PriorityQueuedExecutor generationExecutor = new PriorityQueuedExecutor("PaperChunkGen", 1);
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+ private final Long2ObjectMap<PendingChunk> pendingChunks = Long2ObjectMaps.synchronize(new Long2ObjectOpenHashMap<>());
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+ private final ConcurrentLinkedQueue<Runnable> mainThreadQueue = new ConcurrentLinkedQueue<>();
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+ private final IAsyncTaskHandler asyncHandler;
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+ private final ThreadLocal<Boolean> isChunkThread = ThreadLocal.withInitial(() -> false);
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+ private final ThreadLocal<Boolean> isChunkGenThread = ThreadLocal.withInitial(() -> false);
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+
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+ private final WorldServer world;
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+ private final IChunkLoader chunkLoader;
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@ -1007,7 +1007,7 @@ index 0000000000..4fc5fad09e
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+ private boolean processChunkLoads() {
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+ Runnable run;
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+ boolean hadLoad = false;
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+ while ((run = mainThreadQueue.poll()) != null) {
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+ while ((run = MAIN_THREAD_QUEUE.poll()) != null) {
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+ run.run();
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+ hadLoad = true;
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+ }
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@ -1071,7 +1071,7 @@ index 0000000000..4fc5fad09e
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+ // Listen for when result is ready
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+ final CompletableFuture<Chunk> future = new CompletableFuture<>();
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+ PendingChunkRequest request = pending.addListener(future, gen);
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+ if (isChunkThread.get()) {
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+ if (IS_CHUNK_THREAD.get()) {
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+ pending.loadTask.run();
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+ }
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+
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@ -1085,7 +1085,7 @@ index 0000000000..4fc5fad09e
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+ try (co.aikar.timings.Timing timing = world.timings.syncChunkLoadTimer.startTiming()) {
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+ while (!future.isDone()) {
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+ // We aren't done, obtain lock on queue
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+ synchronized (mainThreadQueue) {
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+ synchronized (MAIN_THREAD_QUEUE) {
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+ // We may of received our request now, check it
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+ if (processChunkLoads()) {
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+ // If we processed SOMETHING, don't wait
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@ -1093,7 +1093,7 @@ index 0000000000..4fc5fad09e
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+ }
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+ try {
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+ // We got nothing from the queue, wait until something has been added
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+ mainThreadQueue.wait(1);
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+ MAIN_THREAD_QUEUE.wait(1);
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+ } catch (InterruptedException ignored) {
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+ }
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+ }
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@ -1254,8 +1254,8 @@ index 0000000000..4fc5fad09e
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+ }
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+
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+ private Chunk generateChunkExecutor() {
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+ isChunkThread.set(true);
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+ isChunkGenThread.set(true);
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+ IS_CHUNK_THREAD.set(true);
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+ IS_CHUNK_GEN_THREAD.set(true);
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+ return generateChunk();
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+ }
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+ private Chunk generateChunk() {
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@ -1347,9 +1347,9 @@ index 0000000000..4fc5fad09e
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+
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+ // Don't post here, even if on main, it must enter the queue so we can exit any open batch
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+ // schedulers, as post stage may trigger a new generation and cause errors
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+ synchronized (mainThreadQueue) {
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+ mainThreadQueue.add(this::postChunk);
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+ mainThreadQueue.notify();
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+ synchronized (MAIN_THREAD_QUEUE) {
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+ MAIN_THREAD_QUEUE.add(this::postChunk);
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+ MAIN_THREAD_QUEUE.notify();
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+ }
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+ }
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+
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@ -1421,7 +1421,7 @@ index 0000000000..4fc5fad09e
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+ genTask = generationExecutor.createPendingTask(this::generateChunkExecutor, taskPriority);
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+ }
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+ loadTask = EXECUTOR.createPendingTask(this, taskPriority);
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+ if (!isChunkThread.get()) {
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+ if (!IS_CHUNK_THREAD.get()) {
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+ // We will execute it outside of the synchronized context immediately after
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+ EXECUTOR.submitTask(loadTask);
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+ }
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@ -1432,7 +1432,7 @@ index 0000000000..4fc5fad09e
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+
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+ @Override
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+ public void run() {
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+ isChunkThread.set(true);
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+ IS_CHUNK_THREAD.set(true);
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+ try {
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+ if (!loadFinished(loadChunk(x, z))) {
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+ return;
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@ -1448,13 +1448,13 @@ index 0000000000..4fc5fad09e
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+ if (shouldGenSync) {
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+ synchronized (this) {
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+ setStatus(PendingStatus.GENERATION_PENDING);
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+ mainThreadQueue.add(() -> generateFinished(this.generateChunk()));
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+ MAIN_THREAD_QUEUE.add(() -> generateFinished(this.generateChunk()));
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+ }
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+ synchronized (mainThreadQueue) {
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+ mainThreadQueue.notify();
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+ synchronized (MAIN_THREAD_QUEUE) {
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+ MAIN_THREAD_QUEUE.notify();
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+ }
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+ } else {
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+ if (isChunkGenThread.get()) {
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+ if (IS_CHUNK_GEN_THREAD.get()) {
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+ // ideally we should never run into 1 chunk generating another chunk...
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+ // but if we do, let's apply same solution
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+ genTask.run();
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