Avoid checking for loaded chunks for lighting and entity ticking.

When a chunk is loaded the server tries to ensure it has its initial light
calculations done before sending it to the player. When ticking entities
the server tries to ensure the entity does not walk into an unloaded chunk.
To accomplish these the server checks a one chunk radius around the chunk
to be lit or a two chunk radius around the chunk the entity is in. These
lookups happen every tick even though their result is unlikely to change
that often. To reduce the cost of these checks we replace them with a
system to keep track of what neighbor chunks a chunk has loaded and update
it when chunks load or unload which is a much less frequent action. On a
server with ten players this change removes about 100,000 calls a tick to
LongObjectHashMap's containsKey method.

By: Travis Watkins <amaranth@ubuntu.com>
This commit is contained in:
CraftBukkit/Spigot 2014-06-16 19:01:55 -05:00
parent 3e6636e2b6
commit 520077f254

View file

@ -28,7 +28,7 @@ class ChunkIOProvider implements AsynchronousExecutor.CallBackProvider<QueuedChu
// sync stuff
public void callStage2(QueuedChunk queuedChunk, Chunk chunk) throws RuntimeException {
if(chunk == null) {
if (chunk == null) {
// If the chunk loading failed just do it synchronously (may generate)
queuedChunk.provider.originalGetChunkAt(queuedChunk.x, queuedChunk.z);
return;
@ -48,6 +48,21 @@ class ChunkIOProvider implements AsynchronousExecutor.CallBackProvider<QueuedChu
server.getPluginManager().callEvent(new org.bukkit.event.world.ChunkLoadEvent(chunk.bukkitChunk, false));
}
// Update neighbor counts
for (int x = -2; x < 3; x++) {
for (int z = -2; z < 3; z++) {
if (x == 0 && z == 0) {
continue;
}
Chunk neighbor = queuedChunk.provider.getChunkIfLoaded(chunk.locX + x, chunk.locZ + z);
if (neighbor != null) {
neighbor.setNeighborLoaded(-x, -z);
chunk.setNeighborLoaded(x, z);
}
}
}
chunk.a(queuedChunk.provider, queuedChunk.provider, queuedChunk.x, queuedChunk.z);
}