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286bd1bfb5
- Port player chunk loader patch Makes the chunk system act as it did in 1.17, no additional tickets (and thus logic) to make a chunk ticking. Adds simulation distance API, deprecates old no-tick method. - More collision optimisations Ancient patch from tuinity that never could be pushed to master. - Fix Optimise ArraySetSorted#removeIf patch - Execute chunk tasks fairly for worlds while waiting for next tick - Port Replace ticket level propagator
81 lines
4.4 KiB
Diff
81 lines
4.4 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 29 May 2020 23:32:14 -0400
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Subject: [PATCH] Improve Chunk Status Transition Speed
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When a chunk is loaded from disk that has already been generated,
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the server has to promote the chunk through the system to reach
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it's current desired status level.
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This results in every single status transition going from the main thread
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to the world gen threads, only to discover it has no work it actually
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needs to do.... and then it returns back to main.
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This back and forth costs a lot of time and can really delay chunk loads
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when the server is under high TPS due to their being a lot of time in
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between chunk load times, as well as hogs up the chunk threads from doing
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actual generation and light work.
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Additionally, the whole task system uses a lot of CPU on the server threads anyways.
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So by optimizing status transitions for status's that are already complete,
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we can run them to the desired level while on main thread (where it has
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to happen anyways) instead of ever jumping to world gen thread.
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This will improve chunk loading effeciency to be reduced down to the following
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scenario / path:
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1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue
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2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread
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3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue
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4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks)
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5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task
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6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done
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7) MAIN: Task returns to main, finish processing to FULL/TICKING status
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Previously would have hopped to SERVER around 12+ times there extra.
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diff --git a/src/main/java/net/minecraft/server/level/ChunkHolder.java b/src/main/java/net/minecraft/server/level/ChunkHolder.java
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index b62d7a85db012265dd4fae02cbed5363a41d536b..9810810467a9052f3362056e9372dd3d0f56b417 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkHolder.java
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+++ b/src/main/java/net/minecraft/server/level/ChunkHolder.java
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@@ -92,6 +92,13 @@ public class ChunkHolder {
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// Paper end - optimise anyPlayerCloseEnoughForSpawning
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long lastAutoSaveTime; // Paper - incremental autosave
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long inactiveTimeStart; // Paper - incremental autosave
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+ // Paper start - optimize chunk status progression without jumping through thread pool
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+ public boolean canAdvanceStatus() {
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+ ChunkStatus status = getChunkHolderStatus();
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+ ChunkAccess chunk = getAvailableChunkNow();
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+ return chunk != null && (status == null || chunk.getStatus().isOrAfter(getNextStatus(status)));
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+ }
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+ // Paper end
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public ChunkHolder(ChunkPos pos, int level, LevelHeightAccessor world, LevelLightEngine lightingProvider, ChunkHolder.LevelChangeListener levelUpdateListener, ChunkHolder.PlayerProvider playersWatchingChunkProvider) {
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this.futures = new AtomicReferenceArray(ChunkHolder.CHUNK_STATUSES.size());
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diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
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index aef2974ecec878a014ada9619d814ae333f4923a..f4a10bd3bbd421999b5ab2d5896b1aec57eb6a82 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
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+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
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@@ -655,7 +655,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return either.mapLeft((list) -> {
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return (LevelChunk) list.get(list.size() / 2);
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});
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- }, this.mainThreadExecutor);
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+ }, this.mainInvokingExecutor); // Paper
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}
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@Nullable
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@@ -1060,6 +1060,12 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return "chunkGenerate " + requiredStatus.getName();
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});
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Executor executor = (runnable) -> {
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+ // Paper start - optimize chunk status progression without jumping through thread pool
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+ if (holder.canAdvanceStatus()) {
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+ this.mainInvokingExecutor.execute(runnable);
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+ return;
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+ }
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+ // Paper end
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this.worldgenMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, runnable));
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};
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