mirror of
https://github.com/PaperMC/Paper.git
synced 2024-12-02 04:56:50 +01:00
9788250b10
This fixes a bug with obfuscation helpers for attack cooldown But every other change should stay the same. Cleaning up a lot of helpers that pointed to already unobfuscated items. Also adds final to many of the obfhelpers to assist with inlining. This is pretty much a patch maintenance
99 lines
5.2 KiB
Diff
99 lines
5.2 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
|
From: Aikar <aikar@aikar.co>
|
|
Date: Fri, 29 May 2020 23:32:14 -0400
|
|
Subject: [PATCH] Improve Chunk Status Transition Speed
|
|
|
|
When a chunk is loaded from disk that has already been generated,
|
|
the server has to promote the chunk through the system to reach
|
|
it's current desired status level.
|
|
|
|
This results in every single status transition going from the main thread
|
|
to the world gen threads, only to discover it has no work it actually
|
|
needs to do.... and then it returns back to main.
|
|
|
|
This back and forth costs a lot of time and can really delay chunk loads
|
|
when the server is under high TPS due to their being a lot of time in
|
|
between chunk load times, as well as hogs up the chunk threads from doing
|
|
actual generation and light work.
|
|
|
|
Additionally, the whole task system uses a lot of CPU on the server threads anyways.
|
|
|
|
So by optimizing status transitions for status's that are already complete,
|
|
we can run them to the desired level while on main thread (where it has
|
|
to happen anyways) instead of ever jumping to world gen thread.
|
|
|
|
This will improve chunk loading effeciency to be reduced down to the following
|
|
scenario / path:
|
|
|
|
1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue
|
|
2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread
|
|
3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue
|
|
4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks)
|
|
5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task
|
|
6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done
|
|
7) MAIN: Task returns to main, finish processing to FULL/TICKING status
|
|
|
|
Previously would have hopped to SERVER around 12+ times there extra.
|
|
|
|
diff --git a/src/main/java/net/minecraft/server/PlayerChunk.java b/src/main/java/net/minecraft/server/PlayerChunk.java
|
|
index 04dea2c9fd9337631a6289c7242338e166d6bc1e..446c401b3139f8c6c0e70d883340f0140d94b752 100644
|
|
--- a/src/main/java/net/minecraft/server/PlayerChunk.java
|
|
+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
|
|
@@ -55,6 +55,13 @@ public class PlayerChunk {
|
|
this.playersInChunkTickRange = this.chunkMap.playerChunkTickRangeMap.getObjectsInRange(key);
|
|
}
|
|
// Paper end - optimise isOutsideOfRange
|
|
+ // Paper start - optimize chunk status progression without jumping through thread pool
|
|
+ public boolean canAdvanceStatus() {
|
|
+ ChunkStatus status = getChunkHolderStatus();
|
|
+ IChunkAccess chunk = getAvailableChunkNow();
|
|
+ return chunk != null && (status == null || chunk.getChunkStatus().isAtLeastStatus(getNextStatus(status)));
|
|
+ }
|
|
+ // Paper end
|
|
|
|
// Paper start - no-tick view distance
|
|
public final Chunk getSendingChunk() {
|
|
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
|
|
index 3292bdcd143995d52f8c983a8984af203ecd60ca..a35b161035dd26e437f5c49fd650802281aa66a1 100644
|
|
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
|
|
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
|
|
@@ -739,7 +739,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
|
|
return either.mapLeft((list) -> {
|
|
return (Chunk) list.get(list.size() / 2);
|
|
});
|
|
- }, this.executor);
|
|
+ }, this.mainInvokingExecutor); // Paper
|
|
}
|
|
|
|
@Nullable
|
|
@@ -1089,7 +1089,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
|
|
IChunkAccess ichunkaccess = (IChunkAccess) optional.get();
|
|
|
|
if (ichunkaccess.getChunkStatus().b(chunkstatus)) {
|
|
- CompletableFuture completablefuture1;
|
|
+ CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> completablefuture1; // Paper
|
|
|
|
if (chunkstatus == ChunkStatus.LIGHT) {
|
|
completablefuture1 = this.b(playerchunk, chunkstatus);
|
|
@@ -1105,7 +1105,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
|
|
return this.b(playerchunk, chunkstatus);
|
|
}
|
|
}
|
|
- }, this.executor);
|
|
+ }, this.mainInvokingExecutor).thenComposeAsync(CompletableFuture::completedFuture, this.mainInvokingExecutor); // Paper - optimize chunk status progression without jumping through thread pool - ensure main
|
|
}
|
|
}
|
|
|
|
@@ -1226,6 +1226,12 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
|
|
return CompletableFuture.completedFuture(Either.right(playerchunk_failure));
|
|
});
|
|
}, (runnable) -> {
|
|
+ // Paper start - optimize chunk status progression without jumping through thread pool
|
|
+ if (playerchunk.canAdvanceStatus()) {
|
|
+ this.mainInvokingExecutor.execute(runnable);
|
|
+ return;
|
|
+ }
|
|
+ // Paper end
|
|
this.mailboxWorldGen.a(ChunkTaskQueueSorter.a(playerchunk, runnable));
|
|
});
|
|
}
|