PaperMC/Spigot-Server-Patches/Optimize-ChunkProviderServer-s-chunk-level-checking-.patch
Aikar fd5c98a9ef Optimize Network Manager to not need synchronization
Removes synchronization from sending packets
Makes normal packet sends no longer need to be wrapped and queued like it use to work.
Adds more packet queue immunities on top of keep alive to let the following scenarios go out
without delay:
  - Keep Alive
  - Chat
  - Kick
  - All of the packets during the Player Joined World event

Hoping that latter one helps join timeout issues more too for slow connections.

Removes processing packet queue off of main thread
  - for the few cases where it is allowed, order is not necessary nor
    should it even be happening concurrently in first place (handshaking/login/status)

Ensures packets sent asynchronously are dispatched on main thread

This helps ensure safety for ProtocolLib as packet listeners
are commonly accessing world state. This will allow you to schedule
a packet to be sent async, but itll be dispatched sync for packet
listeners to process.

This should solve some deadlock risks

This may provide a decent performance improvement because thread synchronization incurs a cache reset
so by avoiding ever entering a synchronized block, we get to avoid that, and packet sending is a really
hot activity.
2020-05-06 05:22:03 -04:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Thu, 16 Apr 2020 16:13:59 -0700
Subject: [PATCH] Optimize ChunkProviderServer's chunk level checking helper
methods
These can be hot functions (i.e entity ticking and block ticking),
so inline where possible, and avoid the abstraction of the
Either class.
diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
index 746b5b55896..c2e4e4f6f18 100644
--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
@@ -0,0 +0,0 @@ public class ChunkProviderServer extends IChunkProvider {
public final boolean isInEntityTickingChunk(Entity entity) { return this.a(entity); } // Paper - OBFHELPER
@Override public boolean a(Entity entity) {
- long i = ChunkCoordIntPair.pair(MathHelper.floor(entity.locX()) >> 4, MathHelper.floor(entity.locZ()) >> 4);
-
- return this.a(i, PlayerChunk::b);
+ // Paper start - optimize is ticking ready type functions
+ // entity ticking
+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(entity));
+ return playerChunk != null && playerChunk.isEntityTickingReady();
+ // Paper end - optimize is ticking ready type functions
}
public final boolean isEntityTickingChunk(ChunkCoordIntPair chunkcoordintpair) { return this.a(chunkcoordintpair); } // Paper - OBFHELPER
@Override public boolean a(ChunkCoordIntPair chunkcoordintpair) {
- return this.a(chunkcoordintpair.pair(), PlayerChunk::b);
+ // Paper start - optimize is ticking ready type functions
+ // is entity ticking ready
+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(chunkcoordintpair));
+ return playerChunk != null && playerChunk.isEntityTickingReady();
+ // Paper end - optimize is ticking ready type functions
}
@Override
public boolean a(BlockPosition blockposition) {
- long i = ChunkCoordIntPair.pair(blockposition.getX() >> 4, blockposition.getZ() >> 4);
-
- return this.a(i, PlayerChunk::a);
+ // Paper start - optimize is ticking ready type functions
+ // is ticking ready
+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(blockposition));
+ return playerChunk != null && playerChunk.isTickingReady();
+ // Paper end - optimize is ticking ready type functions
}
public boolean b(Entity entity) {
- long i = ChunkCoordIntPair.pair(MathHelper.floor(entity.locX()) >> 4, MathHelper.floor(entity.locZ()) >> 4);
-
- return this.a(i, PlayerChunk::c);
+ // Paper start - optimize is ticking ready type functions
+ // is full chunk ready
+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(entity));
+ return playerChunk != null && playerChunk.isFullChunkReady();
+ // Paper end - optimize is ticking ready type functions
}
private boolean a(long i, Function<PlayerChunk, CompletableFuture<Either<Chunk, PlayerChunk.Failure>>> function) {
--