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286 lines
12 KiB
Markdown
286 lines
12 KiB
Markdown
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## Fundamental regionising logic
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## Region
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A region is simply a set of owned chunk positions and implementation
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defined unique data object tied to that region. It is important
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to note that for any non-dead region x, that for each chunk position y
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it owns that there is no other non-dead region z such that
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the region z owns the chunk position y.
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## Regioniser
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Each world has its own regioniser. The regioniser is a term used
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to describe the logic that the class "ThreadedRegioniser" executes
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to create, maintain, and destroy regions. Maintenance of regions is
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done by merging nearby regions together, marking which regions
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are eligible to be ticked, and finally by splitting any regions
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into smaller independent regions. Effectively, it is the logic
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performed to ensure that groups of nearby chunks are considered
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a single independent region.
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## Guarantees the regioniser provides
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The regioniser provides a set of important invariants that allows
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regions to tick in parallel without race condtions:
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### First invariant
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The first invariant is simply that any chunk holder that exists
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has one, and only one, corresponding region.
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### Second invariant
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The second invariant is that for every _existing_ chunk holder x that is
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contained in a region that every each chunk position within the
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"merge radius" of x is owned by the region. Effectively, this invariant
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guarantees that the region is not close to another region, which allows
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the region to assume while ticking it can create data for chunk holders
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"close" to it.
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### Third invariant
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The third invariant is that a ticking region _cannot_ expand
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the chunk positions it owns as it ticks. The third invariant
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is important as it prevents ticking regions from "fighting"
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over non-owned nearby chunks, to ensure that they truly tick
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in parallel, no matter what chunk loads they may issue while
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ticking.
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To comply with the first invariant, the regioniser will
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create "transient" regions _around_ ticking regions. Specifically,
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around in this context means close enough that would require a merge,
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but not far enough to be considered independent. The transient regions
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created in these cases will be merged into the ticking region
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when the ticking region finishes ticking.
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Both of the second invariant and third invariant combined allow
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the regioniser to guarantee that a ticking region may create
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and then access chunk holders around it (i.e sync loading) without
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the possibility that it steps on another region's toes.
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### Fourth invariant
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The fourth invariant is that a region is only in one of four
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states: "transient", "ready", "ticking", or "dead."
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The "ready" state allows a state to transition to the "ticking" state,
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while the "transient" state is used as a state for a region that may
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not tick. The "dead" state is used to mark regions which should
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not be use.
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The states transistions are explained later, as it ties in
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with the regioniser's merge and split logic.
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## Regioniser implementation
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The regioniser implementation is a description of how
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the class "ThreadedRegioniser" adheres to the four invariants
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described previously.
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### Splitting the world into sections
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The regioniser does not operate on chunk coordinates, but rather
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on "region section coordinates." Region section coordinates simply
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represent a grouping of NxN chunks on a grid, where N is some power
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of two. The actual number is left ambiguous, as region section coordinates
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are only an internal detail of how chunks are grouped.
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For example, with N=16 the region section (0,0) encompasses all
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chunks x in [0,15] and z in [0,15]. This concept is similar to how
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the chunk coordinate (0,0) encompasses all blocks x in [0, 15]
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and z in [0, 15]. Another example with N=16, the chunk (17, -5) is
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contained within region section (1, -1).
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Region section coordinates are used only as a performance
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tradeoff in the regioniser, as by approximating chunks to their
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region coordinate allows it to treat NxN chunks as a single
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unit for regionising. This means that regions do not own chunks positions,
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but rather own region section positions. The grouping of NxN chunks
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allows the regionising logic to be performed only on
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the creation/destruction of region sections.
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For example with N=16 this means up to NxN-1=255 possible
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less operations in areas such as addChunk/region recalculation
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assuming region sections are always full.
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### Implementation variables
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The implemnetation variables control how aggressively the
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regioniser will maintain regions and merge regions.
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#### Recalculation count
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The recalculation count is the minimum number of region sections
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that a region must own to allow it to re-calculate. Note that
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a recalculation operation simply calculates the set of independent
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regions that exist within a region to check if a split can be
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performed.
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This is a simple performance knob that allows split logic to be
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turned off for small regions, as it is unlikely that small regions
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can be split in the first place.
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#### Max dead section percent
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The max dead section percent is the minimum percent of dead
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sections in a region that must exist before a region can run
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re-calculation logic.
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#### Empty section creation radius
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The empty section creation radius variable is used to determine
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how many empty region sections are to exist around _any_
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region section with at least one chunk.
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Internally, the regioniser enforces the third invariant by
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preventing ticking regions from owning new region sections.
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The creation of empty sections around any non-empty section will
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then enforce the second invariant.
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#### Region section merge radius
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The merge radius variable is used to ensure that for any
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existing region section x that for any other region section y within
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the merge radius are either owned by region that owns x
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or are pending a merge into the region that owns x or that the
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region that owns x is pending a merge into the region that owns y.
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#### Region section chunk shift
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The region section chunk shift is simply log2(grid size N). Thus,
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N = 1 << region section chunk shift. The conversion from
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chunk position to region section is additionally defined as
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region coordinate = chunk coordinate >> region section chunk shift.
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### Operation
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The regioniser is operated by invoking ThreadedRegioniser#addChunk(x, z)
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or ThreadedRegioniser#removeChunk(x, z) when a chunk holder is created
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or destroyed.
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Additionally, ThreadedRegion#tryMarkTicking can be used by a caller
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that attempts to move a region from the "ready" state to the "ticking"
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state. It is vital to note that this function will return false if
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the region is not in the "ready" state, as it is possible
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that even a region considered to be "ready" in the past (i.e scheduled
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to tick) may be unexpectedly marked as "transient." Thus, the caller
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needs to handle such cases. The caller that successfully marks
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a region as ticking must mark it as non-ticking by using
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ThreadedRegion#markNotTicking.
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The function ThreadedRegion#markNotTicking returns true if the
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region was migrated from "ticking" state to "ready" state, and false
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in all other cases. Effectively, it returns whether the current region
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may be later ticked again.
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### Region section state
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A region section state is one of "dead" or "alive." A region section
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may additionally be considered "non-empty" if it contains
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at least one chunk position, and "empty" otherwise.
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A region section is considered "dead" if and only if the region section
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is also "empty" and that there exist no other "empty" sections within the
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empty section creation radius.
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The existence of the dead section state is purely for performance, as it
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allows the recalculation logic of a region to be delayed until the region
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contains enough dead sections. However, dead sections are still
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considered to belong to the region that owns them just as alive sections.
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### Addition of chunks (addChunk)
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The addition of chunks to the regioniser boils down to two cases:
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#### Target region section already exists and is not empty
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In this case, it simply adds the chunk to the section and returns.
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#### Target region section does not exist or is empty
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In this case, the region section will be created if it does not exist.
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Additionally, the region sections in the "create empty radius" will be
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created as well.
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Then, any region in the create empty radius + merge radius are collected
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into a set X. This set represents the regions that need to be merged
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later to adhere to the second invariant.
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If the set X contains no elements, then a region is created in the ready
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state to own all of the created sections.
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If the set X contains just 1 region, then no regions need to be merged
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and no region state is modified, and the sections are added to this
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1 region.
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Merge logic needs to occur when there are more than 1 region in the
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set X. From the set X, a region x is selected that is not ticking. If
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no such x exists, then a region x is created. Every region section
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created is added to the set x, as it is the section that is known
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to not be ticking - this is done to adhere to invariant third invariant.
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Every region y in the set X that is not x is merged into x if
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y is not in the ticking state, otherwise x runs the merge later
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logic into y.
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### Merge later logic
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A merge later operation may only take place from
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a non-ticking, non-dead region x into a ticking region y.
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The merge later logic relies on maintaining a set of regions
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to merge into later per region, and another set of regions
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that are expected to merge into this region.
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Effectively, a merge into later operation from x into y will add y into x's
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merge into later set, and add x into y's expecting merge from set.
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When the ticking region finishes ticking, the ticking region
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will perform the merge logic for all expecting merges.
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### Merge logic
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A merge operation may only take place between a dead region x
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and another region y which may be either "transient"
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or "ready." The region x is effectively absorbed into the
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region y, as the sections in x are moved to the region y.
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The merge into later is also forwarded to the region y,
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such so that the regions x was to merge into later, y will
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now merge into later.
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Additionally, if there is implementation specific data
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on region x, the region callback to merge the data into the
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region y is invoked.
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The state of the region y may be updated after a merge operation
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completes. For example, if the region x was "transient", then
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the region y should be downgraded to transient as well. Specifically,
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the region y should be marked as transient if region x contained
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merge later targets that were not y. The downgrading to transient is
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required to adhere to the second invariant.
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### Removal of chunks (removeChunk)
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Removal of chunks from region sections simple updates
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the region sections state to "dead" or "alive", as well as the
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region sections in the empty creation radius. It will not update
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any region state, and nor will it purge region sections.
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### Region tick start (tryMarkTicking)
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The tick start simply migrates the state to ticking, so that
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invariants #2 and #3 can be met.
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### Region tick end (markNotTicking)
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At the end of a tick, the region's new state is not immediately known.
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First, tt first must process its pending merges.
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After it processes its pending merges, it must then check if the
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region is now pending merge into any other region. If it is, then
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it transitions to the transient state.
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Otherwise, it will process the removal of dead sections and attempt
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to split into smaller regions. Note that it is guaranteed
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that if a region can be possibly split, it must remove dead sections,
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otherwise, this would contradict the rules used to build the region
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in the first place.
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