mirror of
https://github.com/PaperMC/Folia.git
synced 2024-11-22 12:05:12 +01:00
301 lines
14 KiB
Markdown
301 lines
14 KiB
Markdown
|
# Project overview
|
||
|
|
||
|
Described in this document is the abstract overview
|
||
|
of changes done by Folia. Folia splits the chunks within all loaded worlds
|
||
|
into independently ticking regions so that the regions are ticked
|
||
|
independently and in parallel. Described first will be intra region
|
||
|
operations, and then inter region operations.
|
||
|
|
||
|
## Rules for independent regions
|
||
|
|
||
|
In order to ensure that regions are independent, the rules for
|
||
|
maintaining regions must ensure that a ticking region
|
||
|
has no directly adjacent neighbour regions which are ticking.
|
||
|
The following rules guarantee the invariant is upheld:
|
||
|
1. Any ticking region may not grow while it is ticking.
|
||
|
2. Any ticking region must initially own a small buffer of chunks outside
|
||
|
its perimeter.
|
||
|
3. Regions may not _begin_ to tick if they have a neighbouring adjacent
|
||
|
region.
|
||
|
4. Adjacent regions must eventually merge to form a single region.
|
||
|
|
||
|
Additionally, to ensure that a region is not composed of independent regions
|
||
|
(which would hinder parallelism), regions composed of more than
|
||
|
one independent area must be eventually split into independent regions
|
||
|
when possible.
|
||
|
|
||
|
Finally, to ensure that ticking regions may store and maintain data
|
||
|
about the current region (i.e tick count, entities within the region, chunks
|
||
|
within the region, block/fluid tick lists, and more), regions have
|
||
|
their own data object that may only be accessed while ticking the region and
|
||
|
by the thread ticking the region. Also, there are callbacks to merging
|
||
|
or splitting regions so that the data object may be updated appropriately.
|
||
|
|
||
|
The implementation of these rules is described by [REGION_LOGIC.md](REGION_LOGIC.md).
|
||
|
|
||
|
The end result of applying these rules is that a ticking region can ensure that
|
||
|
only the current thread has write access to any data contained within the region,
|
||
|
and that at any given time the number of independent regions is close to maximum.
|
||
|
|
||
|
## Intra region operations
|
||
|
|
||
|
Intra region operations refer to any operations that only deal with data
|
||
|
for a single region by the owning region, or to merge/split logic.
|
||
|
|
||
|
### Ticking for independent regions
|
||
|
|
||
|
Independent regions tick independently and in parallel. To tick independently
|
||
|
means that regions maintain their own deadlines for scheduling the next tick. For
|
||
|
example, consider two regions A and B such that A's next tick start is at t=15ms
|
||
|
and B's next tick start is at t=0ms. Consider the following sequence of events:
|
||
|
1. At t = 0ms, B begins to tick.
|
||
|
2. At t = 15ms, A begins to tick.
|
||
|
3. At t = 20ms, B is finished its tick. It is then scheduled to tick again at t = 50ms.
|
||
|
4. At t = 50ms, B begins its 2nd tick.
|
||
|
5. At t = 70ms, B finishes its 2nd tick and is scheduled to tick again at t = 100ms.
|
||
|
6. At t = 95ms, A finishes its _first_ tick. It is scheduled to tick again at t = 95ms.
|
||
|
|
||
|
It is important to note that at no time was B's schedule affected by the fact that
|
||
|
A fell behind its 20TPS target.
|
||
|
|
||
|
To implement the described behavior, each region maintains a repeating
|
||
|
task on a scheduled executor (See SchedulerThreadPool) that schedules
|
||
|
tasks according to an earliest start time first scheduling algorithm. The
|
||
|
algorithm is similar to EDF, but schedules according to start time. However,
|
||
|
given that the deadline for each tick is 50ms + the start time, it behaves
|
||
|
identically to the EDF algorithm.
|
||
|
|
||
|
The EDF-like algorithm is selected so that as long as the thread pool is
|
||
|
not maximally utilised, that all regions that take <= 50ms to tick will
|
||
|
maintain 20TPS. However, the scheduling algorithm is neither NUMA aware
|
||
|
nor CPU core aware - it will not make attempts (when n regions > m threads)
|
||
|
to pin regions to certain cores.
|
||
|
|
||
|
Since regions tick independently, they maintain their own tick counters. The
|
||
|
implications of this are described in the next section.
|
||
|
|
||
|
### Tick counters
|
||
|
|
||
|
In standard Vanilla, there are several important tick counters: Current Tick,
|
||
|
Game Time Tick, and Daylight Time Tick. The Current Tick counter is used
|
||
|
for determining the tick number since the server has booted. The Game Time
|
||
|
Tick is maintained per world and is used to schedule block ticks
|
||
|
for redstone, fluids, and other physics events. The Daylight Time Tick
|
||
|
is simply the number of ticks since noon, maintained per world.
|
||
|
|
||
|
In Folia, the Current Tick is maintained per region. The Game Time Tick
|
||
|
is split into two counters: Redstone Time and Global Game Time.
|
||
|
Redstone Time is maintained per region. Global Game Time and
|
||
|
Daylight Time are maintained by the "global region."
|
||
|
|
||
|
At the start of each region tick, the global game time tick and
|
||
|
daylight time tick are copied from the global region and any time
|
||
|
the current region retrieves those values, it will retrieve from
|
||
|
the copy received at the start of tick. This is to ensure that
|
||
|
for any two calls to retrieve the tick number throughout the tick,
|
||
|
that those two calls report the same tick number.
|
||
|
|
||
|
The global game time is maintained for a couple of reasons:
|
||
|
1. There needs to be a counter representing how many ticks a world
|
||
|
has existed for, since the game does track total number of days
|
||
|
the world has gone on for.
|
||
|
2. Significant amounts of new entity AI code uses game time (for
|
||
|
a reason I cannot divine) to store absolute deadlines of tasks.
|
||
|
It is not impossible to write code to adjust the deadlines of
|
||
|
all of these tasks, but the amount of work is significant.
|
||
|
|
||
|
#### Global region
|
||
|
|
||
|
The global region is a single scheduled task that is always scheduled
|
||
|
to run at 20TPS that is responsible for maintaining data that is not
|
||
|
tied to any specific region: game rules, global game time, daylight time,
|
||
|
console command handling, world border, weather, and others. Unlike the other
|
||
|
regions, the global region does not need to perform any special logic
|
||
|
for merging or splitting because it is never split or merged - there is
|
||
|
only one global region at any time. The global region does not own
|
||
|
any region specific data.
|
||
|
|
||
|
#### Merging and splitting region tick times
|
||
|
|
||
|
Since redstone and current ticks are maintained per region, there needs
|
||
|
to be appropriate logic to adjust the tick deadlines used by the block/fluid
|
||
|
tick scheduler and anything else that schedules by redstone/current
|
||
|
absolute tick time so that the relative deadline is unaffected.
|
||
|
|
||
|
When merging a region x (from) into a region y (into or to),
|
||
|
we can either adjust both the deadlines of x and y or just one of x and y.
|
||
|
It is simply easier to adjust one, and arbitrarily the region x is chosen.
|
||
|
Then, the deadlines of x must be adjusted so that considering the current
|
||
|
ticks of y that the relative deadlines remain unchanged.
|
||
|
|
||
|
Consider a deadline d1 = from tick + relative deadline in region x.
|
||
|
We then want the adjusted deadline d2 to be d2 = to tick + relative deadline
|
||
|
in region y, so that the relative tick deadline is maintained. We can
|
||
|
achieve this by applying an offset o to d1 so that d1 + o = d2, and the
|
||
|
offset used is o = tick to - tick from. This offset must be calculated
|
||
|
for redstone tick and current tick separately, since the logic to increase
|
||
|
redstone tick can be turned off by the Level#tickTime field.
|
||
|
|
||
|
Finally, the split case is easy - when a split occurs,
|
||
|
the independent regions from the split inherit the redstone/current tick
|
||
|
from the parent region. Thus, the relative deadlines are maintained as there
|
||
|
is no tick number change.
|
||
|
|
||
|
In all cases, redstone or any other events scheduled by current tick
|
||
|
remain unaffected when regions split or merge as the relative deadline
|
||
|
is maintained by applying an offset in the merge case and by copying
|
||
|
the tick number in the split case.
|
||
|
|
||
|
## Inter region operations
|
||
|
|
||
|
Inter region refer to operations that work with other regions that are not
|
||
|
the current ticking region that are in a completely unknown state. These
|
||
|
regions may be transient, may be ticking, or may not even exist.
|
||
|
|
||
|
### Utilities to assist operations
|
||
|
|
||
|
In order to assist in inter region operations, several utilities are provided.
|
||
|
In NMS, these utilities are the EntityScheduler, the RegionizedTaskQueue,
|
||
|
the global region task queue, and the region-local data provider
|
||
|
RegionizedData. The Folia API has similar analogues, but does not have
|
||
|
a region-local data provider as the NMS data provider holds critical
|
||
|
locks and is invoked in critical areas of code when performing any
|
||
|
callback logic and is thus highly susceptible to fatal plugin errors
|
||
|
involving lengthy I/O or world state modification.
|
||
|
|
||
|
#### EntityScheduler
|
||
|
|
||
|
The EntityScheduler allows tasks to be scheduled to be executed on the
|
||
|
region that owns the entity. This is particularly useful when dealing
|
||
|
with entity teleportation, as once an entity begins an asynchronous
|
||
|
teleport the entity cannot tick until the teleport has completed, and
|
||
|
the timing is undefined.
|
||
|
|
||
|
#### RegionizedTaskQueue
|
||
|
|
||
|
The RegionizedTaskQueue allows tasks to be scheduled to be executed on
|
||
|
the next tick of a region that owns a specific location, or creating
|
||
|
such region if it does not exist. This is useful for tasks that may
|
||
|
need to edit or retrieve world/block/chunk data outside the current region.
|
||
|
|
||
|
#### Global region task queue
|
||
|
|
||
|
The global region task queue is simply used to perform edits on data
|
||
|
that the global region owns, such as game rules, day time, weather,
|
||
|
or to execute commands using the console command sender.
|
||
|
|
||
|
#### RegionizedData
|
||
|
|
||
|
The RegionizedData class allows regions to define region-local data,
|
||
|
which allow regions to store data without having to consider concurrent
|
||
|
data access from other regions. For example, current per region
|
||
|
entity/chunk/block/fluid tick lists are maintained so that regions do not
|
||
|
need to consider concurrent access to these data sets.
|
||
|
|
||
|
<br></br>
|
||
|
The utilities allow various cross-region issues to be resolved in a
|
||
|
simple fashion, such as editing block/entity/world state from any region
|
||
|
by using tasks queues, or by avoiding concurrency issues by using
|
||
|
RegionizedData. More advanced operations such as teleportation,
|
||
|
player respawning, and portalling, all make use of these utilities
|
||
|
to ensure the operation is thread-safe.
|
||
|
|
||
|
### Entity intra and inter dimension teleports
|
||
|
|
||
|
Entities need special logic in order to teleport safely between
|
||
|
other regions or other dimensions. In all cases however, the call to
|
||
|
teleport/place an entity must be invoked on the region owning the entity.
|
||
|
The EntityScheduler can be used to easily schedule code to execute in such
|
||
|
a context.
|
||
|
|
||
|
#### Simple teleportation
|
||
|
|
||
|
In a simple teleportation, the entity already exists in a world at a location
|
||
|
and the target location and dimension are known.
|
||
|
This operation is split into two parts: transform and async place.
|
||
|
In this case, the transform operation removes the entity from the current
|
||
|
world, then adjusts the position. The async place operation schedules a task
|
||
|
to the target location using the RegionizedTaskQueue to add the entity to
|
||
|
the target dimension at the target position.
|
||
|
|
||
|
The various implementation details such as non-player entities being
|
||
|
copied in the transform operation are left out, as those are not relevant
|
||
|
for the high level overview.
|
||
|
|
||
|
Things such as player login and player respawn are generally
|
||
|
considered simple teleportation. The player login case only differs
|
||
|
since the player does not exist in any world at the start, and that the async
|
||
|
transform must additionally find a place to spawn the player.
|
||
|
The player respawn is similar to the player login as the respawn
|
||
|
differs by having the player in the world at the time of respawn.
|
||
|
|
||
|
#### Portal teleport
|
||
|
|
||
|
Portal teleport differs from simple teleportation as portalling does
|
||
|
_not_ know the exact location of the teleport. Thus, the transform step
|
||
|
does not update the entity position, but rather a new operation is inserted
|
||
|
between transform and async place: async search/create which is responsible
|
||
|
for finding and/or creating the exit portal.
|
||
|
|
||
|
Additionally, the current Vanilla code can refuse a portal if the
|
||
|
entity is non-player and the nether exit portal does not already exist. But
|
||
|
since the portal location is only determined by the async place, it is
|
||
|
too late to abort - so, portal logic has been re-done so that there is no
|
||
|
difference between players and entities. Now both entities and players
|
||
|
create exit portals, whether it be for the nether or end.
|
||
|
|
||
|
#### Shutdown during teleport
|
||
|
|
||
|
Since the teleport happens over multiple steps, the server shutdown
|
||
|
process must deal with uncompleted teleportations manually.
|
||
|
|
||
|
## Server shutdown process
|
||
|
|
||
|
The shutdown process occurs by spawning a separate shutdown thread,
|
||
|
which then runs the shutdown logic:
|
||
|
1. Shutdown the tick region scheduler, stopping any further ticks
|
||
|
2. Halt metrics processing
|
||
|
3. Disable plugins
|
||
|
4. Stop accepting new connections
|
||
|
5. Send disconnect (but do not remove) packets to all players
|
||
|
6. Halt the chunk systems for all worlds
|
||
|
7. Execute shutdown logic for all worlds by finish all pending teleports
|
||
|
for all regions, then saving all chunks in the world, and finally
|
||
|
saving the level data for the world (level.dat and other .dat files).
|
||
|
8. Save all players
|
||
|
9. Shutting down the resource manager
|
||
|
10. Releasing the level lock
|
||
|
11. Halting remaining executors (Util executor, region I/O threads, etc)
|
||
|
|
||
|
|
||
|
The important differences to Vanilla is that the player kick and
|
||
|
world saving logic is replaced by steps 5-8.
|
||
|
|
||
|
For step 5, the players cannot be kicked before teleportations are finished,
|
||
|
as kicking would save the player dat file. So, save is moved after.
|
||
|
|
||
|
For step 6, the chunk system halt is done before saving so that all chunk
|
||
|
generation is halted. This will reduce the load on the server as it shuts
|
||
|
down, which may be critical in memory-constrained scenarios.
|
||
|
|
||
|
For step 7, teleportations are completed differently depending on the type:
|
||
|
simple or portal.
|
||
|
|
||
|
Simple teleportations are completed by forcing
|
||
|
the entity being teleported to be added to the entity chunk specified
|
||
|
by the target location. This allows the entity to be saved at the target
|
||
|
position, as if the teleportation did complete before shutdown.
|
||
|
|
||
|
Portal teleportations are completed by forcing the entity being teleported
|
||
|
to be added to the entity chunk specified from where the entity
|
||
|
teleported _from_. Since the target location is not known, the entity
|
||
|
can only be placed back at the origin. While this behavior is not ideal,
|
||
|
the shutdown logic _must_ account for any broken world state - which means
|
||
|
that finding or create the target exit portal may not be an option.
|
||
|
|
||
|
The teleportation completion must be performed before the world save so that
|
||
|
the teleport completed entities save.
|
||
|
|
||
|
For step 8, only save players after the teleportations are completed.
|
||
|
|
||
|
The remaining steps are Vanilla.
|