mirror of
https://github.com/PaperMC/Folia.git
synced 2024-11-19 11:35:18 +01:00
43d0469e36
First draft
286 lines
12 KiB
Markdown
286 lines
12 KiB
Markdown
## Fundamental regionising logic
|
|
|
|
## Region
|
|
|
|
A region is simply a set of owned chunk positions and implementation
|
|
defined unique data object tied to that region. It is important
|
|
to note that for any non-dead region x, that for each chunk position y
|
|
it owns that there is no other non-dead region z such that
|
|
the region z owns the chunk position y.
|
|
|
|
## Regioniser
|
|
|
|
Each world has its own regioniser. The regioniser is a term used
|
|
to describe the logic that the class "ThreadedRegioniser" executes
|
|
to create, maintain, and destroy regions. Maintenance of regions is
|
|
done by merging nearby regions together, marking which regions
|
|
are eligible to be ticked, and finally by splitting any regions
|
|
into smaller independent regions. Effectively, it is the logic
|
|
performed to ensure that groups of nearby chunks are considered
|
|
a single independent region.
|
|
|
|
## Guarantees the regioniser provides
|
|
|
|
The regioniser provides a set of important invariants that allows
|
|
regions to tick in parallel without race condtions:
|
|
|
|
### First invariant
|
|
|
|
The first invariant is simply that any chunk holder that exists
|
|
has one, and only one, corresponding region.
|
|
|
|
### Second invariant
|
|
|
|
The second invariant is that for every _existing_ chunk holder x that is
|
|
contained in a region that every each chunk position within the
|
|
"merge radius" of x is owned by the region. Effectively, this invariant
|
|
guarantees that the region is not close to another region, which allows
|
|
the region to assume while ticking it can create data for chunk holders
|
|
"close" to it.
|
|
|
|
### Third invariant
|
|
|
|
The third invariant is that a ticking region _cannot_ expand
|
|
the chunk positions it owns as it ticks. The third invariant
|
|
is important as it prevents ticking regions from "fighting"
|
|
over non-owned nearby chunks, to ensure that they truly tick
|
|
in parallel, no matter what chunk loads they may issue while
|
|
ticking.
|
|
|
|
To comply with the first invariant, the regioniser will
|
|
create "transient" regions _around_ ticking regions. Specifically,
|
|
around in this context means close enough that would require a merge,
|
|
but not far enough to be considered independent. The transient regions
|
|
created in these cases will be merged into the ticking region
|
|
when the ticking region finishes ticking.
|
|
|
|
Both of the second invariant and third invariant combined allow
|
|
the regioniser to guarantee that a ticking region may create
|
|
and then access chunk holders around it (i.e sync loading) without
|
|
the possibility that it steps on another region's toes.
|
|
|
|
### Fourth invariant
|
|
|
|
The fourth invariant is that a region is only in one of four
|
|
states: "transient", "ready", "ticking", or "dead."
|
|
|
|
The "ready" state allows a state to transition to the "ticking" state,
|
|
while the "transient" state is used as a state for a region that may
|
|
not tick. The "dead" state is used to mark regions which should
|
|
not be use.
|
|
|
|
The states transistions are explained later, as it ties in
|
|
with the regioniser's merge and split logic.
|
|
|
|
## Regioniser implementation
|
|
|
|
The regioniser implementation is a description of how
|
|
the class "ThreadedRegioniser" adheres to the four invariants
|
|
described previously.
|
|
|
|
### Splitting the world into sections
|
|
|
|
The regioniser does not operate on chunk coordinates, but rather
|
|
on "region section coordinates." Region section coordinates simply
|
|
represent a grouping of NxN chunks on a grid, where N is some power
|
|
of two. The actual number is left ambiguous, as region section coordinates
|
|
are only an internal detail of how chunks are grouped.
|
|
For example, with N=16 the region section (0,0) encompasses all
|
|
chunks x in [0,15] and z in [0,15]. This concept is similar to how
|
|
the chunk coordinate (0,0) encompasses all blocks x in [0, 15]
|
|
and z in [0, 15]. Another example with N=16, the chunk (17, -5) is
|
|
contained within region section (1, -1).
|
|
|
|
Region section coordinates are used only as a performance
|
|
tradeoff in the regioniser, as by approximating chunks to their
|
|
region coordinate allows it to treat NxN chunks as a single
|
|
unit for regionising. This means that regions do not own chunks positions,
|
|
but rather own region section positions. The grouping of NxN chunks
|
|
allows the regionising logic to be performed only on
|
|
the creation/destruction of region sections.
|
|
For example with N=16 this means up to NxN-1=255 possible
|
|
less operations in areas such as addChunk/region recalculation
|
|
assuming region sections are always full.
|
|
|
|
### Implementation variables
|
|
|
|
The implemnetation variables control how aggressively the
|
|
regioniser will maintain regions and merge regions.
|
|
|
|
#### Recalculation count
|
|
|
|
The recalculation count is the minimum number of region sections
|
|
that a region must own to allow it to re-calculate. Note that
|
|
a recalculation operation simply calculates the set of independent
|
|
regions that exist within a region to check if a split can be
|
|
performed.
|
|
This is a simple performance knob that allows split logic to be
|
|
turned off for small regions, as it is unlikely that small regions
|
|
can be split in the first place.
|
|
|
|
#### Max dead section percent
|
|
|
|
The max dead section percent is the minimum percent of dead
|
|
sections in a region that must exist before a region can run
|
|
re-calculation logic.
|
|
|
|
#### Empty section creation radius
|
|
|
|
The empty section creation radius variable is used to determine
|
|
how many empty region sections are to exist around _any_
|
|
region section with at least one chunk.
|
|
|
|
Internally, the regioniser enforces the third invariant by
|
|
preventing ticking regions from owning new region sections.
|
|
The creation of empty sections around any non-empty section will
|
|
then enforce the second invariant.
|
|
|
|
#### Region section merge radius
|
|
|
|
The merge radius variable is used to ensure that for any
|
|
existing region section x that for any other region section y within
|
|
the merge radius are either owned by region that owns x
|
|
or are pending a merge into the region that owns x or that the
|
|
region that owns x is pending a merge into the region that owns y.
|
|
|
|
#### Region section chunk shift
|
|
|
|
The region section chunk shift is simply log2(grid size N). Thus,
|
|
N = 1 << region section chunk shift. The conversion from
|
|
chunk position to region section is additionally defined as
|
|
region coordinate = chunk coordinate >> region section chunk shift.
|
|
|
|
### Operation
|
|
|
|
The regioniser is operated by invoking ThreadedRegioniser#addChunk(x, z)
|
|
or ThreadedRegioniser#removeChunk(x, z) when a chunk holder is created
|
|
or destroyed.
|
|
|
|
Additionally, ThreadedRegion#tryMarkTicking can be used by a caller
|
|
that attempts to move a region from the "ready" state to the "ticking"
|
|
state. It is vital to note that this function will return false if
|
|
the region is not in the "ready" state, as it is possible
|
|
that even a region considered to be "ready" in the past (i.e scheduled
|
|
to tick) may be unexpectedly marked as "transient." Thus, the caller
|
|
needs to handle such cases. The caller that successfully marks
|
|
a region as ticking must mark it as non-ticking by using
|
|
ThreadedRegion#markNotTicking.
|
|
|
|
The function ThreadedRegion#markNotTicking returns true if the
|
|
region was migrated from "ticking" state to "ready" state, and false
|
|
in all other cases. Effectively, it returns whether the current region
|
|
may be later ticked again.
|
|
|
|
### Region section state
|
|
|
|
A region section state is one of "dead" or "alive." A region section
|
|
may additionally be considered "non-empty" if it contains
|
|
at least one chunk position, and "empty" otherwise.
|
|
|
|
A region section is considered "dead" if and only if the region section
|
|
is also "empty" and that there exist no other "empty" sections within the
|
|
empty section creation radius.
|
|
|
|
The existence of the dead section state is purely for performance, as it
|
|
allows the recalculation logic of a region to be delayed until the region
|
|
contains enough dead sections. However, dead sections are still
|
|
considered to belong to the region that owns them just as alive sections.
|
|
|
|
### Addition of chunks (addChunk)
|
|
|
|
The addition of chunks to the regioniser boils down to two cases:
|
|
|
|
#### Target region section already exists and is not empty
|
|
|
|
In this case, it simply adds the chunk to the section and returns.
|
|
|
|
#### Target region section does not exist or is empty
|
|
|
|
In this case, the region section will be created if it does not exist.
|
|
Additionally, the region sections in the "create empty radius" will be
|
|
created as well.
|
|
|
|
Then, any region in the create empty radius + merge radius are collected
|
|
into a set X. This set represents the regions that need to be merged
|
|
later to adhere to the second invariant.
|
|
|
|
If the set X contains no elements, then a region is created in the ready
|
|
state to own all of the created sections.
|
|
|
|
If the set X contains just 1 region, then no regions need to be merged
|
|
and no region state is modified, and the sections are added to this
|
|
1 region.
|
|
|
|
Merge logic needs to occur when there are more than 1 region in the
|
|
set X. From the set X, a region x is selected that is not ticking. If
|
|
no such x exists, then a region x is created. Every region section
|
|
created is added to the set x, as it is the section that is known
|
|
to not be ticking - this is done to adhere to invariant third invariant.
|
|
|
|
Every region y in the set X that is not x is merged into x if
|
|
y is not in the ticking state, otherwise x runs the merge later
|
|
logic into y.
|
|
|
|
### Merge later logic
|
|
|
|
A merge later operation may only take place from
|
|
a non-ticking, non-dead region x into a ticking region y.
|
|
The merge later logic relies on maintaining a set of regions
|
|
to merge into later per region, and another set of regions
|
|
that are expected to merge into this region.
|
|
Effectively, a merge into later operation from x into y will add y into x's
|
|
merge into later set, and add x into y's expecting merge from set.
|
|
|
|
When the ticking region finishes ticking, the ticking region
|
|
will perform the merge logic for all expecting merges.
|
|
|
|
### Merge logic
|
|
|
|
A merge operation may only take place between a dead region x
|
|
and another region y which may be either "transient"
|
|
or "ready." The region x is effectively absorbed into the
|
|
region y, as the sections in x are moved to the region y.
|
|
|
|
The merge into later is also forwarded to the region y,
|
|
such so that the regions x was to merge into later, y will
|
|
now merge into later.
|
|
|
|
Additionally, if there is implementation specific data
|
|
on region x, the region callback to merge the data into the
|
|
region y is invoked.
|
|
|
|
The state of the region y may be updated after a merge operation
|
|
completes. For example, if the region x was "transient", then
|
|
the region y should be downgraded to transient as well. Specifically,
|
|
the region y should be marked as transient if region x contained
|
|
merge later targets that were not y. The downgrading to transient is
|
|
required to adhere to the second invariant.
|
|
|
|
### Removal of chunks (removeChunk)
|
|
|
|
Removal of chunks from region sections simple updates
|
|
the region sections state to "dead" or "alive", as well as the
|
|
region sections in the empty creation radius. It will not update
|
|
any region state, and nor will it purge region sections.
|
|
|
|
### Region tick start (tryMarkTicking)
|
|
|
|
The tick start simply migrates the state to ticking, so that
|
|
invariants #2 and #3 can be met.
|
|
|
|
### Region tick end (markNotTicking)
|
|
|
|
At the end of a tick, the region's new state is not immediately known.
|
|
|
|
First, tt first must process its pending merges.
|
|
|
|
After it processes its pending merges, it must then check if the
|
|
region is now pending merge into any other region. If it is, then
|
|
it transitions to the transient state.
|
|
|
|
Otherwise, it will process the removal of dead sections and attempt
|
|
to split into smaller regions. Note that it is guaranteed
|
|
that if a region can be possibly split, it must remove dead sections,
|
|
otherwise, this would contradict the rules used to build the region
|
|
in the first place.
|