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Make dedicated thread class for tick scheduling
Signed-off-by: TheMode <themode@outlook.fr>
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@ -26,11 +26,10 @@ import java.util.function.LongConsumer;
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* The {@link ThreadDispatcher} manages the multi-thread aspect of chunk ticks.
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*/
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public final class UpdateManager {
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private volatile boolean stopRequested;
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// TODO make configurable
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private ThreadDispatcher threadDispatcher = ThreadDispatcher.singleThread();
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private final ThreadDispatcher threadDispatcher = ThreadDispatcher.singleThread();
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private final Queue<LongConsumer> tickStartCallbacks = new ConcurrentLinkedQueue<>();
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private final Queue<LongConsumer> tickEndCallbacks = new ConcurrentLinkedQueue<>();
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@ -46,96 +45,7 @@ public final class UpdateManager {
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* Starts the server loop in the update thread.
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*/
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void start() {
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final ConnectionManager connectionManager = MinecraftServer.getConnectionManager();
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new Thread(() -> {
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while (!stopRequested) {
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try {
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long currentTime = System.nanoTime();
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final long tickStart = System.currentTimeMillis();
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// Tick start callbacks
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doTickCallback(tickStartCallbacks, tickStart);
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// Waiting players update (newly connected clients waiting to get into the server)
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connectionManager.updateWaitingPlayers();
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// Keep Alive Handling
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connectionManager.handleKeepAlive(tickStart);
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// Server tick (chunks/entities)
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serverTick(tickStart);
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// the time that the tick took in nanoseconds
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final long tickTime = System.nanoTime() - currentTime;
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// Tick end callbacks
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doTickCallback(tickEndCallbacks, tickTime);
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// Monitoring
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if (!tickMonitors.isEmpty()) {
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final double acquisitionTimeMs = Acquirable.getAcquiringTime() / 1e6D;
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final double tickTimeMs = tickTime / 1e6D;
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final TickMonitor tickMonitor = new TickMonitor(tickTimeMs, acquisitionTimeMs);
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for (Consumer<TickMonitor> consumer : tickMonitors) {
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consumer.accept(tickMonitor);
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}
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Acquirable.resetAcquiringTime();
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}
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// Flush all waiting packets
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AsyncUtils.runAsync(() -> {
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PacketUtils.flush();
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for (Player player : connectionManager.getOnlinePlayers()) {
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player.getPlayerConnection().flush();
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}
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});
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// Disable thread until next tick
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LockSupport.parkNanos((long) ((MinecraftServer.TICK_MS * 1e6) - tickTime));
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} catch (Exception e) {
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MinecraftServer.getExceptionManager().handleException(e);
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}
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}
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this.threadDispatcher.shutdown();
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}, MinecraftServer.THREAD_NAME_TICK_SCHEDULER).start();
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}
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/**
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* Executes a server tick and returns only once all the futures are completed.
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*
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* @param tickStart the time of the tick in milliseconds
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*/
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private void serverTick(long tickStart) {
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// Tick all instances
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for (Instance instance : MinecraftServer.getInstanceManager().getInstances()) {
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try {
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instance.tick(tickStart);
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} catch (Exception e) {
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MinecraftServer.getExceptionManager().handleException(e);
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}
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}
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// Tick all chunks (and entities inside)
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this.threadDispatcher.updateAndAwait(tickStart);
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// Clear removed entities & update threads
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final long tickTime = System.currentTimeMillis() - tickStart;
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this.threadDispatcher.refreshThreads(tickTime);
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}
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/**
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* Used to execute tick-related callbacks.
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*
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* @param callbacks the callbacks to execute
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* @param value the value to give to the consumers
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*/
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private void doTickCallback(Queue<LongConsumer> callbacks, long value) {
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if (!callbacks.isEmpty()) {
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LongConsumer callback;
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while ((callback = callbacks.poll()) != null) {
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callback.accept(value);
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}
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}
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new TickSchedulerThread().start();
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}
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/**
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@ -245,4 +155,95 @@ public final class UpdateManager {
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public void stop() {
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this.stopRequested = true;
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}
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private final class TickSchedulerThread extends Thread {
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private final ThreadDispatcher threadDispatcher = UpdateManager.this.threadDispatcher;
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TickSchedulerThread() {
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super(MinecraftServer.THREAD_NAME_TICK_SCHEDULER);
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}
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@Override
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public void run() {
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final ConnectionManager connectionManager = MinecraftServer.getConnectionManager();
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while (!stopRequested) {
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try {
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long currentTime = System.nanoTime();
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final long tickStart = System.currentTimeMillis();
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// Tick start callbacks
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doTickCallback(tickStartCallbacks, tickStart);
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// Waiting players update (newly connected clients waiting to get into the server)
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connectionManager.updateWaitingPlayers();
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// Keep Alive Handling
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connectionManager.handleKeepAlive(tickStart);
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// Server tick (chunks/entities)
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serverTick(tickStart);
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// the time that the tick took in nanoseconds
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final long tickTime = System.nanoTime() - currentTime;
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// Tick end callbacks
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doTickCallback(tickEndCallbacks, tickTime);
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// Monitoring
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if (!tickMonitors.isEmpty()) {
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final double acquisitionTimeMs = Acquirable.getAcquiringTime() / 1e6D;
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final double tickTimeMs = tickTime / 1e6D;
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final TickMonitor tickMonitor = new TickMonitor(tickTimeMs, acquisitionTimeMs);
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for (Consumer<TickMonitor> consumer : tickMonitors) {
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consumer.accept(tickMonitor);
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}
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Acquirable.resetAcquiringTime();
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}
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// Flush all waiting packets
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AsyncUtils.runAsync(() -> {
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PacketUtils.flush();
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for (Player player : MinecraftServer.getConnectionManager().getOnlinePlayers()) {
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player.getPlayerConnection().flush();
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}
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});
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// Disable thread until next tick
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LockSupport.parkNanos((long) ((MinecraftServer.TICK_MS * 1e6) - tickTime));
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} catch (Exception e) {
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MinecraftServer.getExceptionManager().handleException(e);
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}
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}
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this.threadDispatcher.shutdown();
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}
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/**
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* Executes a server tick and returns only once all the futures are completed.
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*
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* @param tickStart the time of the tick in milliseconds
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*/
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private void serverTick(long tickStart) {
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// Tick all instances
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for (Instance instance : MinecraftServer.getInstanceManager().getInstances()) {
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try {
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instance.tick(tickStart);
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} catch (Exception e) {
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MinecraftServer.getExceptionManager().handleException(e);
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}
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}
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// Tick all chunks (and entities inside)
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this.threadDispatcher.updateAndAwait(tickStart);
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// Clear removed entities & update threads
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final long tickTime = System.currentTimeMillis() - tickStart;
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this.threadDispatcher.refreshThreads(tickTime);
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}
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private void doTickCallback(Queue<LongConsumer> callbacks, long value) {
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LongConsumer callback;
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while ((callback = callbacks.poll()) != null) {
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callback.accept(value);
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}
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}
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}
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}
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