Paper/patches/server/0125-Provide-E-TE-Chunk-count-stat-methods.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sat, 7 Jan 2017 15:24:46 -0500
Subject: [PATCH] Provide E/TE/Chunk count stat methods
Provides counts without the ineffeciency of using .getEntities().size()
which creates copy of the collections.
diff --git a/src/main/java/net/minecraft/world/level/Level.java b/src/main/java/net/minecraft/world/level/Level.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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index 64b763d6dc695e9cb9dd381deb5609e4902713dd..1954a93a1f566c1c79cdc2e0eb1b41141d6b5fde 100644
--- a/src/main/java/net/minecraft/world/level/Level.java
+++ b/src/main/java/net/minecraft/world/level/Level.java
2022-06-07 22:12:48 +02:00
@@ -112,7 +112,7 @@ public abstract class Level implements LevelAccessor, AutoCloseable {
public static final int TICKS_PER_DAY = 24000;
public static final int MAX_ENTITY_SPAWN_Y = 20000000;
public static final int MIN_ENTITY_SPAWN_Y = -20000000;
- protected final List<TickingBlockEntity> blockEntityTickers = Lists.newArrayList();
+ protected final List<TickingBlockEntity> blockEntityTickers = Lists.newArrayList(); public final int getTotalTileEntityTickers() { return this.blockEntityTickers.size(); } // Paper
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protected final NeighborUpdater neighborUpdater;
private final List<TickingBlockEntity> pendingBlockEntityTickers = Lists.newArrayList();
private boolean tickingBlockEntities;
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 10:02:51 +02:00
index e2c051dd0d639ba28da0f62d06259fcf0d3244ce..a75f4a1ecfe2790d727f5dda792c5ab4bb45554e 100644
--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
@@ -152,6 +152,56 @@ public class CraftWorld extends CraftRegionAccessor implements World {
private final CraftPersistentDataContainer persistentDataContainer = new CraftPersistentDataContainer(CraftWorld.DATA_TYPE_REGISTRY);
private net.kyori.adventure.pointer.Pointers adventure$pointers; // Paper - implement pointers
+ // Paper start - Provide fast information methods
+ @Override
+ public int getEntityCount() {
+ int ret = 0;
+ for (net.minecraft.world.entity.Entity entity : world.getEntities().getAll()) {
+ if (entity.isChunkLoaded()) {
+ ++ret;
+ }
+ }
+ return ret;
+ }
+
+ @Override
+ public int getTileEntityCount() {
+ // We don't use the full world tile entity list, so we must iterate chunks
+ int size = 0;
+ for (ChunkHolder playerchunk : net.minecraft.server.ChunkSystem.getVisibleChunkHolders(this.world)) {
+ net.minecraft.world.level.chunk.LevelChunk chunk = playerchunk.getTickingChunk();
+ if (chunk == null) {
+ continue;
+ }
+ size += chunk.blockEntities.size();
+ }
+ return size;
+ }
+
+ @Override
+ public int getTickableTileEntityCount() {
+ return world.getTotalTileEntityTickers();
+ }
+
+ @Override
+ public int getChunkCount() {
+ int ret = 0;
+
+ for (ChunkHolder chunkHolder : net.minecraft.server.ChunkSystem.getVisibleChunkHolders(this.world)) {
+ if (chunkHolder.getTickingChunk() != null) {
+ ++ret;
+ }
+ }
+
+ return ret;
+ }
+
+ @Override
+ public int getPlayerCount() {
2021-06-12 21:30:37 +02:00
+ return world.players().size();
+ }
+ // Paper end
+
private static final Random rand = new Random();
public CraftWorld(ServerLevel world, ChunkGenerator gen, BiomeProvider biomeProvider, Environment env) {