2021-06-11 14:02:28 +02:00
|
|
|
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
|
|
|
From: Aikar <aikar@aikar.co>
|
|
|
|
Date: Fri, 29 May 2020 23:32:14 -0400
|
|
|
|
Subject: [PATCH] Improve Chunk Status Transition Speed
|
|
|
|
|
|
|
|
When a chunk is loaded from disk that has already been generated,
|
|
|
|
the server has to promote the chunk through the system to reach
|
|
|
|
it's current desired status level.
|
|
|
|
|
|
|
|
This results in every single status transition going from the main thread
|
|
|
|
to the world gen threads, only to discover it has no work it actually
|
|
|
|
needs to do.... and then it returns back to main.
|
|
|
|
|
|
|
|
This back and forth costs a lot of time and can really delay chunk loads
|
|
|
|
when the server is under high TPS due to their being a lot of time in
|
|
|
|
between chunk load times, as well as hogs up the chunk threads from doing
|
|
|
|
actual generation and light work.
|
|
|
|
|
|
|
|
Additionally, the whole task system uses a lot of CPU on the server threads anyways.
|
|
|
|
|
|
|
|
So by optimizing status transitions for status's that are already complete,
|
|
|
|
we can run them to the desired level while on main thread (where it has
|
|
|
|
to happen anyways) instead of ever jumping to world gen thread.
|
|
|
|
|
|
|
|
This will improve chunk loading effeciency to be reduced down to the following
|
|
|
|
scenario / path:
|
|
|
|
|
|
|
|
1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue
|
|
|
|
2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread
|
|
|
|
3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue
|
|
|
|
4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks)
|
|
|
|
5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task
|
|
|
|
6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done
|
|
|
|
7) MAIN: Task returns to main, finish processing to FULL/TICKING status
|
|
|
|
|
|
|
|
Previously would have hopped to SERVER around 12+ times there extra.
|
|
|
|
|
|
|
|
diff --git a/src/main/java/net/minecraft/server/level/ChunkHolder.java b/src/main/java/net/minecraft/server/level/ChunkHolder.java
|
2022-03-30 22:28:38 +02:00
|
|
|
index af0a36071b4cf1ec77839eb8aa8f33917148d5e1..dd073d97d21eaa15b004cfe3929b4bf20d16d266 100644
|
2021-06-11 14:02:28 +02:00
|
|
|
--- a/src/main/java/net/minecraft/server/level/ChunkHolder.java
|
|
|
|
+++ b/src/main/java/net/minecraft/server/level/ChunkHolder.java
|
2022-03-01 06:43:03 +01:00
|
|
|
@@ -95,6 +95,13 @@ public class ChunkHolder {
|
2021-11-29 00:46:53 +01:00
|
|
|
// Paper end - optimise anyPlayerCloseEnoughForSpawning
|
2021-11-26 17:25:35 +01:00
|
|
|
long lastAutoSaveTime; // Paper - incremental autosave
|
|
|
|
long inactiveTimeStart; // Paper - incremental autosave
|
2021-06-11 14:02:28 +02:00
|
|
|
+ // Paper start - optimize chunk status progression without jumping through thread pool
|
|
|
|
+ public boolean canAdvanceStatus() {
|
|
|
|
+ ChunkStatus status = getChunkHolderStatus();
|
|
|
|
+ ChunkAccess chunk = getAvailableChunkNow();
|
2021-06-16 15:47:07 +02:00
|
|
|
+ return chunk != null && (status == null || chunk.getStatus().isOrAfter(getNextStatus(status)));
|
2021-06-11 14:02:28 +02:00
|
|
|
+ }
|
|
|
|
+ // Paper end
|
|
|
|
|
2021-06-16 15:47:07 +02:00
|
|
|
public ChunkHolder(ChunkPos pos, int level, LevelHeightAccessor world, LevelLightEngine lightingProvider, ChunkHolder.LevelChangeListener levelUpdateListener, ChunkHolder.PlayerProvider playersWatchingChunkProvider) {
|
|
|
|
this.futures = new AtomicReferenceArray(ChunkHolder.CHUNK_STATUSES.size());
|
2021-06-11 14:02:28 +02:00
|
|
|
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
|
2022-03-13 08:47:54 +01:00
|
|
|
index c6ea30c9e91382297a5340096540f1ebc914fc35..104e7d0c18b032ee8198c4de25a57676d0f64745 100644
|
2021-06-11 14:02:28 +02:00
|
|
|
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
|
|
|
|
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
|
2022-03-01 06:43:03 +01:00
|
|
|
@@ -691,7 +691,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
|
2021-06-11 14:02:28 +02:00
|
|
|
return either.mapLeft((list) -> {
|
|
|
|
return (LevelChunk) list.get(list.size() / 2);
|
|
|
|
});
|
|
|
|
- }, this.mainThreadExecutor);
|
|
|
|
+ }, this.mainInvokingExecutor); // Paper
|
|
|
|
}
|
|
|
|
|
|
|
|
@Nullable
|
2022-03-13 08:47:54 +01:00
|
|
|
@@ -1087,6 +1087,12 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
|
2021-06-16 15:47:07 +02:00
|
|
|
return "chunkGenerate " + requiredStatus.getName();
|
|
|
|
});
|
|
|
|
Executor executor = (runnable) -> {
|
2021-06-11 14:02:28 +02:00
|
|
|
+ // Paper start - optimize chunk status progression without jumping through thread pool
|
|
|
|
+ if (holder.canAdvanceStatus()) {
|
|
|
|
+ this.mainInvokingExecutor.execute(runnable);
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+ // Paper end
|
|
|
|
this.worldgenMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, runnable));
|
2021-06-16 15:47:07 +02:00
|
|
|
};
|
|
|
|
|