Paper/Spigot-Server-Patches/0497-Implement-Chunk-Priority-Urgency-System-for-Chunks.patch

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Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sat, 11 Apr 2020 03:56:07 -0400
Subject: [PATCH] Implement Chunk Priority / Urgency System for Chunks
Mark chunks that are blocking main thread for world generation as urgent
Implements a general priority system so that chunks that are sorted in
the generator queues can prioritize certain chunks over another.
Urgent chunks will jump to the front of the line, ensuring that a
sync chunk load on an ungenerated chunk does not lag the server for
a long period of time if the servers generator queues are filled with
lots of chunks already.
This massively reduces the lag spikes from sync chunk gens.
Then we further prioritize loading order so nearby chunks have higher
priority than distant chunks, reducing the pressure a high no tick
view distance holds on you.
Chunks in front of the player have higher priority, to help with
fast traveling players keep up with their movement.
diff --git a/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java b/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java
index 49a594e5f345096cb3b9913b8ee2760795c5f012..bcb7ce2692c5bc1a6214c3a384949666107864fb 100644
--- a/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java
+++ b/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java
@@ -4,7 +4,10 @@ import com.destroystokyo.paper.io.PaperFileIOThread;
import com.destroystokyo.paper.io.IOUtil;
import com.destroystokyo.paper.io.PrioritizedTaskQueue;
import com.destroystokyo.paper.io.QueueExecutorThread;
+import it.unimi.dsi.fastutil.longs.Long2ObjectMap;
+import net.minecraft.server.ChunkCoordIntPair;
import net.minecraft.server.ChunkRegionLoader;
+import net.minecraft.server.ChunkStatus;
import net.minecraft.server.IAsyncTaskHandler;
import net.minecraft.server.IChunkAccess;
import net.minecraft.server.MinecraftServer;
@@ -106,7 +109,7 @@ public final class ChunkTaskManager {
}
static void dumpChunkInfo(Set<PlayerChunk> seenChunks, PlayerChunk chunkHolder, int x, int z) {
- dumpChunkInfo(seenChunks, chunkHolder, x, z, 0, 1);
+ dumpChunkInfo(seenChunks, chunkHolder, x, z, 0, 4);
}
static void dumpChunkInfo(Set<PlayerChunk> seenChunks, PlayerChunk chunkHolder, int x, int z, int indent, int maxDepth) {
@@ -127,6 +130,30 @@ public final class ChunkTaskManager {
PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Status - " + ((chunk == null) ? "null chunk" : chunk.getChunkStatus().toString()));
PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Ticket Status - " + PlayerChunk.getChunkStatus(chunkHolder.getTicketLevel()));
PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Holder Status - " + ((holderStatus == null) ? "null" : holderStatus.toString()));
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Holder Priority - " + chunkHolder.getCurrentPriority());
+
+ if (!chunkHolder.neighbors.isEmpty()) {
+ if (indent >= maxDepth) {
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Neighbors: (Can't show, too deeply nested)");
+ return;
+ }
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + "Chunk Neighbors: ");
+ for (PlayerChunk neighbor : chunkHolder.neighbors.keySet()) {
+ ChunkStatus status = neighbor.getChunkHolderStatus();
+ if (status != null && status.isAtLeastStatus(PlayerChunk.getChunkStatus(neighbor.getTicketLevel()))) {
+ continue;
+ }
+ int nx = neighbor.location.x;
+ int nz = neighbor.location.z;
+ if (seenChunks.contains(neighbor)) {
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + " " + nx + "," + nz + " in " + chunkHolder.getWorld().getWorld().getName() + " (CIRCULAR)");
+ continue;
+ }
+ PaperFileIOThread.LOGGER.log(Level.ERROR, indentStr + " " + nx + "," + nz + " in " + chunkHolder.getWorld().getWorld().getName() + ":");
+ dumpChunkInfo(seenChunks, neighbor, nx, nz, indent + 1, maxDepth);
+ }
+ }
+
}
}
diff --git a/src/main/java/net/minecraft/server/ChunkCoordIntPair.java b/src/main/java/net/minecraft/server/ChunkCoordIntPair.java
index f0e28f03074bc5e24e5fa64dca94c7573f952357..b7093f1682d152988a54ffc5e5579d2f0ce10ad4 100644
--- a/src/main/java/net/minecraft/server/ChunkCoordIntPair.java
+++ b/src/main/java/net/minecraft/server/ChunkCoordIntPair.java
@@ -107,6 +107,7 @@ public class ChunkCoordIntPair {
return "[" + this.x + ", " + this.z + "]";
}
+ public final BlockPosition asPosition() { return l(); } // Paper - OBFHELPER
public BlockPosition l() {
return new BlockPosition(this.d(), 0, this.e());
}
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
diff --git a/src/main/java/net/minecraft/server/ChunkMapDistance.java b/src/main/java/net/minecraft/server/ChunkMapDistance.java
index c072f61e8c88eac8335acd660d8ff0e2f9db819e..705c6e3a47a76509268075078f95871d313f6b76 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/ChunkMapDistance.java
+++ b/src/main/java/net/minecraft/server/ChunkMapDistance.java
@@ -23,6 +23,7 @@ import java.util.concurrent.Executor;
import javax.annotation.Nullable;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
+import org.spigotmc.AsyncCatcher; // Paper
public abstract class ChunkMapDistance {
@@ -46,7 +47,7 @@ public abstract class ChunkMapDistance {
private final ChunkTaskQueueSorter i;
private final Mailbox<ChunkTaskQueueSorter.a<Runnable>> j;
private final Mailbox<ChunkTaskQueueSorter.b> k;
- private final LongSet l = new LongOpenHashSet();
+ private final LongSet l = new LongOpenHashSet(); public final LongSet getOnPlayerTicketAddQueue() { return l; } // Paper - OBFHELPER
private final Executor m;
private long currentTick;
@@ -84,6 +85,7 @@ public abstract class ChunkMapDistance {
}
private static int getLowestTicketLevel(ArraySetSorted<Ticket<?>> arraysetsorted) {
+ AsyncCatcher.catchOp("ChunkMapDistance::getLowestTicketLevel"); // Paper
return !arraysetsorted.isEmpty() ? ((Ticket) arraysetsorted.b()).b() : PlayerChunkMap.GOLDEN_TICKET + 1;
}
@@ -97,6 +99,7 @@ public abstract class ChunkMapDistance {
public boolean a(PlayerChunkMap playerchunkmap) {
//this.f.a(); // Paper - no longer used
+ AsyncCatcher.catchOp("DistanceManagerTick"); // Paper
this.g.a();
int i = Integer.MAX_VALUE - this.ticketLevelTracker.a(Integer.MAX_VALUE);
boolean flag = i != 0;
@@ -107,11 +110,13 @@ public abstract class ChunkMapDistance {
// Paper start
if (!this.pendingChunkUpdates.isEmpty()) {
+ this.pollingPendingChunkUpdates = true; try {
while(!this.pendingChunkUpdates.isEmpty()) {
PlayerChunk remove = this.pendingChunkUpdates.remove();
remove.isUpdateQueued = false;
remove.a(playerchunkmap);
}
+ } finally { this.pollingPendingChunkUpdates = false; }
// Paper end
return true;
} else {
@@ -147,8 +152,10 @@ public abstract class ChunkMapDistance {
return flag;
}
}
+ boolean pollingPendingChunkUpdates = false; // Paper
private boolean addTicket(long i, Ticket<?> ticket) { // CraftBukkit - void -> boolean
+ AsyncCatcher.catchOp("ChunkMapDistance::addTicket"); // Paper
ArraySetSorted<Ticket<?>> arraysetsorted = this.e(i);
int j = getLowestTicketLevel(arraysetsorted);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
Ticket<?> ticket1 = (Ticket) arraysetsorted.a(ticket); // CraftBukkit - decompile error
@@ -162,7 +169,9 @@ public abstract class ChunkMapDistance {
}
private boolean removeTicket(long i, Ticket<?> ticket) { // CraftBukkit - void -> boolean
+ AsyncCatcher.catchOp("ChunkMapDistance::removeTicket"); // Paper
ArraySetSorted<Ticket<?>> arraysetsorted = this.e(i);
+ int oldLevel = getLowestTicketLevel(arraysetsorted); // Paper
boolean removed = false; // CraftBukkit
if (arraysetsorted.remove(ticket)) {
@@ -173,7 +182,8 @@ public abstract class ChunkMapDistance {
this.tickets.remove(i);
}
- this.ticketLevelTracker.update(i, getLowestTicketLevel(arraysetsorted), false);
+ int newLevel = getLowestTicketLevel(arraysetsorted); // Paper
+ if (newLevel > oldLevel) this.ticketLevelTracker.update(i, newLevel, false); // Paper
return removed; // CraftBukkit
}
@@ -182,6 +192,135 @@ public abstract class ChunkMapDistance {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.addTicketAtLevel(tickettype, chunkcoordintpair, i, t0);
}
+ // Paper start
+ public static final int PRIORITY_TICKET_LEVEL = PlayerChunkMap.GOLDEN_TICKET;
+ public static final int URGENT_PRIORITY = 29;
+ public boolean delayDistanceManagerTick = false;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public boolean markUrgent(ChunkCoordIntPair coords) {
+ return addPriorityTicket(coords, TicketType.URGENT, URGENT_PRIORITY);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ public boolean markHighPriority(ChunkCoordIntPair coords, int priority) {
+ priority = Math.min(URGENT_PRIORITY - 1, Math.max(1, priority));
+ return addPriorityTicket(coords, TicketType.PRIORITY, priority);
+ }
+
+ public void markAreaHighPriority(ChunkCoordIntPair center, int priority, int radius) {
+ delayDistanceManagerTick = true;
+ priority = Math.min(URGENT_PRIORITY - 1, Math.max(1, priority));
+ int finalPriority = priority;
+ MCUtil.getSpiralOutChunks(center.asPosition(), radius).forEach(coords -> {
+ addPriorityTicket(coords, TicketType.PRIORITY, finalPriority);
+ });
+ delayDistanceManagerTick = false;
+ chunkMap.world.getChunkProvider().tickDistanceManager();
+ }
+
+ public void clearAreaPriorityTickets(ChunkCoordIntPair center, int radius) {
+ delayDistanceManagerTick = true;
+ MCUtil.getSpiralOutChunks(center.asPosition(), radius).forEach(coords -> {
+ this.removeTicket(coords.pair(), new Ticket<ChunkCoordIntPair>(TicketType.PRIORITY, PRIORITY_TICKET_LEVEL, coords));
+ });
+ delayDistanceManagerTick = false;
+ chunkMap.world.getChunkProvider().tickDistanceManager();
+ }
+
+ private boolean hasPlayerTicket(ChunkCoordIntPair coords, int level) {
+ ArraySetSorted<Ticket<?>> tickets = this.tickets.get(coords.pair());
+ if (tickets == null || tickets.isEmpty()) {
+ return false;
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getTicketType() == TicketType.PLAYER && ticket.getTicketLevel() == level) {
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ private boolean addPriorityTicket(ChunkCoordIntPair coords, TicketType<ChunkCoordIntPair> ticketType, int priority) {
+ AsyncCatcher.catchOp("ChunkMapDistance::addPriorityTicket");
+ long pair = coords.pair();
+ PlayerChunk chunk = chunkMap.getUpdatingChunk(pair);
+ boolean needsTicket = chunkMap.playerViewDistanceNoTickMap.getObjectsInRange(pair) != null && !hasPlayerTicket(coords, 33);
+
+ if (needsTicket) {
+ Ticket<?> ticket = new Ticket<>(TicketType.PLAYER, 33, coords);
+ getOnPlayerTicketAddQueue().add(pair);
+ addTicket(pair, ticket);
+ }
+ if ((chunk != null && chunk.isFullChunkReady())) {
+ if (needsTicket) {
+ chunkMap.world.getChunkProvider().tickDistanceManager();
+ }
+ return needsTicket;
+ }
+
+ boolean success;
+ if (!(success = updatePriorityTicket(coords, ticketType, priority))) {
+ Ticket<ChunkCoordIntPair> ticket = new Ticket<ChunkCoordIntPair>(ticketType, PRIORITY_TICKET_LEVEL, coords);
+ ticket.priority = priority;
+ success = this.addTicket(pair, ticket);
+ } else {
+ if (chunk == null) {
+ chunk = chunkMap.getUpdatingChunk(pair);
+ }
+ chunkMap.queueHolderUpdate(chunk);
+ }
+
+ //chunkMap.world.getWorld().spawnParticle(priority <= 15 ? org.bukkit.Particle.EXPLOSION_HUGE : org.bukkit.Particle.EXPLOSION_NORMAL, chunkMap.world.getWorld().getPlayers(), null, coords.x << 4, 70, coords.z << 4, 2, 0, 0, 0, 1, null, true);
+
+ chunkMap.world.getChunkProvider().tickDistanceManager();
+
+ return success;
+ }
+
+ private boolean updatePriorityTicket(ChunkCoordIntPair coords, TicketType<ChunkCoordIntPair> type, int priority) {
+ ArraySetSorted<Ticket<?>> tickets = this.tickets.get(coords.pair());
+ if (tickets == null) {
+ return false;
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getTicketType() == type) {
+ // We only support increasing, not decreasing, too complicated
+ ticket.setCurrentTick(this.currentTick);
+ ticket.priority = Math.max(ticket.priority, priority);
+ return true;
+ }
+ }
+
+ return false;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public int getChunkPriority(ChunkCoordIntPair coords) {
+ AsyncCatcher.catchOp("ChunkMapDistance::getChunkPriority");
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ ArraySetSorted<Ticket<?>> tickets = this.tickets.get(coords.pair());
+ if (tickets == null) {
+ return 0;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getTicketType() == TicketType.URGENT) {
+ return URGENT_PRIORITY;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getTicketType() == TicketType.PRIORITY && ticket.priority > 0) {
+ return ticket.priority;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ }
+ return 0;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ public void clearPriorityTickets(ChunkCoordIntPair coords) {
+ AsyncCatcher.catchOp("ChunkMapDistance::clearPriority");
+ this.removeTicket(coords.pair(), new Ticket<ChunkCoordIntPair>(TicketType.PRIORITY, PRIORITY_TICKET_LEVEL, coords));
+ }
+
+ public void clearUrgent(ChunkCoordIntPair coords) {
+ AsyncCatcher.catchOp("ChunkMapDistance::clearUrgent");
+ this.removeTicket(coords.pair(), new Ticket<ChunkCoordIntPair>(TicketType.URGENT, PRIORITY_TICKET_LEVEL, coords));
+ }
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ // Paper end
public <T> boolean addTicketAtLevel(TicketType<T> ticketType, ChunkCoordIntPair chunkcoordintpair, int level, T identifier) {
return this.addTicket(chunkcoordintpair.pair(), new Ticket<>(ticketType, level, identifier));
// CraftBukkit end
@@ -381,27 +520,50 @@ public abstract class ChunkMapDistance {
private void a(long i, int j, boolean flag, boolean flag1) {
if (flag != flag1) {
- Ticket<?> ticket = new Ticket<>(TicketType.PLAYER, 33, new ChunkCoordIntPair(i)); // Paper - no-tick view distance
+ ChunkCoordIntPair coords = new ChunkCoordIntPair(i); // Paper
+ Ticket<?> ticket = new Ticket<>(TicketType.PLAYER, 33, coords); // Paper - no-tick view distance
if (flag1) {
- ChunkMapDistance.this.j.a(ChunkTaskQueueSorter.a(() -> {
+ scheduleChunkLoad(i, MinecraftServer.currentTick, j, (priority) -> { // Paper - smarter ticket delay based on frustum and distance
+ // Paper start - recheck its still valid if not cancel
+ if (!isChunkInRange(i)) {
+ ChunkMapDistance.this.k.a(ChunkTaskQueueSorter.a(() -> {
+ ChunkMapDistance.this.m.execute(() -> {
+ ChunkMapDistance.this.removeTicket(i, ticket);
+ ChunkMapDistance.this.clearPriorityTickets(coords);
+ });
+ }, i, false));
+ return;
+ }
+ // abort early if we got a ticket already
+ if (hasPlayerTicket(coords, 33)) return;
+ // skip player ticket throttle for near chunks
+ if (priority <= 3) {
+ ChunkMapDistance.this.addTicket(i, ticket);
+ ChunkMapDistance.this.l.add(i);
+ return;
+ }
+ // Paper end
+ ChunkMapDistance.this.j.a(ChunkTaskQueueSorter.a(() -> { // CraftBukkit - decompile error
ChunkMapDistance.this.m.execute(() -> {
- if (this.c(this.c(i))) {
+ if (isChunkInRange(i)) { if (!hasPlayerTicket(coords, 33)) { // Paper - high priority might of already added it
ChunkMapDistance.this.addTicket(i, ticket);
ChunkMapDistance.this.l.add(i);
- } else {
- ChunkMapDistance.this.k.a(ChunkTaskQueueSorter.a(() -> {
+ }} else { // Paper
+ ChunkMapDistance.this.k.a(ChunkTaskQueueSorter.a(() -> { // CraftBukkit - decompile error
}, i, false));
}
});
}, i, () -> {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
- return j;
+ return Math.min(PlayerChunkMap.GOLDEN_TICKET, priority); // Paper
}));
+ }); // Paper
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
} else {
ChunkMapDistance.this.k.a(ChunkTaskQueueSorter.a(() -> {
ChunkMapDistance.this.m.execute(() -> {
ChunkMapDistance.this.removeTicket(i, ticket);
+ ChunkMapDistance.this.clearPriorityTickets(coords); // Paper
});
}, i, true));
}
@@ -409,6 +571,101 @@ public abstract class ChunkMapDistance {
}
+ // Paper start - smart scheduling of player tickets
+ private boolean isChunkInRange(long i) {
+ return this.isLoadedChunkLevel(this.getChunkLevel(i));
+ }
+ public void scheduleChunkLoad(long i, long startTick, int initialDistance, java.util.function.Consumer<Integer> task) {
+ long elapsed = MinecraftServer.currentTick - startTick;
+ ChunkCoordIntPair chunkPos = new ChunkCoordIntPair(i);
+ PlayerChunk updatingChunk = chunkMap.getUpdatingChunk(i);
+ if ((updatingChunk != null && updatingChunk.isFullChunkReady()) || !isChunkInRange(i) || getChunkPriority(chunkPos) > 0) { // Copied from above
+ // no longer needed
+ task.accept(1);
+ return;
+ }
+
+ int desireDelay = 0;
+ double minDist = Double.MAX_VALUE;
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> players = chunkMap.playerViewDistanceNoTickMap.getObjectsInRange(i);
+ if (elapsed == 0 && initialDistance <= 4) {
+ // Aim for no delay on initial 6 chunk radius tickets save on performance of the below code to only > 6
+ minDist = initialDistance;
+ } else if (players != null) {
+ Object[] backingSet = players.getBackingSet();
+
+ BlockPosition blockPos = chunkPos.asPosition();
+
+ boolean isFront = false;
+ BlockPosition.MutableBlockPosition pos = new BlockPosition.MutableBlockPosition();
+ for (int index = 0, len = backingSet.length; index < len; ++index) {
+ if (!(backingSet[index] instanceof EntityPlayer)) {
+ continue;
+ }
+ EntityPlayer player = (EntityPlayer) backingSet[index];
+
+ ChunkCoordIntPair pointInFront = player.getChunkInFront(5);
+ pos.setValues(pointInFront.x << 4, 0, pointInFront.z << 4);
+ double frontDist = MCUtil.distanceSq(pos, blockPos);
+
+ pos.setValues(player.locX(), 0, player.locZ());
+ double center = MCUtil.distanceSq(pos, blockPos);
+
+ double dist = Math.min(frontDist, center);
+ if (!isFront) {
+ ChunkCoordIntPair pointInBack = player.getChunkInFront(-7);
+ pos.setValues(pointInBack.x << 4, 0, pointInBack.z << 4);
+ double backDist = MCUtil.distanceSq(pos, blockPos);
+ if (frontDist < backDist) {
+ isFront = true;
+ }
+ }
+ if (dist < minDist) {
+ minDist = dist;
+ }
+ }
+ if (minDist == Double.MAX_VALUE) {
+ minDist = 15;
+ } else {
+ minDist = Math.sqrt(minDist) / 16;
+ }
+ if (minDist > 4) {
+ int desiredTimeDelayMax = isFront ?
+ (minDist < 10 ? 7 : 15) : // Front
+ (minDist < 10 ? 15 : 45); // Back
+ desireDelay += (desiredTimeDelayMax * 20) * (minDist / 32);
+ }
+ } else {
+ minDist = initialDistance;
+ desireDelay = 1;
+ }
+ long delay = desireDelay - elapsed;
+ if (delay <= 0 && minDist > 4 && minDist < Double.MAX_VALUE) {
+ boolean hasAnyNeighbor = false;
+ for (int x = -1; x <= 1; x++) {
+ for (int z = -1; z <= 1; z++) {
+ if (x == 0 && z == 0) continue;
+ long pair = ChunkCoordIntPair.pair(chunkPos.x + x, chunkPos.z + z);
+ PlayerChunk neighbor = chunkMap.getUpdatingChunk(pair);
+ ChunkStatus current = neighbor != null ? neighbor.getChunkHolderStatus() : null;
+ if (current != null && current.isAtLeastStatus(ChunkStatus.LIGHT)) {
+ hasAnyNeighbor = true;
+ }
+ }
+ }
+ if (!hasAnyNeighbor) {
+ delay += 20;
+ }
+ }
+ if (delay <= 0) {
+ task.accept((int) minDist);
+ } else {
+ int taskDelay = (int) Math.min(delay, minDist >= 10 ? 40 : (minDist < 6 ? 5 : 20));
+ MCUtil.scheduleTask(taskDelay, () -> scheduleChunkLoad(i, startTick, initialDistance, task), "Player Ticket Delayer");
+ }
+ }
+ // Paper end
+
@Override
public void a() {
super.a();
@@ -440,6 +697,7 @@ public abstract class ChunkMapDistance {
}
+ private boolean isLoadedChunkLevel(int i) { return c(i); } // Paper - OBFHELPER
private boolean c(int i) {
return i <= this.e - 2;
}
@@ -456,6 +714,7 @@ public abstract class ChunkMapDistance {
this.a.defaultReturnValue((byte) (i + 2));
}
+ protected final int getChunkLevel(long i) { return c(i); } // Paper - OBFHELPER
@Override
protected int c(long i) {
return this.a.get(i);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
index 319059ba31f3614cc59cd4c4e4fa9242f6e4fe99..7c87ef638d538093e944341525a1027be5d15a0e 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
@@ -443,6 +443,26 @@ public class ChunkProviderServer extends IChunkProvider {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
public <T> void removeTicketAtLevel(TicketType<T> ticketType, ChunkCoordIntPair chunkPos, int ticketLevel, T identifier) {
this.chunkMapDistance.removeTicketAtLevel(ticketType, chunkPos, ticketLevel, identifier);
}
+
+ public boolean markUrgent(ChunkCoordIntPair coords) {
+ return this.chunkMapDistance.markUrgent(coords);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public boolean markHighPriority(ChunkCoordIntPair coords, int priority) {
+ return this.chunkMapDistance.markHighPriority(coords, priority);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ public void markAreaHighPriority(ChunkCoordIntPair center, int priority, int radius) {
+ this.chunkMapDistance.markAreaHighPriority(center, priority, radius);
+ }
+
+ public void clearAreaPriorityTickets(ChunkCoordIntPair center, int radius) {
+ this.chunkMapDistance.clearAreaPriorityTickets(center, radius);
+ }
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public void clearPriorityTickets(ChunkCoordIntPair coords) {
+ this.chunkMapDistance.clearPriorityTickets(coords);
+ }
// Paper end
@Nullable
@@ -481,6 +501,8 @@ public class ChunkProviderServer extends IChunkProvider {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
if (!completablefuture.isDone()) { // Paper
// Paper start - async chunk io/loading
+ ChunkCoordIntPair pair = new ChunkCoordIntPair(x, z);
+ this.chunkMapDistance.markUrgent(pair);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.world.asyncChunkTaskManager.raisePriority(x, z, com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY);
com.destroystokyo.paper.io.chunk.ChunkTaskManager.pushChunkWait(this.world, x, z);
// Paper end
@@ -489,6 +511,8 @@ public class ChunkProviderServer extends IChunkProvider {
this.serverThreadQueue.awaitTasks(completablefuture::isDone);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
com.destroystokyo.paper.io.chunk.ChunkTaskManager.popChunkWait(); // Paper - async chunk debug
this.world.timings.syncChunkLoad.stopTiming(); // Paper
+ this.chunkMapDistance.clearPriorityTickets(pair); // Paper
+ this.chunkMapDistance.clearUrgent(pair); // Paper
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
} // Paper
ichunkaccess = (IChunkAccess) ((Either) completablefuture.join()).map((ichunkaccess1) -> {
return ichunkaccess1;
@@ -541,10 +565,12 @@ public class ChunkProviderServer extends IChunkProvider {
if (flag && !currentlyUnloading) {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
// CraftBukkit end
this.chunkMapDistance.a(TicketType.UNKNOWN, chunkcoordintpair, l, chunkcoordintpair);
+ if (isUrgent) this.chunkMapDistance.markUrgent(chunkcoordintpair); // Paper
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
if (this.a(playerchunk, l)) {
GameProfilerFiller gameprofilerfiller = this.world.getMethodProfiler();
gameprofilerfiller.enter("chunkLoad");
+ chunkMapDistance.delayDistanceManagerTick = false; // Paper - ensure this is never false
this.tickDistanceManager();
playerchunk = this.getChunk(k);
gameprofilerfiller.exit();
@@ -553,8 +579,13 @@ public class ChunkProviderServer extends IChunkProvider {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
}
}
}
-
- return this.a(playerchunk, l) ? PlayerChunk.UNLOADED_CHUNK_ACCESS_FUTURE : playerchunk.a(chunkstatus, this.playerChunkMap);
+ // Paper start
+ CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> future = this.a(playerchunk, l) ? PlayerChunk.UNLOADED_CHUNK_ACCESS_FUTURE : playerchunk.a(chunkstatus, this.playerChunkMap);
+ if (isUrgent) {
+ future.thenAccept(either -> this.chunkMapDistance.clearUrgent(chunkcoordintpair));
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ return future;
+ // Paper end
}
private boolean a(@Nullable PlayerChunk playerchunk, int i) {
@@ -605,6 +636,7 @@ public class ChunkProviderServer extends IChunkProvider {
}
public boolean tickDistanceManager() { // Paper - private -> public
+ if (chunkMapDistance.delayDistanceManagerTick) return false; // Paper
boolean flag = this.chunkMapDistance.a(this.playerChunkMap);
boolean flag1 = this.playerChunkMap.b();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
index e80133932c5fad52c7b42c45c2b84aff7d11f296..e5a81f831813209d224ffedbc03f6d8243721a25 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/EntityPlayer.java
+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
@@ -55,6 +55,12 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
private int lastArmorScored = Integer.MIN_VALUE;
private int lastExpLevelScored = Integer.MIN_VALUE;
private int lastExpTotalScored = Integer.MIN_VALUE;
+ public long lastHighPriorityChecked; // Paper
+ public void forceCheckHighPriority() {
+ lastHighPriorityChecked = -1;
+ getWorldServer().getChunkProvider().playerChunkMap.checkHighPriorityChunks(this);
+ }
+ public boolean isRealPlayer; // Paper
private float lastHealthSent = -1.0E8F;
private int lastFoodSent = -99999999;
private boolean lastSentSaturationZero = true;
2020-06-27 06:57:36 +02:00
@@ -136,6 +142,21 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
this.maxHealthCache = this.getMaxHealth();
2020-06-27 06:57:36 +02:00
this.cachedSingleMobDistanceMap = new com.destroystokyo.paper.util.PooledHashSets.PooledObjectLinkedOpenHashSet<>(this); // Paper
}
+ // Paper start
+ public BlockPosition getPointInFront(double inFront) {
+ double rads = Math.toRadians(MCUtil.normalizeYaw(this.yaw+90)); // MC rotates yaw 90 for some odd reason
+ final double x = locX() + inFront * Math.cos(rads);
+ final double z = locZ() + inFront * Math.sin(rads);
+ return new BlockPosition(x, locY(), z);
+ }
+
+ public ChunkCoordIntPair getChunkInFront(double inFront) {
+ double rads = Math.toRadians(MCUtil.normalizeYaw(this.yaw+90)); // MC rotates yaw 90 for some odd reason
+ final double x = locX() + (inFront * 16) * Math.cos(rads);
+ final double z = locZ() + (inFront * 16) * Math.sin(rads);
+ return new ChunkCoordIntPair(MathHelper.floor(x) >> 4, MathHelper.floor(z) >> 4);
+ }
+ // Paper end
// Yes, this doesn't match Vanilla, but it's the best we can do for now.
// If this is an issue, PRs are welcome
@@ -481,6 +502,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
if (valid && !this.isSpectator() || this.world.isLoaded(this.getChunkCoordinates())) { // Paper - don't tick dead players that are not in the world currently (pending respawn)
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
super.tick();
}
+ if (valid && isAlive() && playerConnection != null) ((WorldServer)world).getChunkProvider().playerChunkMap.checkHighPriorityChunks(this); // Paper
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
for (int i = 0; i < this.inventory.getSize(); ++i) {
ItemStack itemstack = this.inventory.getItem(i);
diff --git a/src/main/java/net/minecraft/server/MCUtil.java b/src/main/java/net/minecraft/server/MCUtil.java
index b419f0e938b8406874ff7b3d0ee7a532e5990557..87810f007ad258935aa54c0f6a2e2d4325281623 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/MCUtil.java
+++ b/src/main/java/net/minecraft/server/MCUtil.java
@@ -655,6 +655,7 @@ public final class MCUtil {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
chunkData.addProperty("x", playerChunk.location.x);
chunkData.addProperty("z", playerChunk.location.z);
chunkData.addProperty("ticket-level", playerChunk.getTicketLevel());
+ chunkData.addProperty("priority", playerChunk.getCurrentPriority());
chunkData.addProperty("state", PlayerChunk.getChunkState(playerChunk.getTicketLevel()).toString());
chunkData.addProperty("queued-for-unload", chunkMap.unloadQueue.contains(playerChunk.location.pair()));
chunkData.addProperty("status", status == null ? "unloaded" : status.toString());
diff --git a/src/main/java/net/minecraft/server/PlayerChunk.java b/src/main/java/net/minecraft/server/PlayerChunk.java
index e5751adde516544722b95016f64b2a46c16e77ce..04dea2c9fd9337631a6289c7242338e166d6bc1e 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/PlayerChunk.java
+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
@@ -26,8 +26,8 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
private CompletableFuture<IChunkAccess> chunkSave;
public int oldTicketLevel;
private int ticketLevel;
- private int n;
- final ChunkCoordIntPair location; // Paper - private -> package
+ volatile int n; public final int getCurrentPriority() { return n; } // Paper - OBFHELPER - make volatile since this is concurrently accessed
+ public final ChunkCoordIntPair location; // Paper - private -> public
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
private final short[] dirtyBlocks;
private int dirtyCount;
private int r;
@@ -39,6 +39,7 @@ public class PlayerChunk {
private boolean hasBeenLoaded;
private final PlayerChunkMap chunkMap; // Paper
+ public WorldServer getWorld() { return chunkMap.world; } // Paper
long lastAutoSaveTime; // Paper - incremental autosave
long inactiveTimeStart; // Paper - incremental autosave
@@ -66,6 +67,120 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
return null;
}
// Paper end - no-tick view distance
+ // Paper start - Chunk gen/load priority system
+ volatile int neighborPriority = -1;
+ volatile int priorityBoost = 0;
+ public final java.util.concurrent.ConcurrentHashMap<PlayerChunk, ChunkStatus> neighbors = new java.util.concurrent.ConcurrentHashMap<>();
+ public final it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<Integer> neighborPriorities = new it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<>();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+
+ private int getDemandedPriority() {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ int priority = neighborPriority; // if we have a neighbor priority, use it
+ int myPriority = getMyPriority();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+
+ if (priority == -1 || (ticketLevel <= 33 && priority > myPriority)) {
+ priority = myPriority;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ return Math.max(1, Math.min(Math.max(ticketLevel, PlayerChunkMap.GOLDEN_TICKET), priority));
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ private int getMyPriority() {
+ if (priorityBoost == ChunkMapDistance.URGENT_PRIORITY) {
+ return 2; // Urgent - ticket level isn't always 31 so 33-30 = 3, but allow 1 more tasks to go below this for dependents
+ }
+ return ticketLevel - priorityBoost;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ private int getNeighborsPriority() {
+ return neighborPriorities.isEmpty() ? getMyPriority() : getDemandedPriority();
+ }
+
+ public void onNeighborRequest(PlayerChunk neighbor, ChunkStatus status) {
+ neighbor.setNeighborPriority(this, getNeighborsPriority());
+ this.neighbors.compute(neighbor, (playerChunk, currentWantedStatus) -> {
+ if (currentWantedStatus == null || !currentWantedStatus.isAtLeastStatus(status)) {
+ //System.out.println(this + " request " + neighbor + " at " + status + " currently " + currentWantedStatus);
+ return status;
+ } else {
+ //System.out.println(this + " requested " + neighbor + " at " + status + " but thats lower than other wanted status " + currentWantedStatus);
+ return currentWantedStatus;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ });
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ public void onNeighborDone(PlayerChunk neighbor, ChunkStatus chunkstatus, IChunkAccess chunk) {
+ this.neighbors.compute(neighbor, (playerChunk, wantedStatus) -> {
+ if (wantedStatus != null && chunkstatus.isAtLeastStatus(wantedStatus)) {
+ //System.out.println(this + " neighbor done at " + neighbor + " for status " + chunkstatus + " wanted " + wantedStatus);
+ neighbor.removeNeighborPriority(this);
+ return null;
+ } else {
+ //System.out.println(this + " neighbor finished our previous request at " + neighbor + " for status " + chunkstatus + " but we now want instead " + wantedStatus);
+ return wantedStatus;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ });
+ }
+
+ private void removeNeighborPriority(PlayerChunk requester) {
+ synchronized (neighborPriorities) {
+ neighborPriorities.remove(requester.location.pair());
+ recalcNeighborPriority();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+ checkPriority();
+ }
+
+
+ private void setNeighborPriority(PlayerChunk requester, int priority) {
+ synchronized (neighborPriorities) {
+ neighborPriorities.put(requester.location.pair(), Integer.valueOf(priority));
+ recalcNeighborPriority();
+ }
+ checkPriority();
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ private void recalcNeighborPriority() {
+ neighborPriority = -1;
+ if (!neighborPriorities.isEmpty()) {
+ synchronized (neighborPriorities) {
+ for (Integer neighbor : neighborPriorities.values()) {
+ if (neighbor < neighborPriority || neighborPriority == -1) {
+ neighborPriority = neighbor;
+ }
+ }
+ }
+ }
+ }
+ private void checkPriority() {
+ if (getCurrentPriority() != getDemandedPriority()) this.chunkMap.queueHolderUpdate(this);
+ }
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+
+ public final double getDistance(EntityPlayer player) {
+ return getDistance(player.locX(), player.locZ());
+ }
+ public final double getDistance(double blockX, double blockZ) {
+ int cx = MCUtil.fastFloor(blockX) >> 4;
+ int cz = MCUtil.fastFloor(blockZ) >> 4;
+ final double x = location.x - cx;
+ final double z = location.z - cz;
+ return (x * x) + (z * z);
+ }
+
+ public final double getDistanceFrom(BlockPosition pos) {
+ return getDistance(pos.getX(), pos.getZ());
+ }
+
+ @Override
+ public String toString() {
+ return "PlayerChunk{" +
+ "location=" + location +
+ ", ticketLevel=" + ticketLevel + "/" + getChunkStatus(this.ticketLevel) +
+ ", chunkHolderStatus=" + getChunkHolderStatus() +
+ ", neighborPriority=" + getNeighborsPriority() +
+ ", priority=(" + ticketLevel + " - " + priorityBoost +" vs N " + neighborPriority + ") = " + getDemandedPriority() + " A " + getCurrentPriority() +
+ '}';
+ }
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ // Paper end
public PlayerChunk(ChunkCoordIntPair chunkcoordintpair, int i, LightEngine lightengine, PlayerChunk.c playerchunk_c, PlayerChunk.d playerchunk_d) {
this.statusFutures = new AtomicReferenceArray(PlayerChunk.CHUNK_STATUSES.size());
@@ -164,6 +279,18 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
}
return null;
}
+ public static ChunkStatus getNextStatus(ChunkStatus status) {
+ if (status == ChunkStatus.FULL) {
+ return status;
+ }
+ return CHUNK_STATUSES.get(status.getStatusIndex() + 1);
+ }
+ public CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> getStatusFutureUncheckedMain(ChunkStatus chunkstatus) {
+ return ensureMain(getStatusFutureUnchecked(chunkstatus));
+ }
+ public <T> CompletableFuture<T> ensureMain(CompletableFuture<T> future) {
+ return future.thenApplyAsync(r -> r, chunkMap.mainInvokingExecutor);
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
// Paper end
public CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> getStatusFutureUnchecked(ChunkStatus chunkstatus) {
@@ -405,6 +532,7 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
return this.n;
}
+ private void setPriority(int i) { d(i); } // Paper - OBFHELPER
private void d(int i) {
this.n = i;
}
@@ -423,7 +551,7 @@ public class PlayerChunk {
// CraftBukkit start
// ChunkUnloadEvent: Called before the chunk is unloaded: isChunkLoaded is still true and chunk can still be modified by plugins.
if (playerchunk_state.isAtLeast(PlayerChunk.State.BORDER) && !playerchunk_state1.isAtLeast(PlayerChunk.State.BORDER)) {
- this.getStatusFutureUnchecked(ChunkStatus.FULL).thenAccept((either) -> {
+ this.getStatusFutureUncheckedMain(ChunkStatus.FULL).thenAccept((either) -> { // Paper - ensure main
Chunk chunk = (Chunk)either.left().orElse(null);
if (chunk != null) {
playerchunkmap.callbackExecutor.execute(() -> {
@@ -488,12 +616,13 @@ public class PlayerChunk {
if (!flag2 && flag3) {
// Paper start - cache ticking ready status
int expectCreateCount = ++this.fullChunkCreateCount;
- this.fullChunkFuture = playerchunkmap.b(this); this.fullChunkFuture.thenAccept((either) -> {
+ this.fullChunkFuture = playerchunkmap.b(this); ensureMain(this.fullChunkFuture).thenAccept((either) -> { // Paper - ensure main
if (either.left().isPresent() && PlayerChunk.this.fullChunkCreateCount == expectCreateCount) {
// note: Here is a very good place to add callbacks to logic waiting on this.
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
Chunk fullChunk = either.left().get();
PlayerChunk.this.isFullChunkReady = true;
fullChunk.playerChunk = PlayerChunk.this;
+ this.chunkMap.chunkDistanceManager.clearPriorityTickets(location);
}
@@ -518,7 +647,7 @@ public class PlayerChunk {
if (!flag4 && flag5) {
// Paper start - cache ticking ready status
- this.tickingFuture = playerchunkmap.a(this); this.tickingFuture.thenAccept((either) -> {
+ this.tickingFuture = playerchunkmap.a(this); ensureMain(this.tickingFuture).thenAccept((either) -> { // Paper - ensure main
if (either.left().isPresent()) {
// note: Here is a very good place to add callbacks to logic waiting on this.
Chunk tickingChunk = either.left().get();
@@ -549,7 +678,7 @@ public class PlayerChunk {
}
// Paper start - cache ticking ready status
- this.entityTickingFuture = playerchunkmap.b(this.location); this.entityTickingFuture.thenAccept((either) -> {
+ this.entityTickingFuture = playerchunkmap.b(this.location); ensureMain(this.entityTickingFuture).thenAccept((either) -> { // Paper ensureMain
if (either.left().isPresent()) {
// note: Here is a very good place to add callbacks to logic waiting on this.
Chunk entityTickingChunk = either.left().get();
@@ -569,12 +698,29 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.entityTickingFuture = PlayerChunk.UNLOADED_CHUNK_FUTURE;
}
- this.v.a(this.location, this::k, this.ticketLevel, this::d);
+ // Paper start - raise IO/load priority if priority changes, use our preferred priority
+ priorityBoost = chunkMap.chunkDistanceManager.getChunkPriority(location);
+ int priority = getDemandedPriority();
+ if (getCurrentPriority() > priority) {
+ int ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY;
+ if (priority <= 10) {
+ ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY;
+ } else if (priority <= 20) {
+ ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY;
+ }
+ chunkMap.world.asyncChunkTaskManager.raisePriority(location.x, location.z, ioPriority);
+ }
+ if (getCurrentPriority() != priority) {
+ this.v.a(this.location, this::getCurrentPriority, priority, this::setPriority); // use preferred priority
+ int neighborsPriority = getNeighborsPriority();
+ this.neighbors.forEach((neighbor, neighborDesired) -> neighbor.setNeighborPriority(this, neighborsPriority));
+ }
+ // Paper end
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.oldTicketLevel = this.ticketLevel;
// CraftBukkit start
// ChunkLoadEvent: Called after the chunk is loaded: isChunkLoaded returns true and chunk is ready to be modified by plugins.
if (!playerchunk_state.isAtLeast(PlayerChunk.State.BORDER) && playerchunk_state1.isAtLeast(PlayerChunk.State.BORDER)) {
- this.getStatusFutureUnchecked(ChunkStatus.FULL).thenAccept((either) -> {
+ this.getStatusFutureUncheckedMain(ChunkStatus.FULL).thenAccept((either) -> { // Paper - ensure main
Chunk chunk = (Chunk)either.left().orElse(null);
if (chunk != null) {
playerchunkmap.callbackExecutor.execute(() -> {
@@ -656,6 +802,7 @@ public class PlayerChunk {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
public interface c {
+ default void changePriority(ChunkCoordIntPair chunkcoordintpair, IntSupplier intsupplier, int i, IntConsumer intconsumer) { a(chunkcoordintpair, intsupplier, i, intconsumer); } // Paper - OBFHELPER
void a(ChunkCoordIntPair chunkcoordintpair, IntSupplier intsupplier, int i, IntConsumer intconsumer);
}
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
index f0dc6efce2e0ff053f134993cce94afb9b5cd6f3..3292bdcd143995d52f8c983a8984af203ecd60ca 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -51,6 +51,7 @@ import org.apache.commons.lang3.mutable.MutableBoolean;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.bukkit.entity.Player; // CraftBukkit
+import org.spigotmc.AsyncCatcher;
public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
@@ -88,6 +89,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
public final WorldServer world;
private final LightEngineThreaded lightEngine;
private final IAsyncTaskHandler<Runnable> executor;
+ final java.util.concurrent.Executor mainInvokingExecutor; // Paper
public final ChunkGenerator chunkGenerator;
private final Supplier<WorldPersistentData> l; public final Supplier<WorldPersistentData> getWorldPersistentDataSupplier() { return this.l; } // Paper - OBFHELPER
private final VillagePlace m;
2020-06-27 06:57:36 +02:00
@@ -125,6 +127,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
@Override
public void execute(Runnable runnable) {
+ AsyncCatcher.catchOp("Callback Executor execute");
if (queued == null) {
queued = new java.util.ArrayDeque<>();
}
2020-06-27 06:57:36 +02:00
@@ -133,6 +136,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
@Override
public void run() {
+ AsyncCatcher.catchOp("Callback Executor run");
if (queued == null) {
return;
}
2020-06-27 06:57:36 +02:00
@@ -287,6 +291,15 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
this.world = worldserver;
this.chunkGenerator = chunkgenerator;
this.executor = iasynctaskhandler;
+ // Paper start
+ this.mainInvokingExecutor = (run) -> {
+ if (MCUtil.isMainThread()) {
+ run.run();
+ } else {
+ iasynctaskhandler.execute(run);
+ }
+ };
+ // Paper end
ThreadedMailbox<Runnable> threadedmailbox = ThreadedMailbox.a(executor, "worldgen");
iasynctaskhandler.getClass();
2020-06-27 06:57:36 +02:00
@@ -381,6 +394,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.playerViewDistanceTickMap = new com.destroystokyo.paper.util.misc.PlayerAreaMap(this.pooledLinkedPlayerHashSets,
(EntityPlayer player, int rangeX, int rangeZ, int currPosX, int currPosZ, int prevPosX, int prevPosZ,
com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> newState) -> {
+ checkHighPriorityChunks(player);
if (newState.size() != 1) {
return;
}
2020-06-27 06:57:36 +02:00
@@ -399,7 +413,11 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
}
ChunkCoordIntPair chunkPos = new ChunkCoordIntPair(rangeX, rangeZ);
PlayerChunkMap.this.world.getChunkProvider().removeTicketAtLevel(TicketType.PLAYER, chunkPos, 31, chunkPos); // entity ticking level, TODO check on update
- });
+ PlayerChunkMap.this.world.getChunkProvider().clearPriorityTickets(chunkPos);
+ }, (player, prevPos, newPos) -> {
+ player.lastHighPriorityChecked = -1; // reset and recheck
+ checkHighPriorityChunks(player);
+ });
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
this.playerViewDistanceNoTickMap = new com.destroystokyo.paper.util.misc.PlayerAreaMap(this.pooledLinkedPlayerHashSets);
this.playerViewDistanceBroadcastMap = new com.destroystokyo.paper.util.misc.PlayerAreaMap(this.pooledLinkedPlayerHashSets,
(EntityPlayer player, int rangeX, int rangeZ, int currPosX, int currPosZ, int prevPosX, int prevPosZ,
@@ -416,6 +434,115 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
});
// Paper end - no-tick view distance
}
+ // Paper start - Chunk Prioritization
+ public void queueHolderUpdate(PlayerChunk playerchunk) {
+ Runnable runnable = () -> {
+ if (isUnloading(playerchunk)) {
+ return; // unloaded
+ }
+ chunkDistanceManager.pendingChunkUpdates.add(playerchunk);
+ if (!chunkDistanceManager.pollingPendingChunkUpdates) {
+ world.getChunkProvider().tickDistanceManager();
+ }
+ };
+ if (MCUtil.isMainThread()) {
+ // We can't use executor here because it will not execute tasks if its currently in the middle of executing tasks...
+ runnable.run();
+ } else {
+ executor.execute(runnable);
+ }
+ }
+
+ private boolean isUnloading(PlayerChunk playerchunk) {
+ return playerchunk == null || unloadQueue.contains(playerchunk.location.pair());
+ }
+
+ private void updateChunkPriorityMap(it.unimi.dsi.fastutil.longs.Long2IntOpenHashMap map, long chunk, int level) {
+ int prev = map.getOrDefault(chunk, -1);
+ if (level > prev) {
+ map.put(chunk, level);
+ }
+ }
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ public void checkHighPriorityChunks(EntityPlayer player) {
+ int currentTick = MinecraftServer.currentTick;
+ if (currentTick - player.lastHighPriorityChecked < 20 || !player.isRealPlayer) { // weed out fake players
+ return;
+ }
+ player.lastHighPriorityChecked = currentTick;
+ it.unimi.dsi.fastutil.longs.Long2IntOpenHashMap priorities = new it.unimi.dsi.fastutil.longs.Long2IntOpenHashMap();
+
+ int viewDistance = getEffectiveNoTickViewDistance();
+ BlockPosition.MutableBlockPosition pos = new BlockPosition.MutableBlockPosition();
+
+ // Prioritize circular near
+ double playerChunkX = MathHelper.floor(player.locX()) >> 4;
+ double playerChunkZ = MathHelper.floor(player.locZ()) >> 4;
+ pos.setValues(player.locX(), 0, player.locZ());
+ double twoThirdModifier = 2D / 3D;
+ MCUtil.getSpiralOutChunks(pos, Math.min(6, viewDistance)).forEach(coord -> {
+ if (shouldSkipPrioritization(coord)) return;
+
+ double dist = MCUtil.distance(playerChunkX, 0, playerChunkZ, coord.x, 0, coord.z);
+ // Prioritize immediate
+ if (dist <= 4 * 4) {
+ updateChunkPriorityMap(priorities, coord.pair(), (int) (27 - Math.sqrt(dist)));
+ return;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ // Prioritize nearby chunks
+ updateChunkPriorityMap(priorities, coord.pair(), (int) (20 - Math.sqrt(dist) * twoThirdModifier));
+ });
+
+ // Prioritize Frustum near 3
+ ChunkCoordIntPair front3 = player.getChunkInFront(3);
+ pos.setValues(front3.x << 4, 0, front3.z << 4);
+ MCUtil.getSpiralOutChunks(pos, Math.min(5, viewDistance)).forEach(coord -> {
+ if (shouldSkipPrioritization(coord)) return;
+
+ double dist = MCUtil.distance(playerChunkX, 0, playerChunkZ, coord.x, 0, coord.z);
+ updateChunkPriorityMap(priorities, coord.pair(), (int) (25 - Math.sqrt(dist) * twoThirdModifier));
+ });
+
+ // Prioritize Frustum near 5
+ if (viewDistance > 4) {
+ ChunkCoordIntPair front5 = player.getChunkInFront(5);
+ pos.setValues(front5.x << 4, 0, front5.z << 4);
+ MCUtil.getSpiralOutChunks(pos, 4).forEach(coord -> {
+ if (shouldSkipPrioritization(coord)) return;
+
+ double dist = MCUtil.distance(playerChunkX, 0, playerChunkZ, coord.x, 0, coord.z);
+ updateChunkPriorityMap(priorities, coord.pair(), (int) (25 - Math.sqrt(dist) * twoThirdModifier));
+ });
+ }
+
+ // Prioritize Frustum far 7
+ if (viewDistance > 6) {
+ ChunkCoordIntPair front7 = player.getChunkInFront(7);
+ pos.setValues(front7.x << 4, 0, front7.z << 4);
+ MCUtil.getSpiralOutChunks(pos, 3).forEach(coord -> {
+ if (shouldSkipPrioritization(coord)) {
+ return;
+ }
+ double dist = MCUtil.distance(playerChunkX, 0, playerChunkZ, coord.x, 0, coord.z);
+ updateChunkPriorityMap(priorities, coord.pair(), (int) (25 - Math.sqrt(dist) * twoThirdModifier));
+ });
+ }
+
+ if (priorities.isEmpty()) return;
+ chunkDistanceManager.delayDistanceManagerTick = true;
+ priorities.long2IntEntrySet().fastForEach(entry -> chunkDistanceManager.markHighPriority(new ChunkCoordIntPair(entry.getLongKey()), entry.getIntValue()));
+ chunkDistanceManager.delayDistanceManagerTick = false;
+ world.getChunkProvider().tickDistanceManager();
+
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ }
+
+ private boolean shouldSkipPrioritization(ChunkCoordIntPair coord) {
+ if (playerViewDistanceNoTickMap.getObjectsInRange(coord.pair()) == null) return true;
+ PlayerChunk chunk = getUpdatingChunk(coord.pair());
+ return chunk != null && (chunk.isFullChunkReady());
+ }
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
+ // Paper end
2020-06-27 06:57:36 +02:00
public void updatePlayerMobTypeMap(Entity entity) {
if (!this.world.paperConfig.perPlayerMobSpawns) {
@@ -545,6 +672,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
List<CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>>> list = Lists.newArrayList();
int j = chunkcoordintpair.x;
int k = chunkcoordintpair.z;
+ PlayerChunk requestingNeighbor = getUpdatingChunk(chunkcoordintpair.pair()); // Paper
for (int l = -i; l <= i; ++l) {
for (int i1 = -i; i1 <= i; ++i1) {
@@ -563,6 +691,14 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
ChunkStatus chunkstatus = (ChunkStatus) intfunction.apply(j1);
CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> completablefuture = playerchunk.a(chunkstatus, this);
+ // Paper start
+ if (requestingNeighbor != null && requestingNeighbor != playerchunk && !completablefuture.isDone()) {
+ requestingNeighbor.onNeighborRequest(playerchunk, chunkstatus);
+ completablefuture.thenAccept(either -> {
+ requestingNeighbor.onNeighborDone(playerchunk, chunkstatus, either.left().orElse(null));
+ });
+ }
+ // Paper end
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
list.add(completablefuture);
}
@@ -1030,14 +1166,22 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
};
CompletableFuture<NBTTagCompound> chunkSaveFuture = this.world.asyncChunkTaskManager.getChunkSaveFuture(chunkcoordintpair.x, chunkcoordintpair.z);
+ PlayerChunk playerChunk = getUpdatingChunk(chunkcoordintpair.pair());
+ int chunkPriority = playerChunk != null ? playerChunk.getCurrentPriority() : 33;
+ int priority = com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY;
+
+ if (chunkPriority <= 10) {
+ priority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY;
+ } else if (chunkPriority <= 20) {
+ priority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY;
+ }
+ boolean isHighestPriority = priority == com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY;
if (chunkSaveFuture != null) {
- this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z,
- com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY, chunkHolderConsumer, false, chunkSaveFuture);
- this.world.asyncChunkTaskManager.raisePriority(chunkcoordintpair.x, chunkcoordintpair.z, com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY);
+ this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z, priority, chunkHolderConsumer, isHighestPriority, chunkSaveFuture);
} else {
- this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z,
- com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY, chunkHolderConsumer, false);
+ this.world.asyncChunkTaskManager.scheduleChunkLoad(chunkcoordintpair.x, chunkcoordintpair.z, priority, chunkHolderConsumer, isHighestPriority);
}
+ this.world.asyncChunkTaskManager.raisePriority(chunkcoordintpair.x, chunkcoordintpair.z, priority);
return ret;
// Paper end
}
@@ -1174,7 +1318,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
long i = playerchunk.i().pair();
playerchunk.getClass();
- mailbox.a(ChunkTaskQueueSorter.a(runnable, i, playerchunk::getTicketLevel));
+ mailbox.a(ChunkTaskQueueSorter.a(runnable, i, () -> 1)); // Paper - final loads are always urgent!
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
});
}
diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
index 2223210b6ba0c4a1484bc76aec588fd35251f823..4bc5dfa83aa86275e226514db2d7e880b66e6567 100644
--- a/src/main/java/net/minecraft/server/PlayerConnection.java
+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
@@ -1302,6 +1302,7 @@ public class PlayerConnection implements PacketListenerPlayIn {
this.A = this.e;
this.player.setLocation(d0, d1, d2, f, f1);
this.syncPosition(); // Paper
+ this.player.forceCheckHighPriority(); // Paper
this.player.playerConnection.sendPacket(new PacketPlayOutPosition(d0 - d3, d1 - d4, d2 - d5, f - f2, f1 - f3, set, this.teleportAwait));
}
diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
index 382f334f82efefcfbd1781ac09e191cd27a0fb0c..273dce1feae284204a643dd06468e0b903745a1f 100644
--- a/src/main/java/net/minecraft/server/PlayerList.java
+++ b/src/main/java/net/minecraft/server/PlayerList.java
@@ -196,8 +196,8 @@ public abstract class PlayerList {
final ChunkCoordIntPair pos = new ChunkCoordIntPair(chunkX, chunkZ);
PlayerChunkMap playerChunkMap = worldserver1.getChunkProvider().playerChunkMap;
playerChunkMap.chunkDistanceManager.addTicketAtLevel(TicketType.LOGIN, pos, 31, pos.pair());
- worldserver1.getChunkProvider().tickDistanceManager();
- worldserver1.getChunkProvider().getChunkAtAsynchronously(chunkX, chunkZ, true, true).thenApply(chunk -> {
+ worldserver1.getChunkProvider().markAreaHighPriority(pos, 28, 3);
+ worldserver1.getChunkProvider().getChunkAtAsynchronously(chunkX, chunkZ, true, false).thenApply(chunk -> {
PlayerChunk updatingChunk = playerChunkMap.getUpdatingChunk(pos.pair());
if (updatingChunk != null) {
return updatingChunk.getEntityTickingFuture();
@@ -613,6 +613,7 @@ public abstract class PlayerList {
SocketAddress socketaddress = loginlistener.networkManager.getSocketAddress();
EntityPlayer entity = new EntityPlayer(this.server, this.server.getWorldServer(World.OVERWORLD), gameprofile, new PlayerInteractManager(this.server.getWorldServer(World.OVERWORLD)));
+ entity.isRealPlayer = true; // Paper
Player player = entity.getBukkitEntity();
PlayerLoginEvent event = new PlayerLoginEvent(player, hostname, ((java.net.InetSocketAddress) socketaddress).getAddress(), ((java.net.InetSocketAddress) loginlistener.networkManager.getRawAddress()).getAddress());
@@ -808,6 +809,7 @@ public abstract class PlayerList {
// CraftBukkit end
worldserver1.getChunkProvider().addTicket(TicketType.POST_TELEPORT, new ChunkCoordIntPair(location.getBlockX() >> 4, location.getBlockZ() >> 4), 1, entityplayer.getId()); // Paper
+ entityplayer1.forceCheckHighPriority(); // Player
while (avoidSuffocation && !worldserver1.getCubes(entityplayer1) && entityplayer1.locY() < 256.0D) {
entityplayer1.setPosition(entityplayer1.locX(), entityplayer1.locY() + 1.0D, entityplayer1.locZ());
}
diff --git a/src/main/java/net/minecraft/server/Ticket.java b/src/main/java/net/minecraft/server/Ticket.java
index 7a8397815a5b7f79f3e3a0348aeedf63fe879f8f..b5030d6f5d917ba33fb3c40903384fa7a56bc5f1 100644
--- a/src/main/java/net/minecraft/server/Ticket.java
+++ b/src/main/java/net/minecraft/server/Ticket.java
@@ -8,6 +8,7 @@ public final class Ticket<T> implements Comparable<Ticket<?>> {
private final int b;
public final T identifier; public final T getObjectReason() { return this.identifier; } // Paper - OBFHELPER
private long d; public final long getCreationTick() { return this.d; } // Paper - OBFHELPER
+ public int priority = 0; // Paper
protected Ticket(TicketType<T> tickettype, int i, T t0) {
this.a = tickettype;
@@ -56,6 +57,7 @@ public final class Ticket<T> implements Comparable<Ticket<?>> {
return this.b;
}
+ public final void setCurrentTick(long i) { this.a(i); } // Paper - OBFHELPER
protected void a(long i) {
this.d = i;
}
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
diff --git a/src/main/java/net/minecraft/server/TicketType.java b/src/main/java/net/minecraft/server/TicketType.java
index d7b9d9fd3a3b607278a3d72b0b306b0be2aa30ad..6fd852db6bcfbfbf84ec2acf6d23b08a6051165c 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/net/minecraft/server/TicketType.java
+++ b/src/main/java/net/minecraft/server/TicketType.java
@@ -24,6 +24,8 @@ public class TicketType<T> {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
public static final TicketType<org.bukkit.plugin.Plugin> PLUGIN_TICKET = a("plugin_ticket", (plugin1, plugin2) -> plugin1.getClass().getName().compareTo(plugin2.getClass().getName())); // CraftBukkit
public static final TicketType<Long> FUTURE_AWAIT = a("future_await", Long::compareTo); // Paper
public static final TicketType<Long> ASYNC_LOAD = a("async_load", Long::compareTo); // Paper
+ public static final TicketType<ChunkCoordIntPair> PRIORITY = a("priority", Comparator.comparingLong(ChunkCoordIntPair::pair), 300); // Paper
+ public static final TicketType<ChunkCoordIntPair> URGENT = a("urgent", Comparator.comparingLong(ChunkCoordIntPair::pair), 300); // Paper
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
public static <T> TicketType<T> a(String s, Comparator<T> comparator) {
return new TicketType<>(s, comparator, 0L);
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
index f9a5ec5cb34425e346e9a7cc24986ece9a4c44e8..cc7c6204b6dcce766a0d3834f2963304b26107c6 100644
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
@@ -2520,6 +2520,10 @@ public class CraftWorld implements World {
return future;
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
}
+ if (!urgent) {
+ // if not urgent, at least use a slightly boosted priority
+ world.getChunkProvider().markHighPriority(new ChunkCoordIntPair(x, z), 1);
+ }
return this.world.getChunkProvider().getChunkAtAsynchronously(x, z, gen, urgent).thenComposeAsync((either) -> {
Implement Chunk Priority / Urgency System for Chunks Mark chunks that are blocking main thread for world generation as urgent Implements a general priority system so that chunks that are sorted in the generator queues can prioritize certain chunks over another. Urgent chunks will jump to the front of the line, ensuring that a sync chunk load on an ungenerated chunk does not lag the server for a long period of time if the servers generator queues are filled with lots of chunks already. This massively reduces the lag spikes from sync chunk gens. Then we further prioritize loading order so nearby chunks have higher priority than distant chunks, reducing the pressure a high no tick view distance holds on you. Chunks in front of the player have higher priority, to help with fast traveling players keep up with their movement. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 10:01:53 +02:00
net.minecraft.server.Chunk chunk = (net.minecraft.server.Chunk) either.left().orElse(null);
return CompletableFuture.completedFuture(chunk == null ? null : chunk.getBukkitChunk());
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
index f2d61a03c540ff10a6949e637b40a8057be2f1dc..adf918fd757fe3147f897de3ade64a9adf1d3203 100644
--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
@@ -750,6 +750,14 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
throw new UnsupportedOperationException("Cannot set rotation of players. Consider teleporting instead.");
}
+ // Paper start
+ @Override
+ public java.util.concurrent.CompletableFuture<Boolean> teleportAsync(Location loc, @javax.annotation.Nonnull PlayerTeleportEvent.TeleportCause cause) {
+ ((CraftWorld)loc.getWorld()).getHandle().getChunkProvider().markAreaHighPriority(new net.minecraft.server.ChunkCoordIntPair(net.minecraft.server.MathHelper.floor(loc.getX()) >> 4, net.minecraft.server.MathHelper.floor(loc.getZ()) >> 4), 28, 3); // Paper - load area high priority
+ return super.teleportAsync(loc, cause);
+ }
+ // Paper end
+
@Override
public boolean teleport(Location location, PlayerTeleportEvent.TeleportCause cause) {
Preconditions.checkArgument(location != null, "location");