Paper/patches/server/0279-Improve-Server-Thread-Pool-and-Thread-Priorities.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Tue, 23 Oct 2018 23:14:38 -0400
Subject: [PATCH] Improve Server Thread Pool and Thread Priorities
Use a simple executor since Fork join is a much more complex pool
type and we are not using its capabilities.
Set thread priorities so main thread has above normal priority over
server threads
Allow usage of a single thread executor by not using ForkJoin so single core CPU's.
diff --git a/src/main/java/net/minecraft/Util.java b/src/main/java/net/minecraft/Util.java
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index 336a26733b5bf73455f8ec10347c1e08b8e866f7..4fce18c52c8144460ebf0c1e336dce712d796cc6 100644
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--- a/src/main/java/net/minecraft/Util.java
+++ b/src/main/java/net/minecraft/Util.java
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@@ -79,8 +79,8 @@ public class Util {
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private static final int DEFAULT_MAX_THREADS = 255;
private static final String MAX_THREADS_SYSTEM_PROPERTY = "max.bg.threads";
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private static final AtomicInteger WORKER_COUNT = new AtomicInteger(1);
- private static final ExecutorService BOOTSTRAP_EXECUTOR = makeExecutor("Bootstrap");
- private static final ExecutorService BACKGROUND_EXECUTOR = makeExecutor("Main");
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+ private static final ExecutorService BOOTSTRAP_EXECUTOR = makeExecutor("Bootstrap", -2); // Paper - add -2 priority
+ private static final ExecutorService BACKGROUND_EXECUTOR = makeExecutor("Main", -1); // Paper - add -1 priority
// Paper start - don't submit BLOCKING PROFILE LOOKUPS to the world gen thread
public static final ExecutorService PROFILE_EXECUTOR = Executors.newFixedThreadPool(2, new java.util.concurrent.ThreadFactory() {
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@@ -143,14 +143,18 @@ public class Util {
return FILENAME_DATE_TIME_FORMATTER.format(ZonedDateTime.now());
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}
- private static ExecutorService makeExecutor(String name) {
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- int i = Mth.clamp(Runtime.getRuntime().availableProcessors() - 1, 1, getMaxThreads());
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+ private static ExecutorService makeExecutor(String s, int priorityModifier) { // Paper - add priority
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+ // Paper start - use simpler thread pool that allows 1 thread
+ int i = Math.min(8, Math.max(Runtime.getRuntime().availableProcessors() - 2, 1));
+ i = Integer.getInteger("Paper.WorkerThreadCount", i);
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ExecutorService executorService;
+
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if (i <= 0) {
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executorService = MoreExecutors.newDirectExecutorService();
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} else {
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- executorService = new ForkJoinPool(i, (forkJoinPool) -> {
- ForkJoinWorkerThread forkJoinWorkerThread = new ForkJoinWorkerThread(forkJoinPool) {
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+ executorService = new java.util.concurrent.ThreadPoolExecutor(i, i,0L, TimeUnit.MILLISECONDS, new java.util.concurrent.LinkedBlockingQueue<Runnable>(), target -> new net.minecraft.server.ServerWorkerThread(target, s, priorityModifier));
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+ }
+ /*
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@Override
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protected void onTermination(Throwable throwable) {
if (throwable != null) {
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@@ -166,6 +170,7 @@ public class Util {
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return forkJoinWorkerThread;
}, Util::onThreadException, true);
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}
+ }*/ // Paper end
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return executorService;
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}
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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index d79ac1e7a1301e3e5d4e6caecc95bf320e5203e5..2860bdf9d155b694fe605886a9f99cd956559f3c 100644
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--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
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@@ -306,6 +306,7 @@ public abstract class MinecraftServer extends ReentrantBlockableEventLoop<TickTa
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S s0 = serverFactory.apply(thread); // CraftBukkit - decompile error
atomicreference.set(s0);
+ thread.setPriority(Thread.NORM_PRIORITY+2); // Paper - boost priority
thread.start();
return s0;
}
diff --git a/src/main/java/net/minecraft/server/ServerWorkerThread.java b/src/main/java/net/minecraft/server/ServerWorkerThread.java
new file mode 100644
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index 0000000000000000000000000000000000000000..480129f430da33157342becb9d3b010f9f7c5edd
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--- /dev/null
+++ b/src/main/java/net/minecraft/server/ServerWorkerThread.java
@@ -0,0 +1,14 @@
+package net.minecraft.server;
+
+import java.util.concurrent.atomic.AtomicInteger;
+import net.minecraft.Util;
+
+public class ServerWorkerThread extends Thread {
+ private static final AtomicInteger threadId = new AtomicInteger(1);
+ public ServerWorkerThread(Runnable target, String poolName, int prioritityModifier) {
+ super(target, "Worker-" + poolName + "-" + threadId.getAndIncrement());
+ setPriority(Thread.NORM_PRIORITY+prioritityModifier); // Deprioritize over main
+ this.setDaemon(true);
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+ this.setUncaughtExceptionHandler(Util::onThreadException);
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+ }
+}