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"It was from a different time before books were as jank as they are now. As time has gone on they've only proven to be worse and worse."
82 lines
4.4 KiB
Diff
82 lines
4.4 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 29 May 2020 23:32:14 -0400
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Subject: [PATCH] Improve Chunk Status Transition Speed
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When a chunk is loaded from disk that has already been generated,
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the server has to promote the chunk through the system to reach
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it's current desired status level.
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This results in every single status transition going from the main thread
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to the world gen threads, only to discover it has no work it actually
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needs to do.... and then it returns back to main.
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This back and forth costs a lot of time and can really delay chunk loads
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when the server is under high TPS due to their being a lot of time in
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between chunk load times, as well as hogs up the chunk threads from doing
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actual generation and light work.
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Additionally, the whole task system uses a lot of CPU on the server threads anyways.
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So by optimizing status transitions for status's that are already complete,
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we can run them to the desired level while on main thread (where it has
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to happen anyways) instead of ever jumping to world gen thread.
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This will improve chunk loading effeciency to be reduced down to the following
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scenario / path:
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1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue
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2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread
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3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue
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4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks)
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5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task
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6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done
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7) MAIN: Task returns to main, finish processing to FULL/TICKING status
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Previously would have hopped to SERVER around 12+ times there extra.
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diff --git a/src/main/java/net/minecraft/server/level/ChunkHolder.java b/src/main/java/net/minecraft/server/level/ChunkHolder.java
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index 914678af675be57fecc92189c709da971b8b0ae8..779b230c18316242f4322d55b8b28900ca793dac 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkHolder.java
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+++ b/src/main/java/net/minecraft/server/level/ChunkHolder.java
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@@ -242,6 +242,13 @@ public class ChunkHolder {
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// Paper end - optimise isOutsideOfRange
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long lastAutoSaveTime; // Paper - incremental autosave
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long inactiveTimeStart; // Paper - incremental autosave
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+ // Paper start - optimize chunk status progression without jumping through thread pool
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+ public boolean canAdvanceStatus() {
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+ ChunkStatus status = getChunkHolderStatus();
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+ ChunkAccess chunk = getAvailableChunkNow();
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+ return chunk != null && (status == null || chunk.getStatus().isOrAfter(getNextStatus(status)));
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+ }
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+ // Paper end
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public ChunkHolder(ChunkPos pos, int level, LevelHeightAccessor world, LevelLightEngine lightingProvider, ChunkHolder.LevelChangeListener levelUpdateListener, ChunkHolder.PlayerProvider playersWatchingChunkProvider) {
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this.futures = new AtomicReferenceArray(ChunkHolder.CHUNK_STATUSES.size());
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diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
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index b92eaa44434e2ee368b90d43f322cb8601d159bb..34cde879cdec317c31faa19afecdc1fbb0459dff 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
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+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
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@@ -839,7 +839,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return either.mapLeft((list) -> {
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return (LevelChunk) list.get(list.size() / 2);
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});
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- }, this.mainThreadExecutor);
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+ }, this.mainInvokingExecutor); // Paper
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}
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@Nullable
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@@ -1281,6 +1281,12 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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return "chunkGenerate " + requiredStatus.getName();
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});
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Executor executor = (runnable) -> {
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+ // Paper start - optimize chunk status progression without jumping through thread pool
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+ if (holder.canAdvanceStatus()) {
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+ this.mainInvokingExecutor.execute(runnable);
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+ return;
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+ }
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+ // Paper end
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this.worldgenMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, runnable));
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};
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