Paper/patches/server/0397-Optimize-Voxel-Shape-Merging.patch
Spottedleaf 01a13871de
Rewrite chunk system (#8177)
Patch documentation to come

Issues with the old system that are fixed now:
- World generation does not scale with cpu cores effectively.
- Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps.
- Unreliable prioritisation of chunk gen/load calls that block the main thread.
- Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved.
- Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal.
- Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles.

The above list is not complete. The patch documentation will complete it.

New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil.

Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft.

The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 01:02:51 -07:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sun, 3 May 2020 22:35:09 -0400
Subject: [PATCH] Optimize Voxel Shape Merging
This method shows up as super hot in profiler, and also a high "self" time.
Upon analyzing, it appears most usages of this method fall down to the final
else statement of the nasty ternary.
Upon even further analyzation, it appears then the majority of those have a
consistent list 1.... One with Infinity head and Tails.
First optimization is to detect these infinite states and immediately return that
VoxelShapeMergerList so we can avoid testing the rest for most cases.
Break the method into 2 to help the JVM promote inlining of this fast path.
Then it was also noticed that VoxelShapeMergerList constructor is also a hotspot
with a high self time...
Well, knowing that in most cases our list 1 is actualy the same value, it allows
us to know that with an infinite list1, the result on the merger is essentially
list2 as the final values.
This let us analyze the 2 potential states (Infinite with 2 sources or 4 sources)
and compute a deterministic result for the MergerList values.
Additionally, this lets us avoid even allocating new objects for this too, further
reducing memory usage.
diff --git a/src/main/java/net/minecraft/world/phys/shapes/IndirectMerger.java b/src/main/java/net/minecraft/world/phys/shapes/IndirectMerger.java
index 9e0afab2329e560c4b2512548dd4b02dd1a2e69f..06662dbff8180751a8684841aa35f709007078ae 100644
--- a/src/main/java/net/minecraft/world/phys/shapes/IndirectMerger.java
+++ b/src/main/java/net/minecraft/world/phys/shapes/IndirectMerger.java
@@ -10,12 +10,33 @@ public class IndirectMerger implements IndexMerger {
private final int[] firstIndices;
private final int[] secondIndices;
private final int resultLength;
+ // Paper start
+ private static final int[] INFINITE_B_1 = new int[]{1, 1};
+ private static final int[] INFINITE_B_0 = new int[]{0, 0};
+ private static final int[] INFINITE_C = new int[]{0, 1};
+ // Paper end
public IndirectMerger(DoubleList first, DoubleList second, boolean includeFirstOnly, boolean includeSecondOnly) {
double d = Double.NaN;
int i = first.size();
int j = second.size();
int k = i + j;
+ // Paper start - optimize common path of infinity doublelist
+ int size = first.size();
+ double tail = first.getDouble(size - 1);
+ double head = first.getDouble(0);
+ if (head == Double.NEGATIVE_INFINITY && tail == Double.POSITIVE_INFINITY && !includeFirstOnly && !includeSecondOnly && (size == 2 || size == 4)) {
+ this.result = second.toDoubleArray();
+ this.resultLength = second.size();
+ if (size == 2) {
+ this.firstIndices = INFINITE_B_0;
+ } else {
+ this.firstIndices = INFINITE_B_1;
+ }
+ this.secondIndices = INFINITE_C;
+ return;
+ }
+ // Paper end
this.result = new double[k];
this.firstIndices = new int[k];
this.secondIndices = new int[k];
diff --git a/src/main/java/net/minecraft/world/phys/shapes/Shapes.java b/src/main/java/net/minecraft/world/phys/shapes/Shapes.java
index 2d273be8145bbd86ffdf33358629da7fc08b4d4c..9176735c08a75854209f24113b0e78332249dc4d 100644
--- a/src/main/java/net/minecraft/world/phys/shapes/Shapes.java
+++ b/src/main/java/net/minecraft/world/phys/shapes/Shapes.java
@@ -247,9 +247,21 @@ public final class Shapes {
}
@VisibleForTesting
- protected static IndexMerger createIndexMerger(int size, DoubleList first, DoubleList second, boolean includeFirst, boolean includeSecond) {
+ private static IndexMerger createIndexMerger(int size, DoubleList first, DoubleList second, boolean includeFirst, boolean includeSecond) { // Paper - private
+ // Paper start - fast track the most common scenario
+ // doublelist is usually a DoubleArrayList with Infinite head/tails that falls to the final else clause
+ // This is actually the most common path, so jump to it straight away
+ if (first.getDouble(0) == Double.NEGATIVE_INFINITY && first.getDouble(first.size() - 1) == Double.POSITIVE_INFINITY) {
+ return new IndirectMerger(first, second, includeFirst, includeSecond);
+ }
+ // Split out rest to hopefully inline the above
+ return lessCommonMerge(size, first, second, includeFirst, includeSecond);
+ }
+
+ private static IndexMerger lessCommonMerge(int size, DoubleList first, DoubleList second, boolean includeFirst, boolean includeSecond) {
int i = first.size() - 1;
int j = second.size() - 1;
+ // Paper note - Rewrite below as optimized order if instead of nasty ternary
if (first instanceof CubePointRange && second instanceof CubePointRange) {
long l = lcm(i, j);
if ((long)size * l <= 256L) {
@@ -257,13 +269,22 @@ public final class Shapes {
}
}
- if (first.getDouble(i) < second.getDouble(0) - 1.0E-7D) {
+ // Paper start - Identical happens more often than Disjoint
+ if (i == j && Objects.equals(first, second)) {
+ if (first instanceof IdenticalMerger) {
+ return (IndexMerger) first;
+ } else if (second instanceof IdenticalMerger) {
+ return (IndexMerger) second;
+ }
+ return new IdenticalMerger(first);
+ } else if (first.getDouble(i) < second.getDouble(0) - 1.0E-7D) {
return new NonOverlappingMerger(first, second, false);
} else if (second.getDouble(j) < first.getDouble(0) - 1.0E-7D) {
return new NonOverlappingMerger(second, first, true);
} else {
- return (IndexMerger)(i == j && Objects.equals(first, second) ? new IdenticalMerger(first) : new IndirectMerger(first, second, includeFirst, includeSecond));
+ return new IndirectMerger(first, second, includeFirst, includeSecond);
}
+ // Paper end
}
public interface DoubleLineConsumer {