Paper/Spigot-Server-Patches/0488-Improve-Chunk-Status-Transition-Speed.patch
Josh Roy b31089a929
Updated Upstream (Bukkit/CraftBukkit/Spigot) (#5325)
Upstream has released updates that appear to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
d264e972 #591: Add option for a consumer before spawning an item
1c537fce #590: Add spawn and transform reasons for piglin zombification.

CraftBukkit Changes:
ee5006d1 #810: Add option for a consumer before spawning an item
f6a39d3c #809: Add spawn and transform reasons for piglin zombification.
0c24068a Organise imports

Spigot Changes:
bff52619 Organise imports
2021-03-08 15:12:31 -08:00

100 lines
5.2 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Fri, 29 May 2020 23:32:14 -0400
Subject: [PATCH] Improve Chunk Status Transition Speed
When a chunk is loaded from disk that has already been generated,
the server has to promote the chunk through the system to reach
it's current desired status level.
This results in every single status transition going from the main thread
to the world gen threads, only to discover it has no work it actually
needs to do.... and then it returns back to main.
This back and forth costs a lot of time and can really delay chunk loads
when the server is under high TPS due to their being a lot of time in
between chunk load times, as well as hogs up the chunk threads from doing
actual generation and light work.
Additionally, the whole task system uses a lot of CPU on the server threads anyways.
So by optimizing status transitions for status's that are already complete,
we can run them to the desired level while on main thread (where it has
to happen anyways) instead of ever jumping to world gen thread.
This will improve chunk loading effeciency to be reduced down to the following
scenario / path:
1) MAIN: Chunk Requested, Load Request sent to ChunkTaskManager / IO Queue
2) IO: Once position in queue comes, submit read IO data and schedule to chunk task thread
3) CHUNK: Once IO is loaded and position in queue comes, deserialize the chunk data, process conversions, submit to main queue
4) MAIN: next Chunk Task process (Mid Tick or End Of Tick), load chunk data into world (POI, main thread tasks)
5) MAIN: process status transitions all the way to LIGHT, light schedules Threaded task
6) SERVER: Light tasks register light enablement for chunk and any lighting needing to be done
7) MAIN: Task returns to main, finish processing to FULL/TICKING status
Previously would have hopped to SERVER around 12+ times there extra.
diff --git a/src/main/java/net/minecraft/server/PlayerChunk.java b/src/main/java/net/minecraft/server/PlayerChunk.java
index 3d95c7cd5d34166a427b45061bce2ac9569784b4..0799970f90527f97d64eb857a0b07990114c7ab2 100644
--- a/src/main/java/net/minecraft/server/PlayerChunk.java
+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
@@ -58,6 +58,13 @@ public class PlayerChunk {
this.playersInChunkTickRange = this.chunkMap.playerChunkTickRangeMap.getObjectsInRange(key);
}
// Paper end - optimise isOutsideOfRange
+ // Paper start - optimize chunk status progression without jumping through thread pool
+ public boolean canAdvanceStatus() {
+ ChunkStatus status = getChunkHolderStatus();
+ IChunkAccess chunk = getAvailableChunkNow();
+ return chunk != null && (status == null || chunk.getChunkStatus().isAtLeastStatus(getNextStatus(status)));
+ }
+ // Paper end
// Paper start - no-tick view distance
public final Chunk getSendingChunk() {
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
index 897496d669eafdbbacebb1d393ee3f6706091bb4..b1c332b79bfa00e89c6d3aca327b88fe94c3bba1 100644
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -742,7 +742,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
return either.mapLeft((list) -> {
return (Chunk) list.get(list.size() / 2);
});
- }, this.executor);
+ }, this.mainInvokingExecutor); // Paper
}
@Nullable
@@ -1092,7 +1092,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
IChunkAccess ichunkaccess = (IChunkAccess) optional.get();
if (ichunkaccess.getChunkStatus().b(chunkstatus)) {
- CompletableFuture completablefuture1;
+ CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> completablefuture1; // Paper
if (chunkstatus == ChunkStatus.LIGHT) {
completablefuture1 = this.b(playerchunk, chunkstatus);
@@ -1108,7 +1108,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
return this.b(playerchunk, chunkstatus);
}
}
- }, this.executor);
+ }, this.mainInvokingExecutor).thenComposeAsync(CompletableFuture::completedFuture, this.mainInvokingExecutor); // Paper - optimize chunk status progression without jumping through thread pool - ensure main
}
}
@@ -1229,6 +1229,12 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
return CompletableFuture.completedFuture(Either.right(playerchunk_failure));
});
}, (runnable) -> {
+ // Paper start - optimize chunk status progression without jumping through thread pool
+ if (playerchunk.canAdvanceStatus()) {
+ this.mainInvokingExecutor.execute(runnable);
+ return;
+ }
+ // Paper end
this.mailboxWorldGen.a(ChunkTaskQueueSorter.a(playerchunk, runnable));
});
}