papermc/Spigot-Server-Patches/0505-No-Tick-view-distance-implementation.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Tue, 5 May 2020 21:23:34 -0700
Subject: [PATCH] No-Tick view distance implementation
Implements world view distance getters/setters
Per-Player is absent due to difficulty of maintaining
the diff required to make it happen.
diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
index 4612697569fd6e3683b0e58453b61a9a8d077229..5c8a946d5c895fc2622c7df656cc462c58104cf7 100644
--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
@@ -679,4 +679,9 @@ public class PaperWorldConfig {
phantomIgnoreCreative = getBoolean("phantoms-do-not-spawn-on-creative-players", phantomIgnoreCreative);
phantomOnlyAttackInsomniacs = getBoolean("phantoms-only-attack-insomniacs", phantomOnlyAttackInsomniacs);
}
+
+ public int noTickViewDistance;
+ private void viewDistance() {
+ this.noTickViewDistance = this.getInt("viewdistances.no-tick-view-distance", -1);
+ }
}
diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
2020-05-06 16:31:29 +00:00
index 750fb07756f7e40b21f8ab0925f2e842aae50f7b..8c1f3290d23795b58a30274c9437dc7dc43fa3a1 100644
--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
@@ -245,7 +245,51 @@ public class Chunk implements IChunkAccess {
}
protected void onNeighbourChange(final long bitsetBefore, final long bitsetAfter) {
+ // Paper start - no-tick view distance
+ ChunkProviderServer chunkProviderServer = ((WorldServer)this.world).getChunkProvider();
+ PlayerChunkMap chunkMap = chunkProviderServer.playerChunkMap;
+ // this code handles the addition of ticking tickets - the distance map handles the removal
+ if (!areNeighboursLoaded(bitsetBefore, 2) && areNeighboursLoaded(bitsetAfter, 2)) {
+ if (chunkMap.playerViewDistanceTickMap.getObjectsInRange(this.coordinateKey) != null) {
+ // now we're ready for entity ticking
+ chunkProviderServer.serverThreadQueue.execute(() -> {
+ // double check that this condition still holds.
+ if (Chunk.this.areNeighboursLoaded(2) && chunkMap.playerViewDistanceTickMap.getObjectsInRange(Chunk.this.coordinateKey) != null) {
+ chunkProviderServer.addTicketAtLevel(TicketType.PLAYER, Chunk.this.loc, 31, Chunk.this.loc); // 31 -> entity ticking, TODO check on update
+ }
+ });
+ }
+ }
+ // this code handles the chunk sending
+ if (!areNeighboursLoaded(bitsetBefore, 1) && areNeighboursLoaded(bitsetAfter, 1)) {
+ if (chunkMap.playerViewDistanceBroadcastMap.getObjectsInRange(this.coordinateKey) != null) {
+ // now we're ready to send
+ chunkMap.mailboxMain.a(ChunkTaskQueueSorter.a(chunkMap.getUpdatingChunk(this.coordinateKey), (() -> { // Copied frm PlayerChunkMap
+ // double check that this condition still holds.
+ if (!Chunk.this.areNeighboursLoaded(1)) {
+ return;
+ }
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> inRange = chunkMap.playerViewDistanceBroadcastMap.getObjectsInRange(Chunk.this.coordinateKey);
+ if (inRange == null) {
+ return;
+ }
+
+ // broadcast
+ Object[] backingSet = inRange.getBackingSet();
+ Packet[] chunkPackets = new Packet[2];
+ for (int index = 0, len = backingSet.length; index < len; ++index) {
+ Object temp = backingSet[index];
+ if (!(temp instanceof EntityPlayer)) {
+ continue;
+ }
+ EntityPlayer player = (EntityPlayer)temp;
+ chunkMap.sendChunk(player, chunkPackets, Chunk.this);
+ }
+ })));
+ }
+ }
+ // Paper end - no-tick view distance
}
public final boolean areNeighboursLoaded(final int radius) {
diff --git a/src/main/java/net/minecraft/server/ChunkMapDistance.java b/src/main/java/net/minecraft/server/ChunkMapDistance.java
index 353b186060b2c0417a49ab3865ea5972c859b016..586a20fe5c77c2ad5fa26f337a94a16e21d8b5e2 100644
--- a/src/main/java/net/minecraft/server/ChunkMapDistance.java
+++ b/src/main/java/net/minecraft/server/ChunkMapDistance.java
@@ -263,7 +263,7 @@ public abstract class ChunkMapDistance {
return s;
}
- protected void a(int i) {
+ protected void setNoTickViewDistance(int i) { // Paper - force abi breakage on usage change
this.g.a(i);
}
@@ -382,7 +382,7 @@ public abstract class ChunkMapDistance {
private void a(long i, int j, boolean flag, boolean flag1) {
if (flag != flag1) {
- Ticket<?> ticket = new Ticket<>(TicketType.PLAYER, ChunkMapDistance.b, new ChunkCoordIntPair(i));
+ Ticket<?> ticket = new Ticket<>(TicketType.PLAYER, 33, new ChunkCoordIntPair(i)); // Paper - no-tick view distance
if (flag1) {
ChunkMapDistance.this.j.a(ChunkTaskQueueSorter.a(() -> { // CraftBukkit - decompile error
diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
index 0560eca744cb2032bb6a3faf5aeafa95a7a6815e..07a6fc3d88e7d44bfab7f3d6a0eef7dc132ab422 100644
--- a/src/main/java/net/minecraft/server/EntityPlayer.java
+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
@@ -111,6 +111,8 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
double lastEntitySpawnRadiusSquared; // Paper - optimise isOutsideRange, this field is in blocks
+ boolean needsChunkCenterUpdate; // Paper - no-tick view distance
+
public EntityPlayer(MinecraftServer minecraftserver, WorldServer worldserver, GameProfile gameprofile, PlayerInteractManager playerinteractmanager) {
super((World) worldserver, gameprofile);
playerinteractmanager.player = this;
diff --git a/src/main/java/net/minecraft/server/PlayerChunk.java b/src/main/java/net/minecraft/server/PlayerChunk.java
index 6980d19f36c18cdbed6679dbdf04afd694e078b6..03fb688fe4bdc19b4bc36b1f1d5b40c61e7bef9b 100644
--- a/src/main/java/net/minecraft/server/PlayerChunk.java
+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
@@ -56,6 +56,18 @@ public class PlayerChunk {
}
// Paper end - optimise isOutsideOfRange
+ // Paper start - no-tick view distance
+ public final Chunk getSendingChunk() {
+ // it's important that we use getChunkAtIfLoadedImmediately to mirror the chunk sending logic used
+ // in Chunk's neighbour callback
+ Chunk ret = this.chunkMap.world.getChunkProvider().getChunkAtIfLoadedImmediately(this.location.x, this.location.z);
+ if (ret != null && ret.areNeighboursLoaded(1)) {
+ return ret;
+ }
+ return null;
+ }
+ // Paper end - no-tick view distance
+
public PlayerChunk(ChunkCoordIntPair chunkcoordintpair, int i, LightEngine lightengine, PlayerChunk.c playerchunk_c, PlayerChunk.d playerchunk_d) {
this.statusFutures = new AtomicReferenceArray(PlayerChunk.CHUNK_STATUSES.size());
this.fullChunkFuture = PlayerChunk.UNLOADED_CHUNK_FUTURE;
@@ -211,7 +223,7 @@ public class PlayerChunk {
}
public void a(int i, int j, int k) {
- Chunk chunk = this.getChunk();
+ Chunk chunk = this.getSendingChunk(); // Paper - no-tick view distance
if (chunk != null) {
this.r |= 1 << (j >> 4);
@@ -231,7 +243,7 @@ public class PlayerChunk {
}
public void a(EnumSkyBlock enumskyblock, int i) {
- Chunk chunk = this.getChunk();
+ Chunk chunk = this.getSendingChunk(); // Paper - no-tick view distance
if (chunk != null) {
chunk.setNeedsSaving(true);
@@ -316,9 +328,48 @@ public class PlayerChunk {
}
private void a(Packet<?> packet, boolean flag) {
- this.players.a(this.location, flag).forEach((entityplayer) -> {
- entityplayer.playerConnection.sendPacket(packet);
- });
+ // Paper start - per player view distance
+ // there can be potential desync with player's last mapped section and the view distance map, so use the
+ // view distance map here.
+ com.destroystokyo.paper.util.misc.PlayerAreaMap viewDistanceMap = this.chunkMap.playerViewDistanceBroadcastMap;
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> players = viewDistanceMap.getObjectsInRange(this.location);
+ if (players == null) {
+ return;
+ }
+
+ if (flag) { // flag -> border only
+ Object[] backingSet = players.getBackingSet();
+ for (int i = 0, len = backingSet.length; i < len; ++i) {
+ Object temp = backingSet[i];
+ if (!(temp instanceof EntityPlayer)) {
+ continue;
+ }
+ EntityPlayer player = (EntityPlayer)temp;
+
+ int viewDistance = viewDistanceMap.getLastViewDistance(player);
+ long lastPosition = viewDistanceMap.getLastCoordinate(player);
+
+ int distX = Math.abs(MCUtil.getCoordinateX(lastPosition) - this.location.x);
+ int distZ = Math.abs(MCUtil.getCoordinateZ(lastPosition) - this.location.z);
+
+ if (Math.max(distX, distZ) == viewDistance) {
+ player.playerConnection.sendPacket(packet);
+ }
+ }
+ } else {
+ Object[] backingSet = players.getBackingSet();
+ for (int i = 0, len = backingSet.length; i < len; ++i) {
+ Object temp = backingSet[i];
+ if (!(temp instanceof EntityPlayer)) {
+ continue;
+ }
+ EntityPlayer player = (EntityPlayer)temp;
+ player.playerConnection.sendPacket(packet);
+ }
+ }
+
+ return;
+ // Paper end - per player view distance
}
public CompletableFuture<Either<IChunkAccess, PlayerChunk.Failure>> a(ChunkStatus chunkstatus, PlayerChunkMap playerchunkmap) {
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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 08:01:53 +00:00
index 9d414b6bbdda2a4d5a4ecdad6abb7d53860e7e71..abfe75750ea564cd56b53d3f09eb247478384e2f 100644
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -71,7 +71,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
private boolean updatingChunksModified;
private final ChunkTaskQueueSorter p;
private final Mailbox<ChunkTaskQueueSorter.a<Runnable>> mailboxWorldGen;
- private final Mailbox<ChunkTaskQueueSorter.a<Runnable>> mailboxMain;
+ final Mailbox<ChunkTaskQueueSorter.a<Runnable>> mailboxMain; // Paper - private -> package private
public final WorldLoadListener worldLoadListener;
public final PlayerChunkMap.a chunkDistanceManager; public final PlayerChunkMap.a getChunkMapDistanceManager() { return this.chunkDistanceManager; } // Paper - OBFHELPER
private final AtomicInteger u;
@@ -141,6 +141,22 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
public final com.destroystokyo.paper.util.misc.PlayerAreaMap playerMobSpawnMap; // this map is absent from updateMaps since it's controlled at the start of the chunkproviderserver tick
public final com.destroystokyo.paper.util.misc.PlayerAreaMap playerChunkTickRangeMap;
// Paper end - optimise PlayerChunkMap#isOutsideRange
+ // Paper start - no-tick view distance
+ int noTickViewDistance;
+ public final int getRawNoTickViewDistance() {
+ return this.noTickViewDistance;
+ }
+ public final int getEffectiveNoTickViewDistance() {
+ return this.noTickViewDistance == -1 ? this.getEffectiveViewDistance() : this.noTickViewDistance;
+ }
+ public final int getLoadViewDistance() {
+ return Math.max(this.getEffectiveViewDistance(), this.getEffectiveNoTickViewDistance());
+ }
+
+ public final com.destroystokyo.paper.util.misc.PlayerAreaMap playerViewDistanceBroadcastMap;
+ public final com.destroystokyo.paper.util.misc.PlayerAreaMap playerViewDistanceTickMap;
+ public final com.destroystokyo.paper.util.misc.PlayerAreaMap playerViewDistanceNoTickMap;
+ // Paper end - no-tick view distance
void addPlayerToDistanceMaps(EntityPlayer player) {
int chunkX = MCUtil.getChunkCoordinate(player.locX());
@@ -157,6 +173,19 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
// Paper start - optimise PlayerChunkMap#isOutsideRange
this.playerChunkTickRangeMap.add(player, chunkX, chunkZ, ChunkMapDistance.MOB_SPAWN_RANGE);
// Paper end - optimise PlayerChunkMap#isOutsideRange
+ // Paper start - no-tick view distance
+ int effectiveTickViewDistance = this.getEffectiveViewDistance();
+ int effectiveNoTickViewDistance = Math.max(this.getEffectiveNoTickViewDistance(), effectiveTickViewDistance);
+
+ if (!this.cannotLoadChunks(player)) {
+ this.playerViewDistanceTickMap.add(player, chunkX, chunkZ, effectiveTickViewDistance);
+ this.playerViewDistanceNoTickMap.add(player, chunkX, chunkZ, effectiveNoTickViewDistance + 2); // clients need chunk 1 neighbour, and we need another 1 for sending those extra neighbours (as we require neighbours to send)
+ }
+
+ player.needsChunkCenterUpdate = true;
+ this.playerViewDistanceBroadcastMap.add(player, chunkX, chunkZ, effectiveNoTickViewDistance + 1); // clients need an extra neighbour to render the full view distance configured
+ player.needsChunkCenterUpdate = false;
+ // Paper end - no-tick view distance
}
void removePlayerFromDistanceMaps(EntityPlayer player) {
@@ -169,6 +198,11 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
this.playerMobSpawnMap.remove(player);
this.playerChunkTickRangeMap.remove(player);
// Paper end - optimise PlayerChunkMap#isOutsideRange
+ // Paper start - no-tick view distance
+ this.playerViewDistanceBroadcastMap.remove(player);
+ this.playerViewDistanceTickMap.remove(player);
+ this.playerViewDistanceNoTickMap.remove(player);
+ // Paper end - no-tick view distance
}
void updateMaps(EntityPlayer player) {
@@ -186,6 +220,19 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
// Paper start - optimise PlayerChunkMap#isOutsideRange
this.playerChunkTickRangeMap.update(player, chunkX, chunkZ, ChunkMapDistance.MOB_SPAWN_RANGE);
// Paper end - optimise PlayerChunkMap#isOutsideRange
+ // Paper start - no-tick view distance
+ int effectiveTickViewDistance = this.getEffectiveViewDistance();
+ int effectiveNoTickViewDistance = Math.max(this.getEffectiveNoTickViewDistance(), effectiveTickViewDistance);
+
+ if (!this.cannotLoadChunks(player)) {
+ this.playerViewDistanceTickMap.update(player, chunkX, chunkZ, effectiveTickViewDistance);
+ this.playerViewDistanceNoTickMap.update(player, chunkX, chunkZ, effectiveNoTickViewDistance + 2); // clients need chunk 1 neighbour, and we need another 1 for sending those extra neighbours (as we require neighbours to send)
+ }
+
+ player.needsChunkCenterUpdate = true;
+ this.playerViewDistanceBroadcastMap.update(player, chunkX, chunkZ, effectiveNoTickViewDistance + 1); // clients need an extra neighbour to render the full view distance configured
+ player.needsChunkCenterUpdate = false;
+ // Paper end - no-tick view distance
}
@@ -293,6 +340,45 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
}
});
// Paper end - optimise PlayerChunkMap#isOutsideRange
+ // Paper start - no-tick view distance
+ this.setNoTickViewDistance(this.world.paperConfig.noTickViewDistance);
+ 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) -> {
+ if (newState.size() != 1) {
+ return;
+ }
+ Chunk chunk = PlayerChunkMap.this.world.getChunkProvider().getChunkAtIfLoadedMainThreadNoCache(rangeX, rangeZ);
+ if (chunk == null || !chunk.areNeighboursLoaded(2)) {
+ return;
+ }
+
+ ChunkCoordIntPair chunkPos = new ChunkCoordIntPair(rangeX, rangeZ);
+ PlayerChunkMap.this.world.getChunkProvider().addTicketAtLevel(TicketType.PLAYER, chunkPos, 31, chunkPos); // entity ticking level, TODO check on update
+ },
+ (EntityPlayer player, int rangeX, int rangeZ, int currPosX, int currPosZ, int prevPosX, int prevPosZ,
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> newState) -> {
+ if (newState != null) {
+ return;
+ }
+ ChunkCoordIntPair chunkPos = new ChunkCoordIntPair(rangeX, rangeZ);
+ PlayerChunkMap.this.world.getChunkProvider().removeTicketAtLevel(TicketType.PLAYER, chunkPos, 31, chunkPos); // entity ticking level, TODO check on update
+ });
+ 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,
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> newState) -> {
+ if (player.needsChunkCenterUpdate) {
+ player.needsChunkCenterUpdate = false;
+ player.playerConnection.sendPacket(new PacketPlayOutViewCentre(currPosX, currPosZ));
+ }
+ PlayerChunkMap.this.sendChunk(player, new ChunkCoordIntPair(rangeX, rangeZ), new Packet[2], false, true); // unloaded, loaded
+ },
+ (EntityPlayer player, int rangeX, int rangeZ, int currPosX, int currPosZ, int prevPosX, int prevPosZ,
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> newState) -> {
+ PlayerChunkMap.this.sendChunk(player, new ChunkCoordIntPair(rangeX, rangeZ), null, true, false); // unloaded, loaded
+ });
+ // Paper end - no-tick view distance
}
public void updatePlayerMobTypeMap(Entity entity) {
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 08:01:53 +00:00
@@ -1101,15 +1187,11 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
completablefuture1.thenAcceptAsync((either) -> {
either.mapLeft((chunk) -> {
this.u.getAndIncrement();
- Packet<?>[] apacket = new Packet[2];
-
- this.a(chunkcoordintpair, false).forEach((entityplayer) -> {
- this.a(entityplayer, apacket, chunk);
- });
+ // Paper - no-tick view distance - moved to Chunk neighbour update
return Either.left(chunk);
});
}, (runnable) -> {
- this.mailboxMain.a(ChunkTaskQueueSorter.a(playerchunk, runnable)); // CraftBukkit - decompile error
+ this.mailboxMain.a(ChunkTaskQueueSorter.a(playerchunk, runnable)); // CraftBukkit - decompile error // Paper - diff on change, this is the scheduling method copied in Chunk used to schedule chunk broadcasts (on change it needs to be copied again)
});
return completablefuture1;
}
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 08:01:53 +00:00
@@ -1209,32 +1291,38 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
} // Paper
}
- protected void setViewDistance(int i) {
- int j = MathHelper.clamp(i + 1, 3, 33);
+ public final void setViewDistance(int i) { // Paper - public
+ int j = MathHelper.clamp(i + 1, 3, 33); // Paper - diff on change, these make the lower view distance limit 2 and the upper 32
if (j != this.viewDistance) {
int k = this.viewDistance;
this.viewDistance = j;
- this.chunkDistanceManager.a(this.viewDistance);
- ObjectIterator objectiterator = this.updatingChunks.values().iterator();
+ this.setNoTickViewDistance(this.getRawNoTickViewDistance()); //Paper - no-tick view distance - propagate changes to no-tick, which does the actual chunk loading/sending
+ }
- while (objectiterator.hasNext()) {
- PlayerChunk playerchunk = (PlayerChunk) objectiterator.next();
- ChunkCoordIntPair chunkcoordintpair = playerchunk.i();
- Packet<?>[] apacket = new Packet[2];
+ }
- this.a(chunkcoordintpair, false).forEach((entityplayer) -> {
- int l = b(chunkcoordintpair, entityplayer, true);
- boolean flag = l <= k;
- boolean flag1 = l <= this.viewDistance;
+ // Paper start - no-tick view distance
+ public final void setNoTickViewDistance(int viewDistance) {
+ viewDistance = viewDistance == -1 ? -1 : MathHelper.clamp(viewDistance, 2, 32);
- this.sendChunk(entityplayer, chunkcoordintpair, apacket, flag, flag1);
- });
+ this.noTickViewDistance = viewDistance;
+ int loadViewDistance = this.getLoadViewDistance();
+ this.chunkDistanceManager.setNoTickViewDistance(loadViewDistance + 2 + 2); // add 2 to account for the change to 31 -> 33 tickets // see notes in the distance map updating for the other + 2
+
+ if (this.world != null && this.world.players != null) { // this can be called from constructor, where these aren't set
+ for (EntityPlayer player : this.world.players) {
+ PlayerConnection connection = player.playerConnection;
+ if (connection != null) {
+ // moved in from PlayerList
+ connection.sendPacket(new PacketPlayOutViewDistance(loadViewDistance));
+ }
+ this.updateMaps(player);
}
}
-
}
+ // Paper end - no-tick view distance
protected void sendChunk(EntityPlayer entityplayer, ChunkCoordIntPair chunkcoordintpair, Packet<?>[] apacket, boolean flag, boolean flag1) {
if (entityplayer.world == this.world) {
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 08:01:53 +00:00
@@ -1242,7 +1330,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
PlayerChunk playerchunk = this.getVisibleChunk(chunkcoordintpair.pair());
if (playerchunk != null) {
- Chunk chunk = playerchunk.getChunk();
+ Chunk chunk = playerchunk.getSendingChunk(); // Paper - no-tick view distance
if (chunk != null) {
this.a(entityplayer, apacket, chunk);
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 08:01:53 +00:00
@@ -1511,6 +1599,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
}
// Paper end - optimise isOutsideOfRange
+ private boolean cannotLoadChunks(EntityPlayer entityplayer) { return this.b(entityplayer); } // Paper - OBFHELPER
private boolean b(EntityPlayer entityplayer) {
return entityplayer.isSpectator() && !this.world.getGameRules().getBoolean(GameRules.SPECTATORS_GENERATE_CHUNKS);
}
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 08:01:53 +00:00
@@ -1538,13 +1627,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
this.removePlayerFromDistanceMaps(entityplayer); // Paper - distance maps
}
- for (int k = i - this.viewDistance; k <= i + this.viewDistance; ++k) {
- for (int l = j - this.viewDistance; l <= j + this.viewDistance; ++l) {
- ChunkCoordIntPair chunkcoordintpair = new ChunkCoordIntPair(k, l);
-
- this.sendChunk(entityplayer, chunkcoordintpair, new Packet[2], !flag, flag);
- }
- }
+ // Paper - broadcast view distance map handles this (see remove/add calls above)
}
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 08:01:53 +00:00
@@ -1552,7 +1635,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
SectionPosition sectionposition = SectionPosition.a((Entity) entityplayer);
entityplayer.a(sectionposition);
- entityplayer.playerConnection.sendPacket(new PacketPlayOutViewCentre(sectionposition.a(), sectionposition.c()));
+ // Paper - distance map handles this now
return sectionposition;
}
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 08:01:53 +00:00
@@ -1597,6 +1680,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
int k1;
int l1;
+ /* // Paper start - replaced by distance map
if (Math.abs(i1 - i) <= this.viewDistance * 2 && Math.abs(j1 - j) <= this.viewDistance * 2) {
k1 = Math.min(i, i1) - this.viewDistance;
l1 = Math.min(j, j1) - this.viewDistance;
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 08:01:53 +00:00
@@ -1634,7 +1718,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
this.sendChunk(entityplayer, chunkcoordintpair1, new Packet[2], false, true);
}
}
- }
+ }*/ // Paper end - replaced by distance map
this.updateMaps(entityplayer); // Paper - distance maps
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 08:01:53 +00:00
@@ -1642,11 +1726,46 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
@Override
public Stream<EntityPlayer> a(ChunkCoordIntPair chunkcoordintpair, boolean flag) {
- return this.playerMap.a(chunkcoordintpair.pair()).filter((entityplayer) -> {
- int i = b(chunkcoordintpair, entityplayer, true);
+ // Paper start - per player view distance
+ // there can be potential desync with player's last mapped section and the view distance map, so use the
+ // view distance map here.
+ com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> inRange = this.playerViewDistanceBroadcastMap.getObjectsInRange(chunkcoordintpair);
- return i > this.viewDistance ? false : !flag || i == this.viewDistance;
- });
+ if (inRange == null) {
+ return Stream.empty();
+ }
+ // all current cases are inlined so we wont hit this code, it's just in case plugins or future updates use it
+ List<EntityPlayer> players = new ArrayList<>();
+ Object[] backingSet = inRange.getBackingSet();
+
+ if (flag) { // flag -> border only
+ for (int i = 0, len = backingSet.length; i < len; ++i) {
+ Object temp = backingSet[i];
+ if (!(temp instanceof EntityPlayer)) {
+ continue;
+ }
+ EntityPlayer player = (EntityPlayer)temp;
+ int viewDistance = this.playerViewDistanceBroadcastMap.getLastViewDistance(player);
+ long lastPosition = this.playerViewDistanceBroadcastMap.getLastCoordinate(player);
+
+ int distX = Math.abs(MCUtil.getCoordinateX(lastPosition) - chunkcoordintpair.x);
+ int distZ = Math.abs(MCUtil.getCoordinateZ(lastPosition) - chunkcoordintpair.z);
+ if (Math.max(distX, distZ) == viewDistance) {
+ players.add(player);
+ }
+ }
+ } else {
+ for (int i = 0, len = backingSet.length; i < len; ++i) {
+ Object temp = backingSet[i];
+ if (!(temp instanceof EntityPlayer)) {
+ continue;
+ }
+ EntityPlayer player = (EntityPlayer)temp;
+ players.add(player);
+ }
+ }
+ return players.stream();
+ // Paper end - per player view distance
}
protected void addEntity(Entity entity) {
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 08:01:53 +00:00
@@ -1806,6 +1925,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
}
+ final void sendChunk(EntityPlayer entityplayer, Packet<?>[] apacket, Chunk chunk) { this.a(entityplayer, apacket, chunk); } // Paper - OBFHELPER
private void a(EntityPlayer entityplayer, Packet<?>[] apacket, Chunk chunk) {
if (apacket[0] == null) {
apacket[0] = new PacketPlayOutMapChunk(chunk, 65535);
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 08:01:53 +00:00
@@ -1991,7 +2111,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
ChunkCoordIntPair chunkcoordintpair = new ChunkCoordIntPair(this.tracker.chunkX, this.tracker.chunkZ);
PlayerChunk playerchunk = PlayerChunkMap.this.getVisibleChunk(chunkcoordintpair.pair());
- if (playerchunk != null && playerchunk.getChunk() != null) {
+ if (playerchunk != null && playerchunk.getSendingChunk() != null) { // Paper - no-tick view distance
flag1 = PlayerChunkMap.b(chunkcoordintpair, entityplayer, false) <= PlayerChunkMap.this.viewDistance;
}
}
diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
index 60af90bf8c376ab8ab61b16ae38886149faa88cc..9b726de6daeba42120f3a948fbdcf080d0e72917 100644
--- a/src/main/java/net/minecraft/server/PlayerList.java
+++ b/src/main/java/net/minecraft/server/PlayerList.java
@@ -151,7 +151,7 @@ public abstract class PlayerList {
// CraftBukkit - getType()
// Spigot - view distance
networkmanager.queueImmunity = true; // Paper
- playerconnection.sendPacket(new PacketPlayOutLogin(entityplayer.getId(), entityplayer.playerInteractManager.getGameMode(), WorldData.c(worlddata.getSeed()), worlddata.isHardcore(), worldserver.worldProvider.getDimensionManager().getType(), this.getMaxPlayers(), worlddata.getType(), worldserver.spigotConfig.viewDistance, flag1, !flag));
+ playerconnection.sendPacket(new PacketPlayOutLogin(entityplayer.getId(), entityplayer.playerInteractManager.getGameMode(), WorldData.c(worlddata.getSeed()), worlddata.isHardcore(), worldserver.worldProvider.getDimensionManager().getType(), this.getMaxPlayers(), worlddata.getType(), worldserver.getChunkProvider().playerChunkMap.getLoadViewDistance(), flag1, !flag)); // Paper - no-tick view distance
entityplayer.getBukkitEntity().sendSupportedChannels(); // CraftBukkit
playerconnection.sendPacket(new PacketPlayOutCustomPayload(PacketPlayOutCustomPayload.a, (new PacketDataSerializer(Unpooled.buffer())).a(this.getServer().getServerModName())));
playerconnection.sendPacket(new PacketPlayOutServerDifficulty(worlddata.getDifficulty(), worlddata.isDifficultyLocked()));
@@ -773,7 +773,7 @@ public abstract class PlayerList {
WorldData worlddata = worldserver.getWorldData();
entityplayer1.playerConnection.sendPacket(new PacketPlayOutRespawn(worldserver.worldProvider.getDimensionManager().getType(), WorldData.c(worldserver.getWorldData().getSeed()), worldserver.getWorldData().getType(), entityplayer1.playerInteractManager.getGameMode()));
- entityplayer1.playerConnection.sendPacket(new PacketPlayOutViewDistance(worldserver.spigotConfig.viewDistance)); // Spigot
+ entityplayer1.playerConnection.sendPacket(new PacketPlayOutViewDistance(worldserver.getChunkProvider().playerChunkMap.getLoadViewDistance())); // Paper - no-tick view distance
entityplayer1.spawnIn(worldserver);
entityplayer1.dead = false;
entityplayer1.playerConnection.teleport(new Location(worldserver.getWorld(), entityplayer1.locX(), entityplayer1.locY(), entityplayer1.locZ(), entityplayer1.yaw, entityplayer1.pitch));
@@ -1259,7 +1259,7 @@ public abstract class PlayerList {
public void a(int i) {
this.viewDistance = i;
- this.sendAll(new PacketPlayOutViewDistance(i));
+ //this.sendAll(new PacketPlayOutViewDistance(i)); // Paper - move into setViewDistance
Iterator iterator = this.server.getWorlds().iterator();
while (iterator.hasNext()) {
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
index 899c535c4056cd2375ab8f834f03267d405f4bda..0e6368d0fb3beccb492ae3867fb4e22825f928a2 100644
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
@@ -443,8 +443,13 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
this.b(blockposition, iblockdata1, iblockdata2);
}
- if ((i & 2) != 0 && (!this.isClientSide || (i & 4) == 0) && (this.isClientSide || chunk == null || (chunk.getState() != null && chunk.getState().isAtLeast(PlayerChunk.State.TICKING)))) { // allow chunk to be null here as chunk.isReady() is false when we send our notification during block placement
+ if ((i & 2) != 0 && (!this.isClientSide || (i & 4) == 0) && (this.isClientSide || chunk == null || (chunk.getState() != null && chunk.getState().isAtLeast(PlayerChunk.State.TICKING)))) { // allow chunk to be null here as chunk.isReady() is false when we send our notification during block placement // Paper - diff on change, see below
this.notify(blockposition, iblockdata1, iblockdata, i);
+ // Paper start - per player view distance - allow block updates for non-ticking chunks in player view distance
+ // if copied from above
+ } else if ((i & 2) != 0 && (!this.isClientSide || (i & 4) == 0) && (this.isClientSide || chunk == null || ((WorldServer)this).getChunkProvider().playerChunkMap.playerViewDistanceBroadcastMap.getObjectsInRange(MCUtil.getCoordinateKey(blockposition)) != null)) {
+ ((WorldServer)this).getChunkProvider().flagDirty(blockposition);
+ // Paper end - per player view distance
}
if (!this.isClientSide && (i & 1) != 0) {
diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
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 08:01:53 +00:00
index b184f8ed8ce86965c3ef9aef179126a4d69275e8..bbfbfeed12890c9d20d78a9661ab172c901f008c 100644
--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
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 08:01:53 +00:00
@@ -2482,10 +2482,39 @@ public class CraftWorld implements World {
// Spigot start
@Override
public int getViewDistance() {
- return world.spigotConfig.viewDistance;
+ return getHandle().getChunkProvider().playerChunkMap.getEffectiveViewDistance(); // Paper - no-tick view distance
}
// Spigot end
+ // Paper start - per player view distance
+ @Override
+ public void setViewDistance(int viewDistance) {
+ if (viewDistance < 2 || viewDistance > 32) {
+ throw new IllegalArgumentException("View distance " + viewDistance + " is out of range of [2, 32]");
+ }
+ net.minecraft.server.PlayerChunkMap chunkMap = getHandle().getChunkProvider().playerChunkMap;
+ if (viewDistance != chunkMap.getEffectiveViewDistance()) {
+ chunkMap.setViewDistance(viewDistance);
+ }
+ }
+
+ @Override
+ public int getNoTickViewDistance() {
+ return getHandle().getChunkProvider().playerChunkMap.getEffectiveNoTickViewDistance();
+ }
+
+ @Override
+ public void setNoTickViewDistance(int viewDistance) {
+ if ((viewDistance < 2 || viewDistance > 32) && viewDistance != -1) {
+ throw new IllegalArgumentException("View distance " + viewDistance + " is out of range of [2, 32]");
+ }
+ net.minecraft.server.PlayerChunkMap chunkMap = getHandle().getChunkProvider().playerChunkMap;
+ if (viewDistance != chunkMap.getRawNoTickViewDistance()) {
+ chunkMap.setNoTickViewDistance(viewDistance);
+ }
+ }
+ // Paper end - per player view distance
+
// Spigot start
private final Spigot spigot = new Spigot()
{
diff --git a/src/main/java/org/spigotmc/ActivationRange.java b/src/main/java/org/spigotmc/ActivationRange.java
index d873b8cf3aec01b791565c33b252889f99f181f9..f735217e7a99bf8286ea60158f9fe137e84ad75c 100644
--- a/src/main/java/org/spigotmc/ActivationRange.java
+++ b/src/main/java/org/spigotmc/ActivationRange.java
@@ -201,7 +201,7 @@ public class ActivationRange
maxRange = Math.max( maxRange, waterActivationRange );
maxRange = Math.max( maxRange, villagerActivationRange );
// Paper end
- maxRange = Math.min( ( world.spigotConfig.viewDistance << 4 ) - 8, maxRange );
+ maxRange = Math.min( ( ((net.minecraft.server.WorldServer)world).getChunkProvider().playerChunkMap.getEffectiveViewDistance() << 4 ) - 8, maxRange ); // Paper - no-tick view distance
for ( EntityHuman player : world.getPlayers() )
{