Port improve chunk status transition speed
This commit is contained in:
parent
2b3c483a98
commit
05623c47ec
222 changed files with 28 additions and 50 deletions
|
@ -1,103 +0,0 @@
|
|||
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
|
||||
|
||||
|
||||
1.17 Update note: Depends on not yet applied patch: Implement Chunk Priority / Urgency System for Chunks
|
||||
|
||||
|
||||
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/level/ChunkHolder.java b/src/main/java/net/minecraft/server/level/ChunkHolder.java
|
||||
index ce320672d7602c94dd75ad857435dca6ac3bab56..8260636da673ef095728c208db2d6237bab2db19 100644
|
||||
--- a/src/main/java/net/minecraft/server/level/ChunkHolder.java
|
||||
+++ b/src/main/java/net/minecraft/server/level/ChunkHolder.java
|
||||
@@ -83,6 +83,13 @@ public class ChunkHolder {
|
||||
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();
|
||||
+ ChunkAccess chunk = getAvailableChunkNow();
|
||||
+ return chunk != null && (status == null || chunk.getStatus().isAtLeastStatus(getNextStatus(status)));
|
||||
+ }
|
||||
+ // Paper end
|
||||
|
||||
// Paper start - no-tick view distance
|
||||
public final LevelChunk getSendingChunk() {
|
||||
diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
|
||||
index 7a1f6d1807757a43a7aa471db651404c06720820..acc566d14926dcf9e88f3e0837884e4c823d777c 100644
|
||||
--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
|
||||
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
|
||||
@@ -792,7 +792,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
|
||||
return either.mapLeft((list) -> {
|
||||
return (LevelChunk) list.get(list.size() / 2);
|
||||
});
|
||||
- }, this.mainThreadExecutor);
|
||||
+ }, this.mainInvokingExecutor); // Paper
|
||||
}
|
||||
|
||||
@Nullable
|
||||
@@ -1142,7 +1142,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
|
||||
ChunkAccess ichunkaccess = (ChunkAccess) optional.get();
|
||||
|
||||
if (ichunkaccess.getStatus().isOrAfter(requiredStatus)) {
|
||||
- CompletableFuture completablefuture1;
|
||||
+ CompletableFuture<Either<ChunkAccess, ChunkHolder.ChunkLoadingFailure>> completablefuture1; // Paper
|
||||
|
||||
if (requiredStatus == ChunkStatus.LIGHT) {
|
||||
completablefuture1 = this.scheduleChunkGeneration(holder, requiredStatus);
|
||||
@@ -1158,7 +1158,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
|
||||
return this.scheduleChunkGeneration(holder, requiredStatus);
|
||||
}
|
||||
}
|
||||
- }, this.mainThreadExecutor);
|
||||
+ }, this.mainInvokingExecutor).thenComposeAsync(CompletableFuture::completedFuture, this.mainInvokingExecutor); // Paper - optimize chunk status progression without jumping through thread pool - ensure main
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1279,6 +1279,12 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
|
||||
return CompletableFuture.completedFuture(Either.right(playerchunk_failure));
|
||||
});
|
||||
}, (runnable) -> {
|
||||
+ // Paper start - optimize chunk status progression without jumping through thread pool
|
||||
+ if (holder.canAdvanceStatus()) {
|
||||
+ this.mainInvokingExecutor.execute(runnable);
|
||||
+ return;
|
||||
+ }
|
||||
+ // Paper end
|
||||
this.worldgenMailbox.tell(ChunkTaskPriorityQueueSorter.message(holder, runnable));
|
||||
});
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue