papermc/Spigot-Server-Patches/0500-Improve-Chunk-Status-Transition-Speed.patch
Prof-Bloodstone 42433c2626
Updated Upstream (Bukkit/CraftBukkit) (#3980)
Upstream has released updates that appears 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:
09f10fd9 SPIGOT-5950: Add PrepareSmithingEvent event

CraftBukkit Changes:
7c03d257 SPIGOT-6011: End Gateways do not work on Non-Main End Worlds
d492e363 SPIGOT-6015: Small Armor Stand doesn't drop items
5db13eea SPIGOT-5950: Add PrepareSmithingEvent event
2020-07-22 19:35:44 -04:00

99 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 04dea2c9fd9337631a6289c7242338e166d6bc1e..446c401b3139f8c6c0e70d883340f0140d94b752 100644
--- a/src/main/java/net/minecraft/server/PlayerChunk.java
+++ b/src/main/java/net/minecraft/server/PlayerChunk.java
@@ -55,6 +55,13 @@ 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 6a1ebb6daf2fdcb2bd276e36672fbec05d98adef..2fac2e59ab0712459f03cdacc0f67c1528c5a5bf 100644
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -740,7 +740,7 @@ 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
@@ -1090,7 +1090,7 @@ 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);
@@ -1106,7 +1106,7 @@ 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
}
}
@@ -1225,6 +1225,12 @@ 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));
});
}