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-rw-r--r--Spigot-Server-Patches/0499-Improve-Chunk-Status-Transition-Speed.patch99
1 files changed, 99 insertions, 0 deletions
diff --git a/Spigot-Server-Patches/0499-Improve-Chunk-Status-Transition-Speed.patch b/Spigot-Server-Patches/0499-Improve-Chunk-Status-Transition-Speed.patch
new file mode 100644
index 0000000000..ec57249421
--- /dev/null
+++ b/Spigot-Server-Patches/0499-Improve-Chunk-Status-Transition-Speed.patch
@@ -0,0 +1,99 @@
+From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
+From: Aikar <[email protected]>
+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 3292bdcd143995d52f8c983a8984af203ecd60ca..a35b161035dd26e437f5c49fd650802281aa66a1 100644
+--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
++++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
+@@ -739,7 +739,7 @@ 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
+@@ -1089,7 +1089,7 @@ 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);
+@@ -1105,7 +1105,7 @@ 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
+ }
+ }
+
+@@ -1226,6 +1226,12 @@ 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));
+ });
+ }