diff options
Diffstat (limited to 'Spigot-Server-Patches/0499-Improve-Chunk-Status-Transition-Speed.patch')
-rw-r--r-- | Spigot-Server-Patches/0499-Improve-Chunk-Status-Transition-Speed.patch | 99 |
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)); + }); + } |