Paper/patches/server/0466-Implement-Chunk-Priori...

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2021-06-11 12:02:28 +00:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sat, 11 Apr 2020 03:56:07 -0400
Subject: [PATCH] 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.
diff --git a/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java b/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java
2022-03-01 03:00:17 +00:00
index 80c785eb503dc36d381f114a4eccffc1a81071f7..311a01d3590dabc7a4e41bb3493cd7ff228a515c 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java
+++ b/src/main/java/com/destroystokyo/paper/io/chunk/ChunkTaskManager.java
@@ -106,7 +106,7 @@ public final class ChunkTaskManager {
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}
static void dumpChunkInfo(Set<ChunkHolder> seenChunks, ChunkHolder chunkHolder, int x, int z) {
- dumpChunkInfo(seenChunks, chunkHolder, x, z, 0, 1);
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+ dumpChunkInfo(seenChunks, chunkHolder, x, z, 0, 4); // Paper - 1->4
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}
static void dumpChunkInfo(Set<ChunkHolder> seenChunks, ChunkHolder chunkHolder, int x, int z, int indent, int maxDepth) {
@@ -127,6 +127,31 @@ public final class ChunkTaskManager {
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PaperFileIOThread.LOGGER.error(indentStr + "Chunk Status - " + ((chunk == null) ? "null chunk" : chunk.getStatus().toString()));
PaperFileIOThread.LOGGER.error(indentStr + "Chunk Ticket Status - " + ChunkHolder.getStatus(chunkHolder.getTicketLevel()));
PaperFileIOThread.LOGGER.error(indentStr + "Chunk Holder Status - " + ((holderStatus == null) ? "null" : holderStatus.toString()));
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+ // Paper start
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+ PaperFileIOThread.LOGGER.error(indentStr + "Chunk Holder Priority - " + chunkHolder.queueLevel);
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+
+ if (!chunkHolder.neighbors.isEmpty()) {
+ if (indent >= maxDepth) {
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+ PaperFileIOThread.LOGGER.error(indentStr + "Chunk Neighbors: (Can't show, too deeply nested)");
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+ return;
+ }
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+ PaperFileIOThread.LOGGER.error(indentStr + "Chunk Neighbors: ");
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+ for (ChunkHolder neighbor : chunkHolder.neighbors.keySet()) {
+ ChunkStatus status = neighbor.getChunkHolderStatus();
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+ if (status != null && status.isOrAfter(ChunkHolder.getStatus(neighbor.getTicketLevel()))) {
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+ continue;
+ }
+ int nx = neighbor.pos.x;
+ int nz = neighbor.pos.z;
+ if (seenChunks.contains(neighbor)) {
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+ PaperFileIOThread.LOGGER.error(indentStr + " " + nx + "," + nz + " in " + chunkHolder.getWorld().getWorld().getName() + " (CIRCULAR)");
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+ continue;
+ }
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+ PaperFileIOThread.LOGGER.error(indentStr + " " + nx + "," + nz + " in " + chunkHolder.getWorld().getWorld().getName() + ":");
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+ dumpChunkInfo(seenChunks, neighbor, nx, nz, indent + 1, maxDepth);
+ }
+ }
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+ // Paper end
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}
}
diff --git a/src/main/java/net/minecraft/server/MCUtil.java b/src/main/java/net/minecraft/server/MCUtil.java
index 89e0181af99cba2368f875fc192342efc972f2ef..b3516862d796c2d9fcc1c67a6073445403d73088 100644
--- a/src/main/java/net/minecraft/server/MCUtil.java
+++ b/src/main/java/net/minecraft/server/MCUtil.java
@@ -681,6 +681,7 @@ public final class MCUtil {
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chunkData.addProperty("x", playerChunk.pos.x);
chunkData.addProperty("z", playerChunk.pos.z);
chunkData.addProperty("ticket-level", playerChunk.getTicketLevel());
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+ chunkData.addProperty("priority", playerChunk.queueLevel); // Paper - priority
chunkData.addProperty("state", ChunkHolder.getFullChunkStatus(playerChunk.getTicketLevel()).toString());
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chunkData.addProperty("queued-for-unload", chunkMap.toDrop.contains(playerChunk.pos.longKey));
chunkData.addProperty("status", status == null ? "unloaded" : status.toString());
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diff --git a/src/main/java/net/minecraft/server/level/ChunkHolder.java b/src/main/java/net/minecraft/server/level/ChunkHolder.java
2022-03-01 05:43:03 +00:00
index 05d2790b80a6d2e1dc6b8d2375f783be4eff2343..6ba7e2713452c4c6f48a1a825ef27b500140aa16 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkHolder.java
+++ b/src/main/java/net/minecraft/server/level/ChunkHolder.java
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@@ -60,7 +60,7 @@ public class ChunkHolder {
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private final DebugBuffer<ChunkHolder.ChunkSaveDebug> chunkToSaveHistory;
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public int oldTicketLevel;
private int ticketLevel;
- private int queueLevel;
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+ public volatile int queueLevel; // Paper - private->public, make volatile since this is concurrently accessed
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public final ChunkPos pos;
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private boolean hasChangedSections;
private final ShortSet[] changedBlocksPerSection;
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@@ -73,6 +73,7 @@ public class ChunkHolder {
private boolean resendLight;
private CompletableFuture<Void> pendingFullStateConfirmation;
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+ public ServerLevel getWorld() { return chunkMap.level; } // Paper
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boolean isUpdateQueued = false; // Paper
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private final ChunkMap chunkMap; // Paper
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@@ -437,12 +438,18 @@ public class ChunkHolder {
});
}
+ // Paper start
+ private boolean loadCallbackScheduled = false;
+ private boolean unloadCallbackScheduled = false;
+ // Paper end
+
private void demoteFullChunk(ChunkMap playerchunkmap, ChunkHolder.FullChunkStatus playerchunk_state) {
this.pendingFullStateConfirmation.cancel(false);
playerchunkmap.onFullChunkStatusChange(this.pos, playerchunk_state);
}
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protected void updateFutures(ChunkMap chunkStorage, Executor executor) {
+ io.papermc.paper.util.TickThread.ensureTickThread("Async ticket level update"); // Paper
ChunkStatus chunkstatus = ChunkHolder.getStatus(this.oldTicketLevel);
ChunkStatus chunkstatus1 = ChunkHolder.getStatus(this.ticketLevel);
boolean flag = this.oldTicketLevel <= ChunkMap.MAX_CHUNK_DISTANCE;
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@@ -453,9 +460,22 @@ public class ChunkHolder {
// ChunkUnloadEvent: Called before the chunk is unloaded: isChunkLoaded is still true and chunk can still be modified by plugins.
if (playerchunk_state.isOrAfter(ChunkHolder.FullChunkStatus.BORDER) && !playerchunk_state1.isOrAfter(ChunkHolder.FullChunkStatus.BORDER)) {
this.getFutureIfPresentUnchecked(ChunkStatus.FULL).thenAccept((either) -> {
+ io.papermc.paper.util.TickThread.ensureTickThread("Async full status chunk future completion"); // Paper
LevelChunk chunk = (LevelChunk)either.left().orElse(null);
- if (chunk != null) {
+ if (chunk != null && chunk.wasLoadCallbackInvoked() && ChunkHolder.this.ticketLevel > 33) { // Paper - only invoke unload if load was called
+ // Paper start - only schedule once, now the future is no longer completed as RIGHT if unloaded...
+ if (ChunkHolder.this.unloadCallbackScheduled) {
+ return;
+ }
+ ChunkHolder.this.unloadCallbackScheduled = true;
+ // Paper end - only schedule once, now the future is no longer completed as RIGHT if unloaded...
chunkStorage.callbackExecutor.execute(() -> {
+ // Paper start - only schedule once, now the future is no longer completed as RIGHT if unloaded...
+ ChunkHolder.this.unloadCallbackScheduled = false;
+ if (ChunkHolder.this.ticketLevel <= 33) {
+ return;
+ }
+ // Paper end - only schedule once, now the future is no longer completed as RIGHT if unloaded...
// Minecraft will apply the chunks tick lists to the world once the chunk got loaded, and then store the tick
// lists again inside the chunk once the chunk becomes inaccessible and set the chunk's needsSaving flag.
// These actions may however happen deferred, so we manually set the needsSaving flag already here.
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@@ -512,12 +532,14 @@ public class ChunkHolder {
this.scheduleFullChunkPromotion(chunkStorage, this.fullChunkFuture, executor, ChunkHolder.FullChunkStatus.BORDER);
// Paper start - cache ticking ready status
this.fullChunkFuture.thenAccept(either -> {
+ io.papermc.paper.util.TickThread.ensureTickThread("Async full chunk future completion"); // Paper
final Optional<LevelChunk> left = either.left();
if (left.isPresent() && ChunkHolder.this.fullChunkCreateCount == expectCreateCount) {
// note: Here is a very good place to add callbacks to logic waiting on this.
LevelChunk fullChunk = either.left().get();
ChunkHolder.this.isFullChunkReady = true;
fullChunk.playerChunk = ChunkHolder.this;
+ this.chunkMap.distanceManager.clearPriorityTickets(pos);
}
});
this.updateChunkToSave(this.fullChunkFuture, "full");
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@@ -538,6 +560,7 @@ public class ChunkHolder {
this.scheduleFullChunkPromotion(chunkStorage, this.tickingChunkFuture, executor, ChunkHolder.FullChunkStatus.TICKING);
// Paper start - cache ticking ready status
this.tickingChunkFuture.thenAccept(either -> {
+ io.papermc.paper.util.TickThread.ensureTickThread("Async full chunk future completion"); // Paper
either.ifLeft(chunk -> {
// note: Here is a very good place to add callbacks to logic waiting on this.
ChunkHolder.this.isTickingReady = true;
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@@ -573,6 +596,7 @@ public class ChunkHolder {
this.scheduleFullChunkPromotion(chunkStorage, this.entityTickingChunkFuture, executor, ChunkHolder.FullChunkStatus.ENTITY_TICKING);
// Paper start - cache ticking ready status
this.entityTickingChunkFuture.thenAccept(either -> {
+ io.papermc.paper.util.TickThread.ensureTickThread("Async full chunk future completion"); // Paper
either.ifLeft(chunk -> {
ChunkHolder.this.isEntityTickingReady = true;
// Paper start - entity ticking chunk set
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@@ -599,16 +623,45 @@ public class ChunkHolder {
this.demoteFullChunk(chunkStorage, playerchunk_state1);
}
- this.onLevelChange.onLevelChange(this.pos, this::getQueueLevel, this.ticketLevel, this::setQueueLevel);
+ //this.onLevelChange.onLevelChange(this.pos, this::getQueueLevel, this.ticketLevel, this::setQueueLevel);
+ // Paper start - raise IO/load priority if priority changes, use our preferred priority
+ priorityBoost = chunkMap.distanceManager.getChunkPriority(pos);
+ int currRequestedPriority = this.requestedPriority;
+ int priority = getDemandedPriority();
+ int newRequestedPriority = this.requestedPriority = priority;
+ if (this.queueLevel > priority) {
+ int ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY;
+ if (priority <= 10) {
+ ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY;
+ } else if (priority <= 20) {
+ ioPriority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY;
+ }
+ chunkMap.level.asyncChunkTaskManager.raisePriority(pos.x, pos.z, ioPriority);
+ chunkMap.level.getChunkSource().getLightEngine().queue.changePriority(pos.toLong(), this.queueLevel, priority); // Paper // Restore this in chunk priority later?
+ }
+ if (currRequestedPriority != newRequestedPriority) {
+ this.onLevelChange.onLevelChange(this.pos, () -> this.queueLevel, priority, p -> this.queueLevel = p); // use preferred priority
+ int neighborsPriority = getNeighborsPriority();
+ this.neighbors.forEach((neighbor, neighborDesired) -> neighbor.setNeighborPriority(this, neighborsPriority));
+ }
+ // Paper end
this.oldTicketLevel = this.ticketLevel;
// CraftBukkit start
// ChunkLoadEvent: Called after the chunk is loaded: isChunkLoaded returns true and chunk is ready to be modified by plugins.
if (!playerchunk_state.isOrAfter(ChunkHolder.FullChunkStatus.BORDER) && playerchunk_state1.isOrAfter(ChunkHolder.FullChunkStatus.BORDER)) {
this.getFutureIfPresentUnchecked(ChunkStatus.FULL).thenAccept((either) -> {
+ io.papermc.paper.util.TickThread.ensureTickThread("Async full status chunk future completion"); // Paper
LevelChunk chunk = (LevelChunk)either.left().orElse(null);
- if (chunk != null) {
+ if (chunk != null && ChunkHolder.this.oldTicketLevel <= 33 && !chunk.wasLoadCallbackInvoked()) { // Paper - ensure ticket level is set to loaded before calling, as now this can complete with ticket level > 33
+ // Paper start - only schedule once, now the future is no longer completed as RIGHT if unloaded...
+ if (ChunkHolder.this.loadCallbackScheduled) {
+ return;
+ }
+ ChunkHolder.this.loadCallbackScheduled = true;
+ // Paper end - only schedule once, now the future is no longer completed as RIGHT if unloaded...
chunkStorage.callbackExecutor.execute(() -> {
- chunk.loadCallback();
+ ChunkHolder.this.loadCallbackScheduled = false; // Paper - only schedule once, now the future is no longer completed as RIGHT if unloaded...
+ if (ChunkHolder.this.oldTicketLevel <= 33) chunk.loadCallback(); // Paper "
});
}
}).exceptionally((throwable) -> {
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@@ -733,7 +786,134 @@ public class ChunkHolder {
};
}
- // Paper start
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+ // Paper start - Chunk gen/load priority system
+ volatile int neighborPriority = -1;
+ volatile int priorityBoost = 0;
+ public final java.util.concurrent.ConcurrentHashMap<ChunkHolder, ChunkStatus> neighbors = new java.util.concurrent.ConcurrentHashMap<>();
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+ public final it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<Integer> neighborPriorities = new it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap<>();
+ int requestedPriority = ChunkMap.MAX_CHUNK_DISTANCE + 1; // this priority is possible pending, but is used to ensure needless updates are not queued
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+
+ private int getDemandedPriority() {
+ int priority = neighborPriority; // if we have a neighbor priority, use it
+ int myPriority = getMyPriority();
+
+ if (priority == -1 || (ticketLevel <= 33 && priority > myPriority)) {
+ priority = myPriority;
+ }
+
+ return Math.max(1, Math.min(Math.max(ticketLevel, ChunkMap.MAX_CHUNK_DISTANCE), priority));
+ }
+
+ private int getMyPriority() {
+ if (priorityBoost == DistanceManager.URGENT_PRIORITY) {
+ return 2; // Urgent - ticket level isn't always 31 so 33-30 = 3, but allow 1 more tasks to go below this for dependents
+ }
+ return ticketLevel - priorityBoost;
+ }
+
+ private int getNeighborsPriority() {
+ return (neighborPriorities.isEmpty() ? getMyPriority() : getDemandedPriority()) + 1;
+ }
+
+ public void onNeighborRequest(ChunkHolder neighbor, ChunkStatus status) {
+ neighbor.setNeighborPriority(this, getNeighborsPriority());
+ this.neighbors.compute(neighbor, (playerChunk, currentWantedStatus) -> {
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+ if (currentWantedStatus == null || !currentWantedStatus.isOrAfter(status)) {
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+ //System.out.println(this + " request " + neighbor + " at " + status + " currently " + currentWantedStatus);
+ return status;
+ } else {
+ //System.out.println(this + " requested " + neighbor + " at " + status + " but thats lower than other wanted status " + currentWantedStatus);
+ return currentWantedStatus;
+ }
+ });
+
+ }
+
+ public void onNeighborDone(ChunkHolder neighbor, ChunkStatus chunkstatus, ChunkAccess chunk) {
+ this.neighbors.compute(neighbor, (playerChunk, wantedStatus) -> {
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+ if (wantedStatus != null && chunkstatus.isOrAfter(wantedStatus)) {
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+ //System.out.println(this + " neighbor done at " + neighbor + " for status " + chunkstatus + " wanted " + wantedStatus);
+ neighbor.removeNeighborPriority(this);
+ return null;
+ } else {
+ //System.out.println(this + " neighbor finished our previous request at " + neighbor + " for status " + chunkstatus + " but we now want instead " + wantedStatus);
+ return wantedStatus;
+ }
+ });
+ }
+
+ private void removeNeighborPriority(ChunkHolder requester) {
+ synchronized (neighborPriorities) {
+ neighborPriorities.remove(requester.pos.toLong());
+ recalcNeighborPriority();
+ }
+ checkPriority();
+ }
+
+
+ private void setNeighborPriority(ChunkHolder requester, int priority) {
+ synchronized (neighborPriorities) {
+ if (!Integer.valueOf(priority).equals(neighborPriorities.put(requester.pos.toLong(), Integer.valueOf(priority)))) {
+ recalcNeighborPriority();
+ }
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+ }
+ checkPriority();
+ }
+
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+ private void recalcNeighborPriority() {
+ neighborPriority = -1;
+ if (!neighborPriorities.isEmpty()) {
+ synchronized (neighborPriorities) {
+ for (Integer neighbor : neighborPriorities.values()) {
+ if (neighbor < neighborPriority || neighborPriority == -1) {
+ neighborPriority = neighbor;
+ }
+ }
+ }
+ }
+ }
+ private void checkPriority() {
+ if (this.requestedPriority != getDemandedPriority()) this.chunkMap.queueHolderUpdate(this);
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+ }
+
+ public final double getDistance(ServerPlayer player) {
+ return getDistance(player.getX(), player.getZ());
+ }
+ public final double getDistance(double blockX, double blockZ) {
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+ int cx = net.minecraft.server.MCUtil.fastFloor(blockX) >> 4;
+ int cz = net.minecraft.server.MCUtil.fastFloor(blockZ) >> 4;
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+ final double x = pos.x - cx;
+ final double z = pos.z - cz;
+ return (x * x) + (z * z);
+ }
+
+ public final double getDistanceFrom(BlockPos pos) {
+ return getDistance(pos.getX(), pos.getZ());
+ }
+
+ public static ChunkStatus getNextStatus(ChunkStatus status) {
+ if (status == ChunkStatus.FULL) {
+ return status;
+ }
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+ return CHUNK_STATUSES.get(status.getIndex() + 1);
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+ }
+ public CompletableFuture<Either<ChunkAccess, ChunkHolder.ChunkLoadingFailure>> getStatusFutureUncheckedMain(ChunkStatus chunkstatus) {
+ return ensureMain(getFutureIfPresentUnchecked(chunkstatus));
+ }
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+ public <T> CompletableFuture<T> ensureMain(CompletableFuture<T> future) {
+ return future.thenApplyAsync(r -> r, chunkMap.mainInvokingExecutor);
+ }
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+
+ @Override
+ public String toString() {
+ return "PlayerChunk{" +
+ "location=" + pos +
+ ", ticketLevel=" + ticketLevel + "/" + getStatus(this.ticketLevel) +
+ ", chunkHolderStatus=" + getChunkHolderStatus() +
+ ", neighborPriority=" + getNeighborsPriority() +
+ ", priority=(" + ticketLevel + " - " + priorityBoost +" vs N " + neighborPriority + ") = " + getDemandedPriority() + " A " + queueLevel +
+ '}';
+ }
public final boolean isEntityTickingReady() {
return this.isEntityTickingReady;
}
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diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
index 1614b056d9e0c9e6b62d6c6a8926e87b2f3ad131..c6ea30c9e91382297a5340096540f1ebc914fc35 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.java
2022-03-01 05:43:03 +00:00
@@ -131,6 +131,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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public final ServerLevel level;
private final ThreadedLevelLightEngine lightEngine;
private final BlockableEventLoop<Runnable> mainThreadExecutor;
+ final java.util.concurrent.Executor mainInvokingExecutor; // Paper
public ChunkGenerator generator;
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public final Supplier<DimensionDataStorage> overworldDataStorage;
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private final PoiManager poiManager;
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@@ -320,6 +321,15 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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this.level = world;
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this.generator = chunkGenerator;
this.mainThreadExecutor = mainThreadExecutor;
+ // Paper start
+ this.mainInvokingExecutor = (run) -> {
+ if (MCUtil.isMainThread()) {
+ run.run();
+ } else {
+ mainThreadExecutor.execute(run);
+ }
+ };
+ // Paper end
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ProcessorMailbox<Runnable> threadedmailbox = ProcessorMailbox.create(executor, "worldgen");
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Objects.requireNonNull(mainThreadExecutor);
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@@ -431,6 +441,37 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
});
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}
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+ // Paper start - Chunk Prioritization
+ public void queueHolderUpdate(ChunkHolder playerchunk) {
+ Runnable runnable = () -> {
+ if (isUnloading(playerchunk)) {
+ return; // unloaded
+ }
+ distanceManager.pendingChunkUpdates.add(playerchunk);
+ if (!distanceManager.pollingPendingChunkUpdates) {
+ level.getChunkSource().runDistanceManagerUpdates();
+ }
+ };
+ if (MCUtil.isMainThread()) {
+ // We can't use executor here because it will not execute tasks if its currently in the middle of executing tasks...
+ runnable.run();
+ } else {
+ mainThreadExecutor.execute(runnable);
+ }
+ }
+
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+ private boolean isUnloading(ChunkHolder playerchunk) {
+ return playerchunk == null || toDrop.contains(playerchunk.pos.toLong());
+ }
+
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+ private void updateChunkPriorityMap(it.unimi.dsi.fastutil.longs.Long2IntOpenHashMap map, long chunk, int level) {
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+ int prev = map.getOrDefault(chunk, -1);
+ if (level > prev) {
+ map.put(chunk, level);
+ }
+ }
+ // Paper end
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+
// Paper start
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public void updatePlayerMobTypeMap(Entity entity) {
if (!this.level.paperConfig.perPlayerMobSpawns) {
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@@ -541,6 +582,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
List<ChunkHolder> list1 = new ArrayList();
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int j = centerChunk.x;
int k = centerChunk.z;
+ ChunkHolder requestingNeighbor = getUpdatingChunkIfPresent(centerChunk.toLong()); // Paper
for (int l = -margin; l <= margin; ++l) {
for (int i1 = -margin; i1 <= margin; ++i1) {
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@@ -559,6 +601,14 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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ChunkStatus chunkstatus = (ChunkStatus) distanceToStatus.apply(j1);
CompletableFuture<Either<ChunkAccess, ChunkHolder.ChunkLoadingFailure>> completablefuture = playerchunk.getOrScheduleFuture(chunkstatus, this);
+ // Paper start
+ if (requestingNeighbor != null && requestingNeighbor != playerchunk && !completablefuture.isDone()) {
+ requestingNeighbor.onNeighborRequest(playerchunk, chunkstatus);
+ completablefuture.thenAccept(either -> {
+ requestingNeighbor.onNeighborDone(playerchunk, chunkstatus, either.left().orElse(null));
+ });
+ }
+ // Paper end
list1.add(playerchunk);
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list.add(completablefuture);
@@ -916,11 +966,19 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
if (requiredStatus == ChunkStatus.EMPTY) {
return this.scheduleChunkLoad(chunkcoordintpair);
} else {
+ // Paper start - revert 1.17 chunk system changes
+ CompletableFuture<Either<ChunkAccess, ChunkHolder.ChunkLoadingFailure>> future = holder.getOrScheduleFuture(requiredStatus.getParent(), this);
+ return future.thenComposeAsync((either) -> {
+ Optional<ChunkAccess> optional = either.left();
+ if (!optional.isPresent()) {
+ return CompletableFuture.completedFuture(either);
+ }
+ // Paper end - revert 1.17 chunk system changes
if (requiredStatus == ChunkStatus.LIGHT) {
this.distanceManager.addTicket(TicketType.LIGHT, chunkcoordintpair, 33 + ChunkStatus.getDistance(ChunkStatus.LIGHT), chunkcoordintpair);
}
- Optional<ChunkAccess> optional = ((Either) holder.getOrScheduleFuture(requiredStatus.getParent(), this).getNow(ChunkHolder.UNLOADED_CHUNK)).left();
+ // Paper - revert 1.17 chunk system changes
if (optional.isPresent() && ((ChunkAccess) optional.get()).getStatus().isOrAfter(requiredStatus)) {
CompletableFuture<Either<ChunkAccess, ChunkHolder.ChunkLoadingFailure>> completablefuture = requiredStatus.load(this.level, this.structureManager, this.lightEngine, (ichunkaccess) -> {
@@ -932,6 +990,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
} else {
return this.scheduleChunkGeneration(holder, requiredStatus);
}
+ }, this.mainThreadExecutor).thenComposeAsync(CompletableFuture::completedFuture, this.mainThreadExecutor); // Paper - revert 1.17 chunk system changes
}
}
@@ -988,14 +1047,24 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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};
CompletableFuture<CompoundTag> chunkSaveFuture = this.level.asyncChunkTaskManager.getChunkSaveFuture(pos.x, pos.z);
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+ // Paper start
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+ ChunkHolder playerChunk = getUpdatingChunkIfPresent(pos.toLong());
+ int chunkPriority = playerChunk != null ? playerChunk.requestedPriority : 33;
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+ int priority = com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY;
+
+ if (chunkPriority <= 10) {
+ priority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY;
+ } else if (chunkPriority <= 20) {
+ priority = com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY;
+ }
+ boolean isHighestPriority = priority == com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY;
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+ // Paper end
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if (chunkSaveFuture != null) {
- this.level.asyncChunkTaskManager.scheduleChunkLoad(pos.x, pos.z,
- com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY, chunkHolderConsumer, false, chunkSaveFuture);
- this.level.asyncChunkTaskManager.raisePriority(pos.x, pos.z, com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGH_PRIORITY);
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+ this.level.asyncChunkTaskManager.scheduleChunkLoad(pos.x, pos.z, priority, chunkHolderConsumer, isHighestPriority, chunkSaveFuture); // Paper
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} else {
- this.level.asyncChunkTaskManager.scheduleChunkLoad(pos.x, pos.z,
- com.destroystokyo.paper.io.PrioritizedTaskQueue.NORMAL_PRIORITY, chunkHolderConsumer, false);
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+ this.level.asyncChunkTaskManager.scheduleChunkLoad(pos.x, pos.z, priority, chunkHolderConsumer, isHighestPriority); // Paper
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}
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+ this.level.asyncChunkTaskManager.raisePriority(pos.x, pos.z, priority); // Paper
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return ret;
// Paper end
}
@@ -1047,7 +1116,10 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
this.releaseLightTicket(chunkcoordintpair);
return CompletableFuture.completedFuture(Either.right(playerchunk_failure));
});
- }, executor);
+ }, executor).thenComposeAsync((either) -> { // Paper start - force competion on the main thread
+ return CompletableFuture.completedFuture(either);
+ }, this.mainThreadExecutor); // use the main executor, we want to ensure only one chunk callback can be completed per runnable execute
+ // Paper end - force competion on the main thread
}
protected void releaseLightTicket(ChunkPos pos) {
@@ -1131,7 +1203,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
long i = chunkHolder.getPos().toLong();
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Objects.requireNonNull(chunkHolder);
- mailbox.tell(ChunkTaskPriorityQueueSorter.message(runnable, i, chunkHolder::getTicketLevel));
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+ mailbox.tell(ChunkTaskPriorityQueueSorter.message(runnable, i, () -> 1)); // Paper - final loads are always urgent!
});
}
diff --git a/src/main/java/net/minecraft/server/level/DistanceManager.java b/src/main/java/net/minecraft/server/level/DistanceManager.java
2022-03-01 03:00:17 +00:00
index 211566dada0f820af331695b4c62035b89f25a53..d2865ce0523b74aaa935db72c6f3478894e13408 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/server/level/DistanceManager.java
+++ b/src/main/java/net/minecraft/server/level/DistanceManager.java
2022-03-01 05:43:03 +00:00
@@ -128,6 +128,7 @@ public abstract class DistanceManager {
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}
private static int getTicketLevelAt(SortedArraySet<Ticket<?>> tickets) {
+ org.spigotmc.AsyncCatcher.catchOp("ChunkMapDistance::getTicketLevelAt"); // Paper
return !tickets.isEmpty() ? ((Ticket) tickets.first()).getTicketLevel() : ChunkMap.MAX_CHUNK_DISTANCE + 1;
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}
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@@ -142,6 +143,7 @@ public abstract class DistanceManager {
public boolean runAllUpdates(ChunkMap chunkStorage) {
//this.f.a(); // Paper - no longer used
this.tickingTicketsTracker.runAllUpdates();
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+ org.spigotmc.AsyncCatcher.catchOp("DistanceManagerTick"); // Paper
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this.playerTicketManager.runAllUpdates();
int i = Integer.MAX_VALUE - this.ticketTracker.runDistanceUpdates(Integer.MAX_VALUE);
boolean flag = i != 0;
2022-03-01 05:43:03 +00:00
@@ -152,11 +154,13 @@ public abstract class DistanceManager {
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// Paper start
if (!this.pendingChunkUpdates.isEmpty()) {
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+ this.pollingPendingChunkUpdates = true; try { // Paper - Chunk priority
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while(!this.pendingChunkUpdates.isEmpty()) {
ChunkHolder remove = this.pendingChunkUpdates.remove();
remove.isUpdateQueued = false;
remove.updateFutures(chunkStorage, this.mainThreadExecutor);
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}
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+ } finally { this.pollingPendingChunkUpdates = false; } // Paper - Chunk priority
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// Paper end
return true;
} else {
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@@ -192,8 +196,10 @@ public abstract class DistanceManager {
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return flag;
}
}
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+ boolean pollingPendingChunkUpdates = false; // Paper - Chunk priority
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2021-06-16 10:14:53 +00:00
boolean addTicket(long i, Ticket<?> ticket) { // CraftBukkit - void -> boolean
+ org.spigotmc.AsyncCatcher.catchOp("ChunkMapDistance::addTicket"); // Paper
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SortedArraySet<Ticket<?>> arraysetsorted = this.getTickets(i);
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int j = DistanceManager.getTicketLevelAt(arraysetsorted);
Ticket<?> ticket1 = (Ticket) arraysetsorted.addOrGet(ticket);
2022-03-01 05:43:03 +00:00
@@ -207,7 +213,9 @@ public abstract class DistanceManager {
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}
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boolean removeTicket(long i, Ticket<?> ticket) { // CraftBukkit - void -> boolean
+ org.spigotmc.AsyncCatcher.catchOp("ChunkMapDistance::removeTicket"); // Paper
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SortedArraySet<Ticket<?>> arraysetsorted = this.getTickets(i);
+ int oldLevel = getTicketLevelAt(arraysetsorted); // Paper
boolean removed = false; // CraftBukkit
if (arraysetsorted.remove(ticket)) {
2022-03-01 05:43:03 +00:00
@@ -239,7 +247,12 @@ public abstract class DistanceManager {
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this.tickets.remove(i);
}
2021-06-16 10:14:53 +00:00
- this.ticketTracker.update(i, DistanceManager.getTicketLevelAt(arraysetsorted), false);
+ // Paper start - Chunk priority
+ int newLevel = getTicketLevelAt(arraysetsorted);
+ if (newLevel > oldLevel) {
+ this.ticketTracker.update(i, newLevel, false);
+ }
+ // Paper end
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return removed; // CraftBukkit
}
2022-03-01 05:43:03 +00:00
@@ -289,6 +302,112 @@ public abstract class DistanceManager {
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});
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}
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+ // Paper start - Chunk priority
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+ public static final int PRIORITY_TICKET_LEVEL = ChunkMap.MAX_CHUNK_DISTANCE;
+ public static final int URGENT_PRIORITY = 29;
+ public boolean delayDistanceManagerTick = false;
+ public boolean markUrgent(ChunkPos coords) {
+ return addPriorityTicket(coords, TicketType.URGENT, URGENT_PRIORITY);
+ }
+ public boolean markHighPriority(ChunkPos coords, int priority) {
+ priority = Math.min(URGENT_PRIORITY - 1, Math.max(1, priority));
+ return addPriorityTicket(coords, TicketType.PRIORITY, priority);
+ }
+
+ public void markAreaHighPriority(ChunkPos center, int priority, int radius) {
+ delayDistanceManagerTick = true;
+ priority = Math.min(URGENT_PRIORITY - 1, Math.max(1, priority));
+ int finalPriority = priority;
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+ net.minecraft.server.MCUtil.getSpiralOutChunks(center.getWorldPosition(), radius).forEach(coords -> {
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+ addPriorityTicket(coords, TicketType.PRIORITY, finalPriority);
+ });
+ delayDistanceManagerTick = false;
+ chunkMap.level.getChunkSource().runDistanceManagerUpdates();
+ }
+
+ public void clearAreaPriorityTickets(ChunkPos center, int radius) {
+ delayDistanceManagerTick = true;
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+ net.minecraft.server.MCUtil.getSpiralOutChunks(center.getWorldPosition(), radius).forEach(coords -> {
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+ this.removeTicket(coords.toLong(), new Ticket<ChunkPos>(TicketType.PRIORITY, PRIORITY_TICKET_LEVEL, coords));
+ });
+ delayDistanceManagerTick = false;
+ chunkMap.level.getChunkSource().runDistanceManagerUpdates();
+ }
+
+ private boolean addPriorityTicket(ChunkPos coords, TicketType<ChunkPos> ticketType, int priority) {
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+ org.spigotmc.AsyncCatcher.catchOp("ChunkMapDistance::addPriorityTicket");
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+ long pair = coords.toLong();
+ ChunkHolder chunk = chunkMap.getUpdatingChunkIfPresent(pair);
+ if ((chunk != null && chunk.isFullChunkReady())) {
+ return false;
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+ }
+
+ boolean success;
+ if (!(success = updatePriorityTicket(coords, ticketType, priority))) {
+ Ticket<ChunkPos> ticket = new Ticket<ChunkPos>(ticketType, PRIORITY_TICKET_LEVEL, coords);
+ ticket.priority = priority;
+ success = this.addTicket(pair, ticket);
+ } else {
+ if (chunk == null) {
+ chunk = chunkMap.getUpdatingChunkIfPresent(pair);
+ }
+ chunkMap.queueHolderUpdate(chunk);
+ }
+
+ //chunkMap.world.getWorld().spawnParticle(priority <= 15 ? org.bukkit.Particle.EXPLOSION_HUGE : org.bukkit.Particle.EXPLOSION_NORMAL, chunkMap.world.getWorld().getPlayers(), null, coords.x << 4, 70, coords.z << 4, 2, 0, 0, 0, 1, null, true);
+
+ chunkMap.level.getChunkSource().runDistanceManagerUpdates();
+
+ return success;
+ }
+
+ private boolean updatePriorityTicket(ChunkPos coords, TicketType<ChunkPos> type, int priority) {
+ SortedArraySet<Ticket<?>> tickets = this.tickets.get(coords.toLong());
+ if (tickets == null) {
+ return false;
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getType() == type) {
+ // We only support increasing, not decreasing, too complicated
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+ ticket.setCreatedTick(this.ticketTickCounter);
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+ ticket.priority = Math.max(ticket.priority, priority);
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ public int getChunkPriority(ChunkPos coords) {
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+ org.spigotmc.AsyncCatcher.catchOp("ChunkMapDistance::getChunkPriority");
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+ SortedArraySet<Ticket<?>> tickets = this.tickets.get(coords.toLong());
+ if (tickets == null) {
+ return 0;
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getType() == TicketType.URGENT) {
+ return URGENT_PRIORITY;
+ }
+ }
+ for (Ticket<?> ticket : tickets) {
+ if (ticket.getType() == TicketType.PRIORITY && ticket.priority > 0) {
+ return ticket.priority;
+ }
+ }
+ return 0;
+ }
+
+ public void clearPriorityTickets(ChunkPos coords) {
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+ org.spigotmc.AsyncCatcher.catchOp("ChunkMapDistance::clearPriority");
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+ this.removeTicket(coords.toLong(), new Ticket<ChunkPos>(TicketType.PRIORITY, PRIORITY_TICKET_LEVEL, coords));
+ }
+
+ public void clearUrgent(ChunkPos coords) {
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+ org.spigotmc.AsyncCatcher.catchOp("ChunkMapDistance::clearUrgent");
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+ this.removeTicket(coords.toLong(), new Ticket<ChunkPos>(TicketType.URGENT, PRIORITY_TICKET_LEVEL, coords));
+ }
+ // Paper end
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+
protected void updateChunkForced(ChunkPos pos, boolean forced) {
Ticket<ChunkPos> ticket = new Ticket<>(TicketType.FORCED, 31, pos);
long i = pos.toLong();
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diff --git a/src/main/java/net/minecraft/server/level/ServerChunkCache.java b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
2022-03-01 05:43:03 +00:00
index 9fdd2a39e3590b3098fa31b9b0e0081160819630..1b81ae617a43aa4723a879c150ce8e611c5369d9 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/server/level/ServerChunkCache.java
+++ b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
2022-03-01 05:43:03 +00:00
@@ -597,6 +597,26 @@ public class ServerChunkCache extends ChunkSource {
return CompletableFuture.completedFuture(either);
}, this.mainThreadProcessor);
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}
+
+ public boolean markUrgent(ChunkPos coords) {
+ return this.distanceManager.markUrgent(coords);
+ }
+
+ public boolean markHighPriority(ChunkPos coords, int priority) {
+ return this.distanceManager.markHighPriority(coords, priority);
+ }
+
+ public void markAreaHighPriority(ChunkPos center, int priority, int radius) {
+ this.distanceManager.markAreaHighPriority(center, priority, radius);
+ }
+
+ public void clearAreaPriorityTickets(ChunkPos center, int radius) {
+ this.distanceManager.clearAreaPriorityTickets(center, radius);
+ }
+
+ public void clearPriorityTickets(ChunkPos coords) {
+ this.distanceManager.clearPriorityTickets(coords);
+ }
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// Paper end - async chunk io
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@Nullable
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@@ -637,6 +657,8 @@ public class ServerChunkCache extends ChunkSource {
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Objects.requireNonNull(completablefuture);
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if (!completablefuture.isDone()) { // Paper
// Paper start - async chunk io/loading
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+ ChunkPos pair = new ChunkPos(x1, z1); // Paper - Chunk priority
+ this.distanceManager.markUrgent(pair); // Paper - Chunk priority
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this.level.asyncChunkTaskManager.raisePriority(x1, z1, com.destroystokyo.paper.io.PrioritizedTaskQueue.HIGHEST_PRIORITY);
com.destroystokyo.paper.io.chunk.ChunkTaskManager.pushChunkWait(this.level, x1, z1);
// Paper end
2022-03-01 05:43:03 +00:00
@@ -645,6 +667,8 @@ public class ServerChunkCache extends ChunkSource {
chunkproviderserver_b.managedBlock(completablefuture::isDone);
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com.destroystokyo.paper.io.chunk.ChunkTaskManager.popChunkWait(); // Paper - async chunk debug
this.level.timings.syncChunkLoad.stopTiming(); // Paper
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+ this.distanceManager.clearPriorityTickets(pair); // Paper - Chunk priority
+ this.distanceManager.clearUrgent(pair); // Paper - Chunk priority
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} // Paper
ichunkaccess = (ChunkAccess) ((Either) completablefuture.join()).map((ichunkaccess1) -> {
return ichunkaccess1;
2022-03-01 05:43:03 +00:00
@@ -718,10 +742,12 @@ public class ServerChunkCache extends ChunkSource {
2021-11-17 05:00:14 +00:00
if (create && !currentlyUnloading) {
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// CraftBukkit end
this.distanceManager.addTicket(TicketType.UNKNOWN, chunkcoordintpair, l, chunkcoordintpair);
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+ if (isUrgent) this.distanceManager.markUrgent(chunkcoordintpair); // Paper - Chunk priority
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if (this.chunkAbsent(playerchunk, l)) {
ProfilerFiller gameprofilerfiller = this.level.getProfiler();
gameprofilerfiller.push("chunkLoad");
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+ distanceManager.delayDistanceManagerTick = false; // Paper - Chunk priority - ensure this is never false
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this.runDistanceManagerUpdates();
playerchunk = this.getVisibleChunkIfPresent(k);
gameprofilerfiller.pop();
2022-03-01 05:43:03 +00:00
@@ -731,7 +757,13 @@ public class ServerChunkCache extends ChunkSource {
2021-06-11 12:02:28 +00:00
}
}
2021-11-17 05:00:14 +00:00
- return this.chunkAbsent(playerchunk, l) ? ChunkHolder.UNLOADED_CHUNK_FUTURE : playerchunk.getOrScheduleFuture(leastStatus, this.chunkMap);
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+ // Paper start - Chunk priority
2021-11-17 05:00:14 +00:00
+ CompletableFuture<Either<ChunkAccess, ChunkHolder.ChunkLoadingFailure>> future = this.chunkAbsent(playerchunk, l) ? ChunkHolder.UNLOADED_CHUNK_FUTURE : playerchunk.getOrScheduleFuture(leastStatus, this.chunkMap);
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+ if (isUrgent) {
+ future.thenAccept(either -> this.distanceManager.clearUrgent(chunkcoordintpair));
+ }
+ return future;
+ // Paper end
}
private boolean chunkAbsent(@Nullable ChunkHolder holder, int maxLevel) {
2022-03-01 05:43:03 +00:00
@@ -783,6 +815,7 @@ public class ServerChunkCache extends ChunkSource {
2021-06-11 12:02:28 +00:00
}
2021-06-16 10:14:53 +00:00
public boolean runDistanceManagerUpdates() {
+ if (distanceManager.delayDistanceManagerTick) return false; // Paper - Chunk priority
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boolean flag = this.distanceManager.runAllUpdates(this.chunkMap);
boolean flag1 = this.chunkMap.promoteChunkMap();
diff --git a/src/main/java/net/minecraft/server/level/ServerPlayer.java b/src/main/java/net/minecraft/server/level/ServerPlayer.java
index b290262b4f765c85847f8846d26f4341f39a826a..2c5117c8e58c540d4f82aad16a13719853be7354 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/server/level/ServerPlayer.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayer.java
2022-03-01 05:43:03 +00:00
@@ -184,6 +184,7 @@ public class ServerPlayer extends Player {
2021-06-11 12:02:28 +00:00
private int lastRecordedArmor = Integer.MIN_VALUE;
private int lastRecordedLevel = Integer.MIN_VALUE;
private int lastRecordedExperience = Integer.MIN_VALUE;
+ public boolean isRealPlayer; // Paper - chunk priority
2021-06-11 12:02:28 +00:00
private float lastSentHealth = -1.0E8F;
private int lastSentFood = -99999999;
private boolean lastFoodSaturationZero = true;
@@ -328,6 +329,21 @@ public class ServerPlayer extends Player {
2021-06-11 12:02:28 +00:00
this.maxHealthCache = this.getMaxHealth();
this.cachedSingleMobDistanceMap = new com.destroystokyo.paper.util.PooledHashSets.PooledObjectLinkedOpenHashSet<>(this); // Paper
}
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+ // Paper start - Chunk priority
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+ public BlockPos getPointInFront(double inFront) {
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+ double rads = Math.toRadians(net.minecraft.server.MCUtil.normalizeYaw(this.yRot + 90)); // MC rotates yaw 90 for some odd reason
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+ final double x = getX() + inFront * Math.cos(rads);
+ final double z = getZ() + inFront * Math.sin(rads);
+ return new BlockPos(x, getY(), z);
+ }
+
+ public ChunkPos getChunkInFront(double inFront) {
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+ double rads = Math.toRadians(net.minecraft.server.MCUtil.normalizeYaw(this.yRot + 90)); // MC rotates yaw 90 for some odd reason
2021-06-11 12:02:28 +00:00
+ final double x = getX() + (inFront * 16) * Math.cos(rads);
+ final double z = getZ() + (inFront * 16) * Math.sin(rads);
+ return new ChunkPos(Mth.floor(x) >> 4, Mth.floor(z) >> 4);
+ }
+ // Paper end
// Yes, this doesn't match Vanilla, but it's the best we can do for now.
// If this is an issue, PRs are welcome
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
diff --git a/src/main/java/net/minecraft/server/level/ThreadedLevelLightEngine.java b/src/main/java/net/minecraft/server/level/ThreadedLevelLightEngine.java
2022-03-01 05:43:03 +00:00
index 43fcd179b43a2c64e6ea71da537263cc516485a0..bd475554a630fb68433dd6e6640586cf5240cfed 100644
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
--- a/src/main/java/net/minecraft/server/level/ThreadedLevelLightEngine.java
+++ b/src/main/java/net/minecraft/server/level/ThreadedLevelLightEngine.java
2022-03-01 05:43:03 +00:00
@@ -26,15 +26,140 @@ import org.slf4j.Logger;
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
public class ThreadedLevelLightEngine extends LevelLightEngine implements AutoCloseable {
2022-03-01 05:43:03 +00:00
private static final Logger LOGGER = LogUtils.getLogger();
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
private final ProcessorMailbox<Runnable> taskMailbox;
- private final ObjectList<Pair<ThreadedLevelLightEngine.TaskType, Runnable>> lightTasks = new ObjectArrayList<>();
- private final ChunkMap chunkMap;
+ // Paper start
+ private static final int MAX_PRIORITIES = ChunkMap.MAX_CHUNK_DISTANCE + 2;
+
+ static class ChunkLightQueue {
+ public boolean shouldFastUpdate;
+ java.util.ArrayDeque<Runnable> pre = new java.util.ArrayDeque<Runnable>();
+ java.util.ArrayDeque<Runnable> post = new java.util.ArrayDeque<Runnable>();
+
+ ChunkLightQueue(long chunk) {}
+ }
+
+ static class PendingLightTask {
+ long chunkId;
+ IntSupplier priority;
+ Runnable pre;
+ Runnable post;
+ boolean fastUpdate;
+
+ public PendingLightTask(long chunkId, IntSupplier priority, Runnable pre, Runnable post, boolean fastUpdate) {
+ this.chunkId = chunkId;
+ this.priority = priority;
+ this.pre = pre;
+ this.post = post;
+ this.fastUpdate = fastUpdate;
+ }
+ }
+
+
+ // Retain the chunks priority level for queued light tasks
+ class LightQueue {
+ private int size = 0;
2022-03-01 05:43:03 +00:00
+ private final it.unimi.dsi.fastutil.longs.Long2ObjectLinkedOpenHashMap<ChunkLightQueue>[] buckets = new it.unimi.dsi.fastutil.longs.Long2ObjectLinkedOpenHashMap[MAX_PRIORITIES];
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
+ private final java.util.concurrent.ConcurrentLinkedQueue<PendingLightTask> pendingTasks = new java.util.concurrent.ConcurrentLinkedQueue<>();
+ private final java.util.concurrent.ConcurrentLinkedQueue<Runnable> priorityChanges = new java.util.concurrent.ConcurrentLinkedQueue<>();
+
+ private LightQueue() {
+ for (int i = 0; i < buckets.length; i++) {
2022-03-01 05:43:03 +00:00
+ buckets[i] = new it.unimi.dsi.fastutil.longs.Long2ObjectLinkedOpenHashMap<>();
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
+ }
+ }
+
+ public void changePriority(long pair, int currentPriority, int priority) {
+ this.priorityChanges.add(() -> {
+ ChunkLightQueue remove = this.buckets[currentPriority].remove(pair);
+ if (remove != null) {
+ ChunkLightQueue existing = this.buckets[Math.max(1, priority)].put(pair, remove);
+ if (existing != null) {
+ remove.pre.addAll(existing.pre);
+ remove.post.addAll(existing.post);
+ }
+ }
+ });
+ }
+
+ public final void addChunk(long chunkId, IntSupplier priority, Runnable pre, Runnable post) {
+ pendingTasks.add(new PendingLightTask(chunkId, priority, pre, post, true));
+ tryScheduleUpdate();
+ }
+
+ public final void add(long chunkId, IntSupplier priority, ThreadedLevelLightEngine.TaskType type, Runnable run) {
+ pendingTasks.add(new PendingLightTask(chunkId, priority, type == TaskType.PRE_UPDATE ? run : null, type == TaskType.POST_UPDATE ? run : null, false));
+ }
+ public final void add(PendingLightTask update) {
+ int priority = update.priority.getAsInt();
+ ChunkLightQueue lightQueue = this.buckets[priority].computeIfAbsent(update.chunkId, ChunkLightQueue::new);
+
+ if (update.pre != null) {
+ this.size++;
+ lightQueue.pre.add(update.pre);
+ }
+ if (update.post != null) {
+ this.size++;
+ lightQueue.post.add(update.post);
+ }
+ if (update.fastUpdate) {
+ lightQueue.shouldFastUpdate = true;
+ }
+ }
+
+ public final boolean isEmpty() {
+ return this.size == 0 && this.pendingTasks.isEmpty();
+ }
+
+ public final int size() {
+ return this.size;
+ }
+
+ public boolean poll(java.util.List<Runnable> pre, java.util.List<Runnable> post) {
+ PendingLightTask pending;
+ while ((pending = pendingTasks.poll()) != null) {
+ add(pending);
+ }
+ Runnable run;
+ while ((run = priorityChanges.poll()) != null) {
+ run.run();
+ }
+ boolean hasWork = false;
2022-03-01 05:43:03 +00:00
+ it.unimi.dsi.fastutil.longs.Long2ObjectLinkedOpenHashMap<ChunkLightQueue>[] buckets = this.buckets;
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
+ int priority = 0;
+ while (priority < MAX_PRIORITIES && !isEmpty()) {
2022-03-01 05:43:03 +00:00
+ it.unimi.dsi.fastutil.longs.Long2ObjectLinkedOpenHashMap<ChunkLightQueue> bucket = buckets[priority];
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
+ if (bucket.isEmpty()) {
+ priority++;
+ if (hasWork) {
+ return true;
+ } else {
+ continue;
+ }
+ }
+ ChunkLightQueue queue = bucket.removeFirst();
+ this.size -= queue.pre.size() + queue.post.size();
+ pre.addAll(queue.pre);
+ post.addAll(queue.post);
+ queue.pre.clear();
+ queue.post.clear();
+ hasWork = true;
+ if (queue.shouldFastUpdate) {
+ return true;
+ }
+ }
+ return hasWork;
+ }
+ }
+
+ final LightQueue queue = new LightQueue();
+ // Paper end
+ private final ChunkMap chunkMap; private final ChunkMap playerChunkMap; // Paper
private final ProcessorHandle<ChunkTaskPriorityQueueSorter.Message<Runnable>> sorterMailbox;
private volatile int taskPerBatch = 5;
private final AtomicBoolean scheduled = new AtomicBoolean();
public ThreadedLevelLightEngine(LightChunkGetter chunkProvider, ChunkMap chunkStorage, boolean hasBlockLight, ProcessorMailbox<Runnable> processor, ProcessorHandle<ChunkTaskPriorityQueueSorter.Message<Runnable>> executor) {
super(chunkProvider, true, hasBlockLight);
- this.chunkMap = chunkStorage;
+ this.chunkMap = chunkStorage; this.playerChunkMap = chunkMap; // Paper
this.sorterMailbox = executor;
this.taskMailbox = processor;
}
2022-03-01 05:43:03 +00:00
@@ -120,13 +245,9 @@ public class ThreadedLevelLightEngine extends LevelLightEngine implements AutoCl
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
}
private void addTask(int x, int z, IntSupplier completedLevelSupplier, ThreadedLevelLightEngine.TaskType stage, Runnable task) {
- this.sorterMailbox.tell(ChunkTaskPriorityQueueSorter.message(() -> {
- this.lightTasks.add(Pair.of(stage, task));
- if (this.lightTasks.size() >= this.taskPerBatch) {
- this.runUpdate();
- }
-
- }, ChunkPos.asLong(x, z), completedLevelSupplier));
+ // Paper start - replace method
+ this.queue.add(ChunkPos.asLong(x, z), completedLevelSupplier, stage, task);
+ // Paper end
}
@Override
2022-03-01 05:43:03 +00:00
@@ -142,8 +263,14 @@ public class ThreadedLevelLightEngine extends LevelLightEngine implements AutoCl
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
public CompletableFuture<ChunkAccess> lightChunk(ChunkAccess chunk, boolean excludeBlocks) {
ChunkPos chunkPos = chunk.getPos();
- chunk.setLightCorrect(false);
- this.addTask(chunkPos.x, chunkPos.z, ThreadedLevelLightEngine.TaskType.PRE_UPDATE, Util.name(() -> {
+ // Paper start
+ //ichunkaccess.b(false); // Don't need to disable this
+ long pair = chunkPos.toLong();
+ CompletableFuture<ChunkAccess> future = new CompletableFuture<>();
+ IntSupplier prioritySupplier = playerChunkMap.getChunkQueueLevel(pair);
+ boolean[] skippedPre = {false};
+ this.queue.addChunk(pair, prioritySupplier, Util.name(() -> {
+ // Paper end
LevelChunkSection[] levelChunkSections = chunk.getSections();
for(int i = 0; i < chunk.getSectionsCount(); ++i) {
2022-03-01 05:43:03 +00:00
@@ -163,51 +290,45 @@ public class ThreadedLevelLightEngine extends LevelLightEngine implements AutoCl
Merge tuinity (#6413) This PR contains all of Tuinity's patches. Very notable ones are: - Highly optimised collisions - Optimised entity lookups by bounding box (Mojang made regressions in 1.17, this brings it back to 1.16) - Starlight https://github.com/PaperMC/Starlight - Rewritten dataconverter system https://github.com/PaperMC/DataConverter - Random block ticking optimisation (wrongly dropped from Paper 1.17) - Chunk ticking optimisations - Anything else I've forgotten in the 60 or so patches If you are a previous Tuinity user, your config will not migrate. You must do it yourself. The config options have simply been moved into paper.yml, so it will be an easy migration. However, please note that the chunk loading options in tuinity.yml are NOT compatible with the options in paper.yml. * Port tuinity, initial patchset * Update gradle to 7.2 jmp said it fixes rebuildpatches not working for me. it fucking better * Completely clean apply * Remove tuinity config, add per player api patch * Remove paper reobf mappings patch * Properly update gradlew * Force clean rebuild * Mark fixups Comments and ATs still need to be done * grep -r "Tuinity" * Fixup * Ensure gameprofile lastaccess is written only under the state lock * update URL for dataconverter * Only clean rebuild tuinity patches might fix merge conflicts * Use UTF-8 for gradlew * Clean rb patches again * Convert block ids used as item ids Neither the converters of pre 1.13 nor DFU handled these cases, as by the time they were written the game at the time didn't consider these ids valid - they would be air. Because of this, some worlds have logspam since only DataConverter (not DFU or legacy converters) will warn when an invalid id has been seen. While quite a few do need to now be considered as air, quite a lot do not. So it makes sense to add conversion for these items, instead of simply suppressing or ignoring the logs. I've now added id -> string conversion for all block ids that could be used as items that existed in the game before 1.7.10 (I have no interest in tracking down the exact version block ids stopped working) that were on https://minecraft-ids.grahamedgecombe.com/ Items that did not directly convert to new items will be instead converted to air: stems, wheat crops, piston head, tripwire wire block * Fix LightPopulated parsing in V1466 The DFU code was checking if the number existed, not if it didn't exist. I misread the original code. * Always parse protochunk light sources unless it is marked as non-lit Chunks not marked as lit will always go through the light engine, so they should always have their block sources parsed. * Update custom names to JSON for players Missed this fix from CB, as it was inside the DataFixers class. I decided to double check all of the CB changes again: DataFixers.java was the only area I missed, as I had inspected all datafixer diffs and implemented them all into DataConverter. I also checked Bootstrap.java again, and re-evaluated their changes. I had previously done this, but determined that they were all bad. The changes to make standing_sign block map to oak_sign block in V1450 is bad, because that's not the item id V1450 accepts. Only in 1.14 did oak_sign even exist, and as expected there is a converter to rename all existing sign items/blocks. The fix to register the portal block under id 1440 is useless, as the flattenning logic will default to the lowest registered id - which is the exact blockstate that CB registers into 1440. So it just doesn't do anything. The extra item ids in the id -> string converter are already added, but I found this from EMC originally. The change for the spawn egg id 23 -> Arrow is just wrong, that id DOES correspond to TippedArrow, NOT Arrow. As expected, the spawn egg already has a dedicated mapping for Arrow, which is id 10 - which was Arrow's entity id. I also ported a fix for the cooked_fished id update. This doesn't really matter since there is already a dataconverter to fix this, but the game didn't accept cooked_fished at the time. So I see no harm. * Review all converters and walkers - Refactor V99 to have helper methods for defining entity/tile entity types - Automatically namespace all ids that should be namespaced. While vanilla never saved non-namespaced data for things that are namespaced, plugins/users might have. - Synchronised the identity ensure map in HelperBlockFlatteningV1450 - Code style consistency - Add missing log warning in V102 for ITEM_NAME type conversion - Use getBoolean instead of getByte - Use ConverterAbstractEntityRename for V143 TippedArrow -> Arrow rename, as it will affect ENTITY_NAME type - Always set isVillager to false in V502 for Zombie - Register V808's converter under subversion 1 like DFU - Register a breakpoint for V1.17.1. In the future, all final versions of major releases will have a breakpoint so that the work required to determine if a converter needs a breakpoint is minimal - Validate that a dataconverter is only registered for a version that is registered - ConverterFlattenTileEntity is actually ConverterFlattenEntity It even registered the converters under TILE_ENTITY, instead of ENTITY. - Fix id comparison in V1492 STRUCTURE_FEATURE renamer - Use ConverterAbstractStatsRename for V1510 stats renamer At the time I had written that class, the abstract renamer didn't exist. - Ensure OwnerUUID is at least set to empty string in V1904 if the ocelot is converted to a cat (this is likely so that it retains a collar) - Use generic read/write for Records in V1946 Records is actually a list, not a map. So reading map was invalid. * Always set light to zero when propagating decrease This fixes an almost infinite loop where light values would be spam queued on a very small subset on blocks. This also likely fixes the memory issues people were seeing. * re-organize patches * Apply and fix conflicts * Revert some patches getChunkAt retains chunks so that plugins don't spam loads revert mc-4 fix will remain unless issues pop up * Shuffle iterated chunks if per player is not enabled Can help with some mob spawning stacking up at locations * Make per player default, migrate all configs * Adjust comments in fixups * Rework config for player chunk loader Old config is not compatible. Move all configs to be under `settings` in paper.yml The player chunk loader has been modified to less aggressively load chunks, but to send chunks at higher rates compared to tuinity. There are new config entries to tune this behavior. * Add back old constructor to CompressionEncoder/Decoder (fixes Tuinity #358) * Raise chunk loading default limits * Reduce worldgen thread workers for lower core count cpus * Raise limits for chunk loading config Also place it under `chunk-loading` * Disable max chunk send rate by default * Fix conflicts and rebuild patches * Drop default send rate again Appears to be still causing problems for no known reason * Raise chunk send limits to 100 per player While a low limit fixes ping issues for some people, most people do not suffer from this issue and thus should not suffer from an extremely slow load-in rate. * Rebase part 1 Autosquash the fixups * Move not implemented up * Fixup mc-dev fixes Missed this one * Rebase per player viewdistance api into the original api patch * Remove old light engine patch part 1 The prioritisation must be kept from it, so that part has been rebased into the priority patch. Part 2 will deal with rebasing all of the patches _after_ * Rebase remaining patches for old light patch removal * Remove other mid tick patch * Remove Optimize-PlayerChunkMap-memory-use-for-visibleChunks.patch Replaced by `Do not copy visible chunks` * Revert AT for Vec3i setX/Y/Z The class is immutable. set should not be exposed * Remove old IntegerUtil class * Replace old CraftChunk#getEntities patch * Remove import for SWMRNibbleArray in ChunkAccess * Finished merge checklist * Remove ensureTickThread impl in urgency patch Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com> Co-authored-by: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
2021-08-31 11:02:11 +00:00
}, () -> {
return "lightChunk " + chunkPos + " " + excludeBlocks;
- }));
- return CompletableFuture.supplyAsync(() -> {
+ // Paper start - merge the 2 together
+ }), () -> {
+ this.chunkMap.releaseLightTicket(chunkPos); // Paper - moved from below, we want to call this even when returning early
+ if (skippedPre[0]) return; // Paper - future's already complete
chunk.setLightCorrect(true);
super.retainData(chunkPos, false);
- this.chunkMap.releaseLightTicket(chunkPos);
- return chunk;
- }, (runnable) -> {
- this.addTask(chunkPos.x, chunkPos.z, ThreadedLevelLightEngine.TaskType.POST_UPDATE, runnable);
+ //this.chunkMap.releaseLightTicket(chunkPos); // Paper - moved up
+ future.complete(chunk);
});
+ return future;
+ // Paper end
}
public void tryScheduleUpdate() {
- if ((!this.lightTasks.isEmpty() || super.hasLightWork()) && this.scheduled.compareAndSet(false, true)) {
+ if ((!this.queue.isEmpty() || super.hasLightWork()) && this.scheduled.compareAndSet(false, true)) { // Paper
this.taskMailbox.tell(() -> {
this.runUpdate();
this.scheduled.set(false);
+ tryScheduleUpdate(); // Paper - if we still have work to do, do it!
});
}
}
+ // Paper start - replace impl
+ private final java.util.List<Runnable> pre = new java.util.ArrayList<>();
+ private final java.util.List<Runnable> post = new java.util.ArrayList<>();
private void runUpdate() {
- int i = Math.min(this.lightTasks.size(), this.taskPerBatch);
- ObjectListIterator<Pair<ThreadedLevelLightEngine.TaskType, Runnable>> objectListIterator = this.lightTasks.iterator();
-
- int j;
- for(j = 0; objectListIterator.hasNext() && j < i; ++j) {
- Pair<ThreadedLevelLightEngine.TaskType, Runnable> pair = objectListIterator.next();
- if (pair.getFirst() == ThreadedLevelLightEngine.TaskType.PRE_UPDATE) {
- pair.getSecond().run();
- }
+ if (queue.poll(pre, post)) {
+ pre.forEach(Runnable::run);
+ pre.clear();
+ super.runUpdates(Integer.MAX_VALUE, true, true);
+ post.forEach(Runnable::run);
+ post.clear();
+ } else {
+ // might have level updates to go still
+ super.runUpdates(Integer.MAX_VALUE, true, true);
}
-
- objectListIterator.back(j);
- super.runUpdates(Integer.MAX_VALUE, true, true);
-
- for(int var5 = 0; objectListIterator.hasNext() && var5 < i; ++var5) {
- Pair<ThreadedLevelLightEngine.TaskType, Runnable> pair2 = objectListIterator.next();
- if (pair2.getFirst() == ThreadedLevelLightEngine.TaskType.POST_UPDATE) {
- pair2.getSecond().run();
- }
-
- objectListIterator.remove();
- }
-
+ // Paper end
}
public void setTaskPerBatch(int taskBatchSize) {
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diff --git a/src/main/java/net/minecraft/server/level/Ticket.java b/src/main/java/net/minecraft/server/level/Ticket.java
index f1128f0d4a9a0241ac6c9bc18dd13b431c616bb1..2b2b7851d5f68bcdb41d58bcc64740ba58bf1ef4 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/server/level/Ticket.java
+++ b/src/main/java/net/minecraft/server/level/Ticket.java
@@ -8,6 +8,7 @@ public final class Ticket<T> implements Comparable<Ticket<?>> {
2021-06-16 17:48:25 +00:00
public final T key;
public long createdTick;
public long delayUnloadBy; // Paper
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+ public int priority; // Paper - Chunk priority
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protected Ticket(TicketType<T> type, int level, T argument) {
this.type = type;
diff --git a/src/main/java/net/minecraft/server/level/TicketType.java b/src/main/java/net/minecraft/server/level/TicketType.java
index 8770fe0db46b01e8b608637df4f1a669a3f4cdde..3c1698ba0d3bc412ab957777d9b5211dbc555208 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/server/level/TicketType.java
+++ b/src/main/java/net/minecraft/server/level/TicketType.java
2021-06-16 10:14:53 +00:00
@@ -9,6 +9,8 @@ import net.minecraft.world.level.ChunkPos;
public class TicketType<T> {
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public static final TicketType<Long> FUTURE_AWAIT = create("future_await", Long::compareTo); // Paper
public static final TicketType<Long> ASYNC_LOAD = create("async_load", Long::compareTo); // Paper
+ public static final TicketType<ChunkPos> PRIORITY = create("priority", Comparator.comparingLong(ChunkPos::toLong), 300); // Paper
+ public static final TicketType<ChunkPos> URGENT = create("urgent", Comparator.comparingLong(ChunkPos::toLong), 300); // Paper
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private final String name;
private final Comparator<T> comparator;
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diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java
2022-02-28 21:43:31 +00:00
index aa9d32a4c86aade43f91c78ae1179119d12e9a88..d5e5e0a80c1a3dd5823e9975062856b6d0ef3ae1 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/server/players/PlayerList.java
+++ b/src/main/java/net/minecraft/server/players/PlayerList.java
@@ -175,6 +175,7 @@ public abstract class PlayerList {
}
public void placeNewPlayer(Connection connection, ServerPlayer player) {
+ player.isRealPlayer = true; // Paper - Chunk priority
ServerPlayer prev = pendingPlayers.put(player.getUUID(), player);// Paper
if (prev != null) {
disconnectPendingPlayer(prev);
@@ -289,8 +290,8 @@ public abstract class PlayerList {
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net.minecraft.server.level.ChunkMap playerChunkMap = worldserver1.getChunkSource().chunkMap;
net.minecraft.server.level.DistanceManager distanceManager = playerChunkMap.distanceManager;
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distanceManager.addTicket(net.minecraft.server.level.TicketType.LOGIN, pos, 31, pos.toLong());
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- worldserver1.getChunkSource().runDistanceManagerUpdates();
- worldserver1.getChunkSource().getChunkAtAsynchronously(chunkX, chunkZ, true, true).thenApply(chunk -> {
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+ worldserver1.getChunkSource().markAreaHighPriority(pos, 28, 3); // Paper - Chunk priority
+ worldserver1.getChunkSource().getChunkAtAsynchronously(chunkX, chunkZ, true, false).thenApply(chunk -> { // Paper - Chunk priority
net.minecraft.server.level.ChunkHolder updatingChunk = playerChunkMap.getUpdatingChunkIfPresent(pos.toLong());
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if (updatingChunk != null) {
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return updatingChunk.getEntityTickingChunkFuture();
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diff --git a/src/main/java/net/minecraft/world/entity/Entity.java b/src/main/java/net/minecraft/world/entity/Entity.java
2022-03-01 03:00:17 +00:00
index eac485db587eba68ab0d05ac5bfd07fb20c0e766..2df33172415c8da39b9f299027cd86d2ce7c6890 100644
2021-06-16 10:14:53 +00:00
--- a/src/main/java/net/minecraft/world/entity/Entity.java
+++ b/src/main/java/net/minecraft/world/entity/Entity.java
2022-03-01 05:43:03 +00:00
@@ -231,7 +231,7 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource, i
2021-06-16 10:14:53 +00:00
private BlockPos blockPosition;
private ChunkPos chunkPosition;
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private Vec3 deltaMovement;
- private float yRot;
+ public float yRot; // Paper - private->public
private float xRot;
public float yRotO;
public float xRotO;
diff --git a/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java b/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java
2022-03-11 20:13:46 +00:00
index dc95aaa62220f2042e287c7d0d69753b8e891fba..06577d9cd276e65f2fdf5082b9ee4dc2d5211611 100644
--- a/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java
+++ b/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java
@@ -141,7 +141,7 @@ public class LevelChunk extends ChunkAccess {
return NEIGHBOUR_CACHE_RADIUS;
}
- boolean loadedTicketLevel;
+ boolean loadedTicketLevel; public final boolean wasLoadCallbackInvoked() { return this.loadedTicketLevel; } // Paper - public accessor
private long neighbourChunksLoadedBitset;
private final LevelChunk[] loadedNeighbourChunks = new LevelChunk[(NEIGHBOUR_CACHE_RADIUS * 2 + 1) * (NEIGHBOUR_CACHE_RADIUS * 2 + 1)];
2022-03-11 20:13:46 +00:00
@@ -672,6 +672,7 @@ public class LevelChunk extends ChunkAccess {
// CraftBukkit start
public void loadCallback() {
+ if (this.loadedTicketLevel) { LOGGER.error("Double calling chunk load!", new Throwable()); } // Paper
// Paper start - neighbour cache
int chunkX = this.chunkPos.x;
int chunkZ = this.chunkPos.z;
2022-03-11 20:13:46 +00:00
@@ -726,6 +727,7 @@ public class LevelChunk extends ChunkAccess {
}
public void unloadCallback() {
+ if (!this.loadedTicketLevel) { LOGGER.error("Double calling chunk unload!", new Throwable()); } // Paper
org.bukkit.Server server = this.level.getCraftServer();
org.bukkit.event.world.ChunkUnloadEvent unloadEvent = new org.bukkit.event.world.ChunkUnloadEvent(this.bukkitChunk, this.isUnsaved());
server.getPluginManager().callEvent(unloadEvent);
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diff --git a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
2022-03-01 03:00:17 +00:00
index a5c335715a25dc154682e38a49ff308f30b41216..220db41f348437ae2d703ebae883e882804e6797 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
+++ b/src/main/java/org/bukkit/craftbukkit/CraftWorld.java
2022-03-01 05:43:03 +00:00
@@ -1992,6 +1992,12 @@ public class CraftWorld extends CraftRegionAccessor implements World {
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return future;
}
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+ // Paper start - Chunk priority
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+ if (!urgent) {
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+ // If not urgent, at least use a slightly boosted priority
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+ world.getChunkSource().markHighPriority(new ChunkPos(x, z), 1);
+ }
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+ // Paper end
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return this.world.getChunkSource().getChunkAtAsynchronously(x, z, gen, urgent).thenComposeAsync((either) -> {
net.minecraft.world.level.chunk.LevelChunk chunk = (net.minecraft.world.level.chunk.LevelChunk) either.left().orElse(null);
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if (chunk != null) addTicket(x, z); // Paper
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diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
2022-03-11 20:13:46 +00:00
index f4643f7ca1468bd7bd60637bf6096a828d1c0a40..7054a162b3899537821972cf8e53f579ee73f853 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
2022-03-01 03:00:17 +00:00
@@ -937,6 +937,16 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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throw new UnsupportedOperationException("Cannot set rotation of players. Consider teleporting instead.");
}
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+ // Paper start - Chunk priority
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+ @Override
+ public java.util.concurrent.CompletableFuture<Boolean> teleportAsync(Location loc, @javax.annotation.Nonnull PlayerTeleportEvent.TeleportCause cause) {
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+ ((CraftWorld)loc.getWorld()).getHandle().getChunkSource().markAreaHighPriority(
+ new net.minecraft.world.level.ChunkPos(net.minecraft.util.Mth.floor(loc.getX()) >> 4,
+ net.minecraft.util.Mth.floor(loc.getZ()) >> 4), 28, 3); // Load area high priority
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+ return super.teleportAsync(loc, cause);
+ }
+ // Paper end
+
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@Override
public boolean teleport(Location location, PlayerTeleportEvent.TeleportCause cause) {
Preconditions.checkArgument(location != null, "location");