I believe this brings us back to stable. A lot of complexity was learned about juggling priorities. We were essentially promoting more chunks to urgent than really needed to be urgent. So this commit adds a lot more logic to juggle neighbor priorities and demote their priority once they meet the requirements needed of them. This greatly improves the performance of "urgent" chunks". Fixes #3410 Fixes #3426 Fixes #3425 Fixes #3416
63 lines
3.2 KiB
Diff
63 lines
3.2 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Thu, 16 Apr 2020 16:13:59 -0700
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Subject: [PATCH] Optimize ChunkProviderServer's chunk level checking helper
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methods
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These can be hot functions (i.e entity ticking and block ticking),
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so inline where possible, and avoid the abstraction of the
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Either class.
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diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
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index 2ef8506f10426b8a5877e30986c105c0d95be774..722db939971fe395d8250c388fbd7f3b5e87804d 100644
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--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
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+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
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@@ -607,27 +607,37 @@ public class ChunkProviderServer extends IChunkProvider {
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public final boolean isInEntityTickingChunk(Entity entity) { return this.a(entity); } // Paper - OBFHELPER
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@Override public boolean a(Entity entity) {
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- long i = ChunkCoordIntPair.pair(MathHelper.floor(entity.locX()) >> 4, MathHelper.floor(entity.locZ()) >> 4);
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-
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- return this.a(i, PlayerChunk::b);
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+ // Paper start - optimize is ticking ready type functions
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+ // entity ticking
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+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(entity));
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+ return playerChunk != null && playerChunk.isEntityTickingReady();
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+ // Paper end - optimize is ticking ready type functions
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}
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public final boolean isEntityTickingChunk(ChunkCoordIntPair chunkcoordintpair) { return this.a(chunkcoordintpair); } // Paper - OBFHELPER
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@Override public boolean a(ChunkCoordIntPair chunkcoordintpair) {
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- return this.a(chunkcoordintpair.pair(), PlayerChunk::b);
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+ // Paper start - optimize is ticking ready type functions
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+ // is entity ticking ready
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+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(chunkcoordintpair));
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+ return playerChunk != null && playerChunk.isEntityTickingReady();
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+ // Paper end - optimize is ticking ready type functions
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}
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@Override
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public boolean a(BlockPosition blockposition) {
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- long i = ChunkCoordIntPair.pair(blockposition.getX() >> 4, blockposition.getZ() >> 4);
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-
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- return this.a(i, PlayerChunk::a);
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+ // Paper start - optimize is ticking ready type functions
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+ // is ticking ready
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+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(blockposition));
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+ return playerChunk != null && playerChunk.isTickingReady();
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+ // Paper end - optimize is ticking ready type functions
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}
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public boolean b(Entity entity) {
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- long i = ChunkCoordIntPair.pair(MathHelper.floor(entity.locX()) >> 4, MathHelper.floor(entity.locZ()) >> 4);
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-
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- return this.a(i, PlayerChunk::c);
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+ // Paper start - optimize is ticking ready type functions
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+ // is full chunk ready
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+ PlayerChunk playerChunk = this.getChunk(MCUtil.getCoordinateKey(entity));
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+ return playerChunk != null && playerChunk.isFullChunkReady();
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+ // Paper end - optimize is ticking ready type functions
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}
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private boolean a(long i, Function<PlayerChunk, CompletableFuture<Either<Chunk, PlayerChunk.Failure>>> function) {
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