2020-05-06 09:48:49 +00:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
2020-04-09 06:25:18 +00:00
From: Aikar <aikar@aikar.co>
Date: Thu, 9 Apr 2020 00:09:26 -0400
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
Subject: [PATCH] Mid Tick Chunk Tasks - Speed up processing of chunk loads and
generation
2020-04-09 06:25:18 +00:00
Credit to Spotted for the idea
A lot of the new chunk system requires constant back and forth the main thread
to handle priority scheduling and ensuring conflicting tasks do not run at the
same time.
The issue is, these queues are only checked at either:
A) Sync Chunk Loads
B) End of Tick while sleeping
This results in generating chunks sitting waiting for a full tick to
complete before it will even start the next unit of work to do.
Additionally, this also delays loading of chunks until this same timing.
We will now periodically poll the chunk task queues throughout the tick,
looking for work to do.
We do this in a fair method that considers all worlds, not just the one being
ticked, so that each world can get 1 task procesed each before the next pass.
In a view distance of 15, chunk loading performance was visually faster on the client.
Flying at high speed in spectator mode was able to keep up with chunk loading (as long as they are already generated)
diff --git a/src/main/java/co/aikar/timings/MinecraftTimings.java b/src/main/java/co/aikar/timings/MinecraftTimings.java
2020-06-09 08:12:20 +00:00
index a58ef60d9976b3afc50e94364cf474bd2e5fdfd6..dd07223978c9aa648673d96ba7b3db1160d43bbf 100644
2020-04-09 06:25:18 +00:00
--- a/src/main/java/co/aikar/timings/MinecraftTimings.java
+++ b/src/main/java/co/aikar/timings/MinecraftTimings.java
@@ -13,6 +13,7 @@ import java.util.Map;
public final class MinecraftTimings {
public static final Timing serverOversleep = Timings.ofSafe("Server Oversleep");
+ public static final Timing midTickChunkTasks = Timings.ofSafe("Mid Tick Chunk Tasks");
public static final Timing playerListTimer = Timings.ofSafe("Player List");
public static final Timing commandFunctionsTimer = Timings.ofSafe("Command Functions");
public static final Timing connectionTimer = Timings.ofSafe("Connection Handler");
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
diff --git a/src/main/java/com/destroystokyo/paper/PaperConfig.java b/src/main/java/com/destroystokyo/paper/PaperConfig.java
2020-06-26 01:53:21 +00:00
index c03ff5f856f669ed535379f6c9d41812b7472743..5814c0da1fe82ccf9a74c6418bee021543749d86 100644
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
--- a/src/main/java/com/destroystokyo/paper/PaperConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperConfig.java
2020-06-26 01:53:21 +00:00
@@ -404,4 +404,9 @@ public class PaperConfig {
2020-04-26 06:05:41 +00:00
log("Async Chunks: Enabled - Chunks will be loaded much faster, without lag.");
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
}
}
+
+ public static int midTickChunkTasks = 1000;
+ private static void midTickChunkTasks() {
+ midTickChunkTasks = getInt("settings.chunk-tasks-per-tick", midTickChunkTasks);
+ }
}
2020-04-09 06:25:18 +00:00
diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
2020-06-26 01:53:21 +00:00
index e14e8bcf235339c1537a1e0a7702a364ee784c93..d1f832db33f21f8ba910d2c0c163af78718d298f 100644
2020-04-09 06:25:18 +00:00
--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
2020-06-26 01:53:21 +00:00
@@ -694,6 +694,7 @@ public class ChunkProviderServer extends IChunkProvider {
2020-04-09 06:25:18 +00:00
this.world.getMethodProfiler().enter("purge");
this.world.timings.doChunkMap.startTiming(); // Spigot
this.chunkMapDistance.purgeTickets();
+ this.world.getMinecraftServer().midTickLoadChunks(); // Paper
this.tickDistanceManager();
this.world.timings.doChunkMap.stopTiming(); // Spigot
this.world.getMethodProfiler().exitEnter("chunks");
2020-06-26 01:53:21 +00:00
@@ -703,6 +704,7 @@ public class ChunkProviderServer extends IChunkProvider {
2020-04-09 06:25:18 +00:00
this.world.timings.doChunkUnload.startTiming(); // Spigot
this.world.getMethodProfiler().exitEnter("unload");
this.playerChunkMap.unloadChunks(booleansupplier);
+ this.world.getMinecraftServer().midTickLoadChunks(); // Paper
this.world.timings.doChunkUnload.stopTiming(); // Spigot
this.world.getMethodProfiler().exit();
this.clearCache();
2020-06-26 01:53:21 +00:00
@@ -756,7 +758,7 @@ public class ChunkProviderServer extends IChunkProvider {
2020-04-09 06:25:18 +00:00
entityPlayer.playerNaturallySpawnedEvent.callEvent();
};
// Paper end
- this.playerChunkMap.forEachVisibleChunk((playerchunk) -> { // Paper - safe iterator incase chunk loads, also no wrapping
+ final int[] chunksTicked = {0}; this.playerChunkMap.forEachVisibleChunk((playerchunk) -> { // Paper - safe iterator incase chunk loads, also no wrapping
2020-06-26 01:53:21 +00:00
Optional<Chunk> optional = ((Either) playerchunk.a().getNow(PlayerChunk.UNLOADED_CHUNK)).left();
2020-04-09 06:25:18 +00:00
if (optional.isPresent()) {
2020-06-26 01:53:21 +00:00
@@ -780,6 +782,7 @@ public class ChunkProviderServer extends IChunkProvider {
this.world.timings.chunkTicks.startTiming(); // Spigot // Paper
this.world.a(chunk, k);
this.world.timings.chunkTicks.stopTiming(); // Spigot // Paper
+ if (chunksTicked[0]++ % 10 == 0) this.world.getMinecraftServer().midTickLoadChunks(); // Paper
}
2020-04-09 06:25:18 +00:00
}
}
2020-06-26 01:53:21 +00:00
@@ -936,6 +939,41 @@ public class ChunkProviderServer extends IChunkProvider {
2020-04-09 06:25:18 +00:00
super.executeTask(runnable);
}
+ // Paper start
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
+ private long lastMidTickChunkTask = 0;
+ public boolean pollChunkLoadTasks() {
+ if (com.destroystokyo.paper.io.chunk.ChunkTaskManager.pollChunkWaitQueue() || ChunkProviderServer.this.world.asyncChunkTaskManager.pollNextChunkTask()) {
+ try {
+ ChunkProviderServer.this.tickDistanceManager();
+ } finally {
+ // from below: process pending Chunk loadCallback() and unloadCallback() after each run task
+ playerChunkMap.callbackExecutor.run();
+ }
+ return true;
+ }
+ return false;
+ }
2020-04-09 06:25:18 +00:00
+ public void midTickLoadChunks() {
+ MinecraftServer server = ChunkProviderServer.this.world.getMinecraftServer();
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
+ // always try to load chunks, restrain generation/other updates only. don't count these towards tick count
+ //noinspection StatementWithEmptyBody
+ while (pollChunkLoadTasks()) {}
+
2020-05-19 08:01:53 +00:00
+ if (System.nanoTime() - lastMidTickChunkTask < 200000) {
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
+ return;
+ }
+
+ for (;server.midTickChunksTasksRan < com.destroystokyo.paper.PaperConfig.midTickChunkTasks && server.canSleepForTick();) {
+ if (this.executeNext()) {
+ server.midTickChunksTasksRan++;
+ lastMidTickChunkTask = System.nanoTime();
+ } else {
+ break;
2020-04-09 06:25:18 +00:00
+ }
+ }
+ }
+ // Paper end
+
@Override
protected boolean executeNext() {
// CraftBukkit start - process pending Chunk loadCallback() and unloadCallback() after each run task
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
2020-06-26 01:58:00 +00:00
index 2bfda68d2bdf54a6fedb237086a2182ac37d1627..5c45a88a6659873ec0cc1a62ebe7b5d700c079bd 100644
2020-04-09 06:25:18 +00:00
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
2020-06-26 01:53:21 +00:00
@@ -942,6 +942,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-04-09 06:25:18 +00:00
// Paper end
tickSection = curTime;
}
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
+ midTickChunksTasksRan = 0; // Paper
2020-04-09 06:25:18 +00:00
// Spigot end
//MinecraftServer.currentTick = (int) (System.currentTimeMillis() / 50); // CraftBukkit // Paper - don't overwrite current tick time
2020-06-26 01:53:21 +00:00
@@ -1011,7 +1012,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-04-09 06:25:18 +00:00
}
- private boolean canSleepForTick() {
+ public boolean canSleepForTick() { // Paper
// CraftBukkit start
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
if (isOversleep) return canOversleep();// Paper - because of our changes, this logic is broken
2020-06-26 01:53:21 +00:00
return this.forceTicks || this.isEntered() || SystemUtils.getMonotonicMillis() < (this.X ? this.W : this.nextTick);
@@ -1041,6 +1042,23 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
2020-04-09 06:25:18 +00:00
});
}
+ // Paper start
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
+ public int midTickChunksTasksRan = 0;
+ private long midTickLastRan = 0;
2020-04-09 06:25:18 +00:00
+ public void midTickLoadChunks() {
2020-06-08 21:03:42 +00:00
+ if (!isMainThread() || System.nanoTime() - midTickLastRan < 1000000) {
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
+ // only check once per 0.25ms incase this code is called in a hot method
2020-04-09 06:25:18 +00:00
+ return;
+ }
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
+ try (co.aikar.timings.Timing ignored = co.aikar.timings.MinecraftTimings.midTickChunkTasks.startTiming()) {
+ for (WorldServer value : this.getWorlds()) {
+ value.getChunkProvider().serverThreadQueue.midTickLoadChunks();
+ }
+ midTickLastRan = System.nanoTime();
2020-04-09 06:25:18 +00:00
+ }
+ }
+ // Paper end
+
@Override
protected TickTask postToMainThread(Runnable runnable) {
return new TickTask(this.ticks, runnable);
2020-06-26 01:53:21 +00:00
@@ -1127,6 +1145,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
// Paper start - move oversleep into full server tick
isOversleep = true;MinecraftTimings.serverOversleep.startTiming();
this.awaitTasks(() -> {
+ midTickLoadChunks(); // will only do loads since we are still considered !canSleepForTick
return !this.canOversleep();
});
isOversleep = false;MinecraftTimings.serverOversleep.stopTiming();
2020-06-26 01:53:21 +00:00
@@ -1209,13 +1228,16 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
}
2020-04-09 06:25:18 +00:00
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
protected void b(BooleanSupplier booleansupplier) {
+ midTickLoadChunks(); // Paper
MinecraftTimings.bukkitSchedulerTimer.startTiming(); // Spigot // Paper
this.server.getScheduler().mainThreadHeartbeat(this.ticks); // CraftBukkit
MinecraftTimings.bukkitSchedulerTimer.stopTiming(); // Spigot // Paper
+ midTickLoadChunks(); // Paper
this.methodProfiler.enter("commandFunctions");
MinecraftTimings.commandFunctionsTimer.startTiming(); // Spigot // Paper
this.getFunctionData().tick();
MinecraftTimings.commandFunctionsTimer.stopTiming(); // Spigot // Paper
+ midTickLoadChunks(); // Paper
this.methodProfiler.exitEnter("levels");
Iterator iterator = this.getWorlds().iterator();
2020-06-26 01:53:21 +00:00
@@ -1226,7 +1248,7 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
processQueue.remove().run();
}
MinecraftTimings.processQueueTimer.stopTiming(); // Spigot
-
+ midTickLoadChunks(); // Paper
MinecraftTimings.timeUpdateTimer.startTiming(); // Spigot // Paper
// Send time updates to everyone, it will get the right time from the world the player is in.
// Paper start - optimize time updates
2020-06-26 01:53:21 +00:00
@@ -1268,9 +1290,11 @@ public abstract class MinecraftServer extends IAsyncTaskHandlerReentrant<TickTas
this.methodProfiler.enter("tick");
Improve mid tick chunk loading, Fix Oversleep, other improvements
Process loads outside of any canSleep check. Original intent was to
only apply those restrictions to generations but realized I had some
checks higher up the call chain.
Reworked the back off strategy to just run every 1 millisecond per world,
and to apply the per tick limit to generations only.
This guarantees that your chunk will load with at most around 1ms delay.
Additionally, fire midTick processing in a few more places, notably the
oversleep section so we can keep processing loads here too which has
a large up to 50ms window...
Speaking of oversleep, we had a bug in our implementation changes for
Timings that caused oversleep to not sleep the correct amount.
Because we now moved it into the NEXT tick instead of THIS tick, the
value of nextTick had already been increased to +50ms, resulting in
the risk of sleeping more than it should, but, more importantly, this
caused every task that was trying to NOT run during oversleep to actually
run during oversleep.
This is now fixed.
Another small tweak is to the /tps command, to no longer show the star when
TPS is right at 20.
Due to ineffeciencies in the sleep precision, TPS is commonly 20.02.
This causes the star to show up almost constantly, so now only show it if
we actually hit a real "catchup".
This commit also improves the changes to the CallbackExecutor, in that
it now is also recursion safe.
It was possible that the executor could run tasks out of desired order
if the executor task scheduled more executor tasks.
We solve this by ensuring new additions do not enter the currently iterated queue.
Each depth level will have its own queue.
Fixes #3220
2020-04-26 03:47:29 +00:00
2020-06-26 01:53:21 +00:00
try {
+ midTickLoadChunks(); // Paper
worldserver.timings.doTick.startTiming(); // Spigot
worldserver.doTick(booleansupplier);
worldserver.timings.doTick.stopTiming(); // Spigot
+ midTickLoadChunks(); // Paper
} catch (Throwable throwable) {
// Spigot Start
CrashReport crashreport;
2020-04-09 06:25:18 +00:00
diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
2020-06-26 01:53:21 +00:00
index 2609ae63556053adccdce19677d2e52aaab4ebf6..661718302a2eac338d9185d9d31ab7f704d4bee3 100644
2020-04-09 06:25:18 +00:00
--- a/src/main/java/net/minecraft/server/WorldServer.java
+++ b/src/main/java/net/minecraft/server/WorldServer.java
2020-06-26 01:53:21 +00:00
@@ -453,6 +453,7 @@ public class WorldServer extends World implements GeneratorAccessSeed {
2020-04-09 06:25:18 +00:00
}
2020-06-26 01:53:21 +00:00
timings.scheduledBlocks.stopTiming(); // Paper
2020-04-09 06:25:18 +00:00
+ this.getMinecraftServer().midTickLoadChunks(); // Paper
gameprofilerfiller.exitEnter("raid");
this.timings.raids.startTiming(); // Paper - timings
this.persistentRaid.a();
2020-06-26 01:53:21 +00:00
@@ -461,6 +462,7 @@ public class WorldServer extends World implements GeneratorAccessSeed {
2020-04-09 06:25:18 +00:00
timings.doSounds.startTiming(); // Spigot
2020-06-26 01:53:21 +00:00
this.ah();
2020-04-09 06:25:18 +00:00
timings.doSounds.stopTiming(); // Spigot
+ this.getMinecraftServer().midTickLoadChunks(); // Paper
this.ticking = false;
gameprofilerfiller.exitEnter("entities");
boolean flag3 = true || !this.players.isEmpty() || !this.getForceLoadedChunks().isEmpty(); // CraftBukkit - this prevents entity cleanup, other issues on servers with no players
2020-06-26 01:53:21 +00:00
@@ -528,6 +530,7 @@ public class WorldServer extends World implements GeneratorAccessSeed {
2020-04-09 06:25:18 +00:00
timings.entityTick.stopTiming(); // Spigot
this.tickingEntities = false;
+ this.getMinecraftServer().midTickLoadChunks(); // Paper
2020-06-26 01:53:21 +00:00
Entity entity2;
@@ -537,6 +540,7 @@ public class WorldServer extends World implements GeneratorAccessSeed {
}
2020-04-09 06:25:18 +00:00
timings.tickEntities.stopTiming(); // Spigot
+ this.getMinecraftServer().midTickLoadChunks(); // Paper
this.tickBlockEntities();
}