testserver/Spigot-Server-Patches/0528-Workaround-for-Client-...

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: MeFisto94 <MeFisto94@users.noreply.github.com>
Date: Tue, 12 May 2020 23:02:43 +0200
Subject: [PATCH] Workaround for Client Lag Spikes (MC-162253)
When crossing certain chunk boundaries, the client needlessly
calculates light maps for chunk neighbours. In some specific map
configurations, these calculations cause a 500ms+ freeze on the Client.
This patch basically serves as a workaround by sending light maps
to the client, so that it doesn't attempt to calculate them.
This mitigates the frametime impact to a minimum (but it's still there).
diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
index 8c1f3290d23795b58a30274c9437dc7dc43fa3a1..33cca62d90bf037df1b0b4e901baedb91400aee7 100644
--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
@@ -277,7 +277,7 @@ public class Chunk implements IChunkAccess {
// broadcast
Object[] backingSet = inRange.getBackingSet();
- Packet[] chunkPackets = new Packet[2];
+ Packet[] chunkPackets = new Packet[10];
for (int index = 0, len = backingSet.length; index < len; ++index) {
Object temp = backingSet[index];
if (!(temp instanceof EntityPlayer)) {
diff --git a/src/main/java/net/minecraft/server/ChunkSection.java b/src/main/java/net/minecraft/server/ChunkSection.java
index b7b06e082e59f8518be2036637385c7710d524ea..71da9f00b8a969e84414066fb1852cecb9440e14 100644
--- a/src/main/java/net/minecraft/server/ChunkSection.java
+++ b/src/main/java/net/minecraft/server/ChunkSection.java
@@ -99,6 +99,7 @@ public class ChunkSection {
return this.nonEmptyBlockCount == 0;
}
+ public static boolean isEmpty(@Nullable ChunkSection chunksection) { return a(chunksection) ; } // Paper - OBFHELPER
public static boolean a(@Nullable ChunkSection chunksection) {
return chunksection == Chunk.a || chunksection.c();
}
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 08:01:53 +00:00
index 71547b675bfe23c4c4a8acd75f0e26b6023bf132..e772095e1c44842f743661a326c2a9a8a677ab02 100644
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -379,7 +379,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
player.needsChunkCenterUpdate = false;
player.playerConnection.sendPacket(new PacketPlayOutViewCentre(currPosX, currPosZ));
}
- PlayerChunkMap.this.sendChunk(player, new ChunkCoordIntPair(rangeX, rangeZ), new Packet[2], false, true); // unloaded, loaded
+ PlayerChunkMap.this.sendChunk(player, new ChunkCoordIntPair(rangeX, rangeZ), new Packet[10], false, true); // unloaded, loaded
},
(EntityPlayer player, int rangeX, int rangeZ, int currPosX, int currPosZ, int prevPosX, int prevPosZ,
com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> newState) -> {
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. This commit also improves single core cpu scenarios in that we will now automatically disable Async Chunks as well as Minecrafts thread pool. It is never recommended to use async chunks on a single CPU as context switching will be slower than just running it all on main. This also bumps the number of server worker threads by default too. Mojang does not utilize the workers in an effecient manner, resulting in them using barely any sustained CPU. So give it more workers so more chunks can be processed concurrently This change also improves urgent chunk loading, so players flying into unloaded chunks will hurt a little bit less (but still hurt) Ping #3395 #3363 (Not marking as closed, we need to make prevent moving work)
2020-05-19 08:01:53 +00:00
@@ -1932,12 +1932,112 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
}
+ // Paper start
+ private static int getLightMask(final Chunk chunk) {
+ final ChunkSection[] chunkSections = chunk.getSections();
+ int mask = 0;
+
+ for (int i = 0; i < chunkSections.length; ++i) {
+ /*
+
+
+Lightmasks have 18 bits, from the -1 (void) section until the 17th (air) section.
+Sections go from 0..16. Now whenever a section is not empty, it can potentially change lighting for the section itself, the section below and the section above, hence the bitmask 111b, which is 7d.
+
+ */
+ mask |= (ChunkSection.isEmpty(chunkSections[i]) ? 0 : 7) << i;
+ }
+
+ return mask;
+ }
+
+ private static int getCeilingLightMask(final Chunk chunk) {
+ int mask = getLightMask(chunk);
+
+ /*
+ It is similar to get highest bit, it would turn an 001010 into an 001111 so basically the highest bit and all below.
+ We then invert this, so we'd have 110000 and compare that to the "main" chunk.
+ This is because the bug only appears when the current chunks lightmaps are higher than those of the neighbors, thus we can omit sending neighbors which are lower than the current chunks lights.
+
+ so TLDR is that getCeilingLightMask returns a light mask with all bits set below the highest affected section. We could also count the number of leading zeros and invert them, somehow.
+ @TODO: Implement Leafs suggestion
+ either use Integer#numberOfLeadingZeros or document what this bithack is supposed to be doing then
+ */
+ mask |= mask >> 1;
+ mask |= mask >> 2;
+ mask |= mask >> 4;
+ mask |= mask >> 8;
+ mask |= mask >> 16;
+
+ return mask;
+ }
+ // Paper end
+
final void sendChunk(EntityPlayer entityplayer, Packet<?>[] apacket, Chunk chunk) { this.a(entityplayer, apacket, chunk); } // Paper - OBFHELPER
private void a(EntityPlayer entityplayer, Packet<?>[] apacket, Chunk chunk) {
if (apacket[0] == null) {
+ // Paper start - add 8 for light fix workaround
+ if (apacket.length != 10) { // in case Plugins call sendChunk, resize
+ apacket = new Packet[10];
+ }
+ // Paper end
apacket[0] = new PacketPlayOutMapChunk(chunk, 65535);
apacket[1] = new PacketPlayOutLightUpdate(chunk.getPos(), this.lightEngine);
+
+ // Paper start - Fix MC-162253
+ final int lightMask = getLightMask(chunk);
+ int i = 1;
+ for (int x = -1; x <= 1; x++) {
+ for (int z = -1; z <= 1; z++) {
+ if (x == 0 && z == 0) {
+ continue;
+ }
+
+ ++i;
+
+ if (!chunk.isNeighbourLoaded(x, z)) {
+ continue;
+ }
+
+ final Chunk neighbor = chunk.getRelativeNeighbourIfLoaded(x, z);
+ final int updateLightMask = lightMask & ~getCeilingLightMask(neighbor);
+
+ if (updateLightMask == 0) {
+ continue;
+ }
+
+ apacket[i] = new PacketPlayOutLightUpdate(new ChunkCoordIntPair(chunk.getPos().x + x, chunk.getPos().z + z), lightEngine, updateLightMask, 0);
+ }
+ }
+ }
+
+ final int viewDistance = playerViewDistanceBroadcastMap.getLastViewDistance(entityplayer);
+ final long lastPosition = playerViewDistanceBroadcastMap.getLastCoordinate(entityplayer);
+
+ int j = 1;
+ for (int x = -1; x <= 1; x++) {
+ for (int z = -1; z <= 1; z++) {
+ if (x == 0 && z == 0) {
+ continue;
+ }
+
+ ++j;
+
+ Packet<?> packet = apacket[j];
+ if (packet == null) {
+ continue;
+ }
+
+ final int distX = Math.abs(MCUtil.getCoordinateX(lastPosition) - (chunk.getPos().x + x));
+ final int distZ = Math.abs(MCUtil.getCoordinateZ(lastPosition) - (chunk.getPos().z + z));
+
+ if (Math.max(distX, distZ) > viewDistance) {
+ continue;
+ }
+ entityplayer.playerConnection.sendPacket(packet);
+ }
}
+ // Paper end - Fix MC-162253
entityplayer.a(chunk.getPos(), apacket[0], apacket[1]);
PacketDebug.a(this.world, chunk.getPos());