testserver/patches/server/0683-Optimize-indirect-pass...

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Andrew Steinborn <git@steinborn.me>
Date: Mon, 9 Aug 2021 00:38:37 -0400
Subject: [PATCH] Optimize indirect passenger iteration
diff --git a/src/main/java/net/minecraft/world/entity/Entity.java b/src/main/java/net/minecraft/world/entity/Entity.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 08:02:51 +00:00
index dafe29f3e2b4e7a51d4232c60fd27645e5f20335..517ee85a7425d89e4197887eb6b385bc64ecedd3 100644
--- a/src/main/java/net/minecraft/world/entity/Entity.java
+++ b/src/main/java/net/minecraft/world/entity/Entity.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 08:02:51 +00:00
@@ -3661,20 +3661,34 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource {
}
private Stream<Entity> getIndirectPassengersStream() {
+ if (this.passengers.isEmpty()) { return Stream.of(); } // Paper
return this.passengers.stream().flatMap(Entity::getSelfAndPassengers);
}
@Override
public Stream<Entity> getSelfAndPassengers() {
+ if (this.passengers.isEmpty()) { return Stream.of(this); } // Paper
return Stream.concat(Stream.of(this), this.getIndirectPassengersStream());
}
@Override
public Stream<Entity> getPassengersAndSelf() {
+ if (this.passengers.isEmpty()) { return Stream.of(this); } // Paper
return Stream.concat(this.passengers.stream().flatMap(Entity::getPassengersAndSelf), Stream.of(this));
}
public Iterable<Entity> getIndirectPassengers() {
+ // Paper start - rewrite this method
+ if (this.passengers.isEmpty()) { return ImmutableList.of(); }
+ ImmutableList.Builder<Entity> indirectPassengers = ImmutableList.builder();
+ for (Entity passenger : this.passengers) {
+ indirectPassengers.add(passenger);
+ indirectPassengers.addAll(passenger.getIndirectPassengers());
+ }
+ return indirectPassengers.build();
+ }
+ private Iterable<Entity> getIndirectPassengers_old() {
+ // Paper end
return () -> {
return this.getIndirectPassengersStream().iterator();
};
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
2022-09-26 08:02:51 +00:00
@@ -3691,6 +3705,7 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource {
// Paper end - rewrite chunk system
public boolean hasExactlyOnePlayerPassenger() {
+ if (this.passengers.isEmpty()) { return false; } // Paper
return this.getIndirectPassengersStream().filter((entity) -> {
return entity instanceof Player;
}).count() == 1L;