testserver/Spigot-Server-Patches/0447-Reduce-entity-tracker-...

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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
From ee5f32adf9899ad77d47aa5e49d30b2175533a6b Mon Sep 17 00:00:00 2001
2020-02-15 15:04:09 +00:00
From: froobynooby <froobynooby@froobworld.com>
Date: Thu, 20 Feb 2020 15:50:49 +0930
Subject: [PATCH] Reduce entity tracker updates on move
With this patch, for each player we keep track of a set of
entities that the player is tracking. This is used to split
the entity tracker update logic in the movePlayer method in
PlayerChunkMap in to two parts:
* Full update: Run through all entity trackers and update them
* Partial update: Run through all entity trackers for entities
the player is already tracking and update them
Partial updates will always take less time than full updates,
usually by a considerable amount if players and entities are
spread out over the map. Assuming they are evenly spread,
and given there are x many players, it would be expected to
take 1/x the time of a full update.
Full updates are only run if the following conditions are met:
* It has been 20 ticks since the last full update
* The player has moved over set distance since the last full
update (distance is configurable)
The motivation for the first condition is that the client
sends the server its position once a second, which calls
movePlayer, so at a minimum we want to be sending the player
an updated set of entities it can see every second.
The motivation for the second condition is that looping
through every entity in world to check if it is now within
the tracking range after the player has moved 0.1 blocks is
largely unnecessary. Checking only after the player has moved
1 or 2 blocks is far better for performance, and very unlikely
to give any noticeable side effects.
In testing, this has reduced the time taken for movement
packet processing by up to 4x. Packet processing for movement
packets often show up as a major contributor to TPS loss in
servers with large player counts
diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
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
index 7ca67a4aa5..e93176d8f2 100644
2020-02-15 15:04:09 +00:00
--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
@@ -668,4 +668,9 @@ public class PaperWorldConfig {
private void zombieVillagerInfectionChance() {
zombieVillagerInfectionChance = getDouble("zombie-villager-infection-chance", zombieVillagerInfectionChance);
}
+
+ public double trackerUpdateDistance = 1;
+ private void trackerUpdateDistance() {
+ trackerUpdateDistance = getDouble("tracker-update-distance", trackerUpdateDistance);
+ }
}
diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
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
index 24545b3349..828ba4584b 100644
2020-02-15 15:04:09 +00:00
--- a/src/main/java/net/minecraft/server/EntityPlayer.java
+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
@@ -86,6 +86,10 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
public final int[] mobCounts = new int[ENUMCREATURETYPE_TOTAL_ENUMS]; // Paper
public final com.destroystokyo.paper.util.PooledHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> cachedSingleMobDistanceMap;
// Paper end
+ // Paper start - Reduce entity tracker updates on move
+ public Vec3D lastTrackedPosition = new Vec3D(0, 0, 0);
+ public long lastTrackedTick;
+ // Paper end
// CraftBukkit start
public String displayName;
diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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
index 70c4bf7287..f570c40496 100644
2020-02-15 15:04:09 +00:00
--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
@@ -133,6 +133,39 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
}
+ // Paper end
+
+ // Paper start - Reduce entity tracker updates on move
+ private double trackerUpdateDistanceSquared;
+ private final Int2ObjectMap<Int2ObjectMap<PlayerChunkMap.EntityTracker>> playerTrackedEntities = new Int2ObjectOpenHashMap<>();
+ private final Int2ObjectMap<Queue<Integer>> playerTrackedEntitiesRemoveQueue = new Int2ObjectOpenHashMap<>();
+
+ void flushRemoveQueue(EntityPlayer entityplayer) {
+ Queue<Integer> removeQueue = getPlayerTrackedEntityMapRemoveQueue(entityplayer.getId());
+ Int2ObjectMap<PlayerChunkMap.EntityTracker> entityMap = getPlayerTrackedEntityMap(entityplayer.getId());
+ for (Integer id = removeQueue.poll(); id != null; id = removeQueue.poll()) {
+ entityMap.remove(id);
+ }
+ }
+
+ void flushRemoveQueues() {
+ for (Int2ObjectMap.Entry<Queue<Integer>> entry : playerTrackedEntitiesRemoveQueue.int2ObjectEntrySet()) {
+ Int2ObjectMap<EntityTracker> entityMap = getPlayerTrackedEntityMap(entry.getKey());
+ Queue<Integer> removeQueue = entry.getValue();
+ for (Integer id = removeQueue.poll(); id != null; id = removeQueue.poll()) {
+ entityMap.remove(id);
+ }
+ }
+ }
+
+ Int2ObjectMap<EntityTracker> getPlayerTrackedEntityMap(int id) {
+ return playerTrackedEntities.computeIfAbsent(id, i -> new Int2ObjectOpenHashMap<>());
+ }
+
+ Queue<Integer> getPlayerTrackedEntityMapRemoveQueue(int id) {
+ return playerTrackedEntitiesRemoveQueue.computeIfAbsent(id, i -> new java.util.ArrayDeque<>());
+ }
+
// Paper end
public PlayerChunkMap(WorldServer worldserver, File file, DataFixer datafixer, DefinedStructureManager definedstructuremanager, Executor executor, IAsyncTaskHandler<Runnable> iasynctaskhandler, ILightAccess ilightaccess, ChunkGenerator<?> chunkgenerator, WorldLoadListener worldloadlistener, Supplier<WorldPersistentData> supplier, int i) {
@@ -167,6 +200,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
this.m = new VillagePlace(new File(this.w, "poi"), datafixer, this.world); // Paper
this.setViewDistance(i);
this.playerMobDistanceMap = this.world.paperConfig.perPlayerMobSpawns ? new com.destroystokyo.paper.util.PlayerMobDistanceMap() : null; // Paper
+ this.trackerUpdateDistanceSquared = Math.pow(this.world.paperConfig.trackerUpdateDistance, 2); // Paper
}
public void updatePlayerMobTypeMap(Entity entity) {
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
@@ -1339,8 +1373,19 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
2020-02-15 15:04:09 +00:00
}
public void movePlayer(EntityPlayer entityplayer) {
- ObjectIterator objectiterator = this.trackedEntities.values().iterator();
+ // Paper start
+ // ObjectIterator objectiterator = this.trackedEntities.values().iterator();
+ ObjectIterator objectiterator;
+ if (MinecraftServer.currentTick - entityplayer.lastTrackedTick >= 20
+ || entityplayer.lastTrackedPosition.distanceSquared(entityplayer.getPositionVector()) >= trackerUpdateDistanceSquared) {
+ entityplayer.lastTrackedPosition = entityplayer.getPositionVector();
+ entityplayer.lastTrackedTick = MinecraftServer.currentTick;
+ objectiterator = this.trackedEntities.values().iterator(); // Update all entity trackers
+ } else {
+ objectiterator = getPlayerTrackedEntityMap(entityplayer.getId()).values().iterator(); // Only update entity trackers for already tracked entities
+ }
+ // Paper end
while (objectiterator.hasNext()) {
PlayerChunkMap.EntityTracker playerchunkmap_entitytracker = (PlayerChunkMap.EntityTracker) objectiterator.next();
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
@@ -1350,6 +1395,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
2020-02-15 15:04:09 +00:00
playerchunkmap_entitytracker.updatePlayer(entityplayer);
}
}
+ flushRemoveQueues(); // Paper
int i = MathHelper.floor(entityplayer.locX()) >> 4;
int j = MathHelper.floor(entityplayer.locZ()) >> 4;
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
@@ -1491,12 +1537,21 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
2020-02-15 15:04:09 +00:00
playerchunkmap_entitytracker.clear(entityplayer);
}
+ // Paper start
+ playerTrackedEntities.remove(entityplayer.getId());
+ playerTrackedEntitiesRemoveQueue.remove(entityplayer.getId());
+ // Paper end
}
PlayerChunkMap.EntityTracker playerchunkmap_entitytracker1 = (PlayerChunkMap.EntityTracker) this.trackedEntities.remove(entity.getId());
if (playerchunkmap_entitytracker1 != null) {
playerchunkmap_entitytracker1.a();
+ // Paper start
+ for (EntityPlayer player : playerchunkmap_entitytracker1.trackedPlayers) {
+ getPlayerTrackedEntityMap(player.getId()).remove(playerchunkmap_entitytracker1.tracker.getId());
+ }
+ // Paper end
}
entity.tracker = null; // Paper - We're no longer tracked
}
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
@@ -1537,7 +1592,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
2020-02-15 15:04:09 +00:00
}
world.timings.tracker2.stopTiming(); // Paper
}
-
+ flushRemoveQueues(); // Paper
}
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
@@ -1586,6 +1641,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
2020-02-15 15:04:09 +00:00
}
}
}
+ flushRemoveQueue(entityplayer); // Paper
Iterator iterator;
Entity entity1;
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
@@ -1682,6 +1738,7 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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org.spigotmc.AsyncCatcher.catchOp("player tracker clear"); // Spigot
if (this.trackedPlayers.remove(entityplayer)) {
this.trackerEntry.a(entityplayer);
+ getPlayerTrackedEntityMap(entityplayer.getId()).remove(this.tracker.getId()); // Paper
}
}
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
@@ -1718,9 +1775,11 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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if (flag1 && this.trackedPlayerMap.putIfAbsent(entityplayer, true) == null) { // Paper
this.trackerEntry.b(entityplayer);
+ getPlayerTrackedEntityMap(entityplayer.getId()).put(this.tracker.getId(), this); // Paper
}
} else if (this.trackedPlayers.remove(entityplayer)) {
this.trackerEntry.a(entityplayer);
+ getPlayerTrackedEntityMapRemoveQueue(entityplayer.getId()).add(this.tracker.getId()); // Paper
}
}
--
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
2.26.2
2020-02-15 15:04:09 +00:00