testserver/patches/server/0350-implement-optional-per...

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2021-06-11 12:02:28 +00:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: kickash32 <kickash32@gmail.com>
Date: Mon, 19 Aug 2019 01:27:58 +0500
Subject: [PATCH] implement optional per player mob spawns
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diff --git a/src/main/java/com/destroystokyo/paper/util/PooledHashSets.java b/src/main/java/com/destroystokyo/paper/util/PooledHashSets.java
new file mode 100644
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index 0000000000000000000000000000000000000000..11de56afaf059b00fa5bec293516bcdce7c4b2b9
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--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/util/PooledHashSets.java
@@ -0,0 +1,241 @@
+package com.destroystokyo.paper.util;
+
+import it.unimi.dsi.fastutil.objects.Object2ObjectOpenHashMap;
+import it.unimi.dsi.fastutil.objects.ObjectLinkedOpenHashSet;
+import java.lang.ref.WeakReference;
+import java.util.Iterator;
+
+/** @author Spottedleaf */
+public class PooledHashSets<E> {
+
+ // we really want to avoid that equals() check as much as possible...
+ protected final Object2ObjectOpenHashMap<PooledObjectLinkedOpenHashSet<E>, PooledObjectLinkedOpenHashSet<E>> mapPool = new Object2ObjectOpenHashMap<>(64, 0.25f);
+
+ protected void decrementReferenceCount(final PooledObjectLinkedOpenHashSet<E> current) {
+ if (current.referenceCount == 0) {
+ throw new IllegalStateException("Cannot decrement reference count for " + current);
+ }
+ if (current.referenceCount == -1 || --current.referenceCount > 0) {
+ return;
+ }
+
+ this.mapPool.remove(current);
+ return;
+ }
+
+ public PooledObjectLinkedOpenHashSet<E> findMapWith(final PooledObjectLinkedOpenHashSet<E> current, final E object) {
+ final PooledObjectLinkedOpenHashSet<E> cached = current.getAddCache(object);
+
+ if (cached != null) {
+ if (cached.referenceCount != -1) {
+ ++cached.referenceCount;
+ }
+
+ decrementReferenceCount(current);
+
+ return cached;
+ }
+
+ if (!current.add(object)) {
+ return current;
+ }
+
+ // we use get/put since we use a different key on put
+ PooledObjectLinkedOpenHashSet<E> ret = this.mapPool.get(current);
+
+ if (ret == null) {
+ ret = new PooledObjectLinkedOpenHashSet<>(current);
+ current.remove(object);
+ this.mapPool.put(ret, ret);
+ ret.referenceCount = 1;
+ } else {
+ if (ret.referenceCount != -1) {
+ ++ret.referenceCount;
+ }
+ current.remove(object);
+ }
+
+ current.updateAddCache(object, ret);
+
+ decrementReferenceCount(current);
+ return ret;
+ }
+
+ // rets null if current.size() == 1
+ public PooledObjectLinkedOpenHashSet<E> findMapWithout(final PooledObjectLinkedOpenHashSet<E> current, final E object) {
+ if (current.set.size() == 1) {
+ decrementReferenceCount(current);
+ return null;
+ }
+
+ final PooledObjectLinkedOpenHashSet<E> cached = current.getRemoveCache(object);
+
+ if (cached != null) {
+ if (cached.referenceCount != -1) {
+ ++cached.referenceCount;
+ }
+
+ decrementReferenceCount(current);
+
+ return cached;
+ }
+
+ if (!current.remove(object)) {
+ return current;
+ }
+
+ // we use get/put since we use a different key on put
+ PooledObjectLinkedOpenHashSet<E> ret = this.mapPool.get(current);
+
+ if (ret == null) {
+ ret = new PooledObjectLinkedOpenHashSet<>(current);
+ current.add(object);
+ this.mapPool.put(ret, ret);
+ ret.referenceCount = 1;
+ } else {
+ if (ret.referenceCount != -1) {
+ ++ret.referenceCount;
+ }
+ current.add(object);
+ }
+
+ current.updateRemoveCache(object, ret);
+
+ decrementReferenceCount(current);
+ return ret;
+ }
+
+ public static final class PooledObjectLinkedOpenHashSet<E> implements Iterable<E> {
+
+ private static final WeakReference NULL_REFERENCE = new WeakReference(null);
+
+ final ObjectLinkedOpenHashSet<E> set;
+ int referenceCount; // -1 if special
+ int hash; // optimize hashcode
+
+ // add cache
+ WeakReference<E> lastAddObject = NULL_REFERENCE;
+ WeakReference<PooledObjectLinkedOpenHashSet<E>> lastAddMap = NULL_REFERENCE;
+
+ // remove cache
+ WeakReference<E> lastRemoveObject = NULL_REFERENCE;
+ WeakReference<PooledObjectLinkedOpenHashSet<E>> lastRemoveMap = NULL_REFERENCE;
+
+ public PooledObjectLinkedOpenHashSet() {
+ this.set = new ObjectLinkedOpenHashSet<>(2, 0.6f);
+ }
+
+ public PooledObjectLinkedOpenHashSet(final E single) {
+ this();
+ this.referenceCount = -1;
+ this.add(single);
+ }
+
+ public PooledObjectLinkedOpenHashSet(final PooledObjectLinkedOpenHashSet<E> other) {
+ this.set = other.set.clone();
+ this.hash = other.hash;
+ }
+
+ // from https://github.com/Spottedleaf/ConcurrentUtil/blob/master/src/main/java/ca/spottedleaf/concurrentutil/util/IntegerUtil.java
+ // generated by https://github.com/skeeto/hash-prospector
+ static int hash0(int x) {
+ x *= 0x36935555;
+ x ^= x >>> 16;
+ return x;
+ }
+
+ public PooledObjectLinkedOpenHashSet<E> getAddCache(final E element) {
+ final E currentAdd = this.lastAddObject.get();
+
+ if (currentAdd == null || !(currentAdd == element || currentAdd.equals(element))) {
+ return null;
+ }
+
+ final PooledObjectLinkedOpenHashSet<E> map = this.lastAddMap.get();
+ if (map == null || map.referenceCount == 0) {
+ // we need to ret null if ref count is zero as calling code will assume the map is in use
+ return null;
+ }
+
+ return map;
+ }
+
+ public PooledObjectLinkedOpenHashSet<E> getRemoveCache(final E element) {
+ final E currentRemove = this.lastRemoveObject.get();
+
+ if (currentRemove == null || !(currentRemove == element || currentRemove.equals(element))) {
+ return null;
+ }
+
+ final PooledObjectLinkedOpenHashSet<E> map = this.lastRemoveMap.get();
+ if (map == null || map.referenceCount == 0) {
+ // we need to ret null if ref count is zero as calling code will assume the map is in use
+ return null;
+ }
+
+ return map;
+ }
+
+ public void updateAddCache(final E element, final PooledObjectLinkedOpenHashSet<E> map) {
+ this.lastAddObject = new WeakReference<>(element);
+ this.lastAddMap = new WeakReference<>(map);
+ }
+
+ public void updateRemoveCache(final E element, final PooledObjectLinkedOpenHashSet<E> map) {
+ this.lastRemoveObject = new WeakReference<>(element);
+ this.lastRemoveMap = new WeakReference<>(map);
+ }
+
+ boolean add(final E element) {
+ boolean added = this.set.add(element);
+
+ if (added) {
+ this.hash += hash0(element.hashCode());
+ }
+
+ return added;
+ }
+
+ boolean remove(Object element) {
+ boolean removed = this.set.remove(element);
+
+ if (removed) {
+ this.hash -= hash0(element.hashCode());
+ }
+
+ return removed;
+ }
+
+ @Override
+ public Iterator<E> iterator() {
+ return this.set.iterator();
+ }
+
+ @Override
+ public int hashCode() {
+ return this.hash;
+ }
+
+ @Override
+ public boolean equals(final Object other) {
+ if (!(other instanceof PooledObjectLinkedOpenHashSet)) {
+ return false;
+ }
+ if (this.referenceCount == 0) {
+ return other == this;
+ } else {
+ if (other == this) {
+ // Unfortunately we are never equal to our own instance while in use!
+ return false;
+ }
+ return this.hash == ((PooledObjectLinkedOpenHashSet)other).hash && this.set.equals(((PooledObjectLinkedOpenHashSet)other).set);
+ }
+ }
+
+ @Override
+ public String toString() {
+ return "PooledHashSet: size: " + this.set.size() + ", reference count: " + this.referenceCount + ", hash: " +
+ this.hashCode() + ", identity: " + System.identityHashCode(this) + " map: " + this.set.toString();
+ }
+ }
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+}
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diff --git a/src/main/java/net/minecraft/server/level/ChunkMap.java b/src/main/java/net/minecraft/server/level/ChunkMap.java
2022-11-12 20:57:41 +00:00
index b3dc360658ec7449c063e7f50b11fd188c5768a0..6a08bd2b13a2c9dcc47a469607d0dd8ff79c0328 100644
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--- a/src/main/java/net/minecraft/server/level/ChunkMap.java
+++ b/src/main/java/net/minecraft/server/level/ChunkMap.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.
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@@ -145,6 +145,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
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private final Long2LongMap chunkSaveCooldowns;
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private final Queue<Runnable> unloadQueue;
int viewDistance;
+ public final com.destroystokyo.paper.util.misc.PlayerAreaMap playerMobDistanceMap; // Paper
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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.
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// Paper - rewrite chunk system
@@ -157,11 +158,21 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
int chunkX = MCUtil.getChunkCoordinate(player.getX());
int chunkZ = MCUtil.getChunkCoordinate(player.getZ());
// Note: players need to be explicitly added to distance maps before they can be updated
+ // Paper start - per player mob spawning
+ if (this.playerMobDistanceMap != null) {
+ this.playerMobDistanceMap.add(player, chunkX, chunkZ, io.papermc.paper.chunk.system.ChunkSystem.getTickViewDistance(player));
+ }
+ // Paper end - per player mob spawning
}
void removePlayerFromDistanceMaps(ServerPlayer player) {
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.
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this.playerChunkManager.removePlayer(player); // Paper - replace chunk loader
+ // Paper start - per player mob spawning
+ if (this.playerMobDistanceMap != null) {
+ this.playerMobDistanceMap.remove(player);
+ }
+ // Paper end - per player mob spawning
}
void updateMaps(ServerPlayer player) {
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.
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@@ -169,6 +180,11 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
int chunkZ = MCUtil.getChunkCoordinate(player.getZ());
// Note: players need to be explicitly added to distance maps before they can be updated
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.
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this.playerChunkManager.updatePlayer(player); // Paper - replace chunk loader
+ // Paper start - per player mob spawning
+ if (this.playerMobDistanceMap != null) {
+ this.playerMobDistanceMap.update(player, chunkX, chunkZ, io.papermc.paper.chunk.system.ChunkSystem.getTickViewDistance(player));
+ }
+ // Paper end - per player mob spawning
}
// Paper end
// Paper start
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.
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@@ -250,6 +266,7 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
this.dataRegionManager = new io.papermc.paper.chunk.SingleThreadChunkRegionManager(this.level, 2, (1.0 / 3.0), 1, 6, "Data", DataRegionData::new, DataRegionSectionData::new);
this.regionManagers.add(this.dataRegionManager);
// Paper end
+ this.playerMobDistanceMap = this.level.paperConfig().entities.spawning.perPlayerMobSpawns ? new com.destroystokyo.paper.util.misc.PlayerAreaMap(this.pooledLinkedPlayerHashSets) : null; // Paper
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}
protected ChunkGenerator generator() {
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.
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@@ -271,6 +288,31 @@ public class ChunkMap extends ChunkStorage implements ChunkHolder.PlayerProvider
});
}
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.
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+ // Paper start
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+ public void updatePlayerMobTypeMap(Entity entity) {
+ if (!this.level.paperConfig().entities.spawning.perPlayerMobSpawns) {
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+ return;
+ }
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+ int index = entity.getType().getCategory().ordinal();
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+
+ final com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<ServerPlayer> inRange = this.playerMobDistanceMap.getObjectsInRange(entity.chunkPosition());
+ if (inRange == null) {
+ return;
+ }
+ final Object[] backingSet = inRange.getBackingSet();
+ for (int i = 0; i < backingSet.length; i++) {
+ if (!(backingSet[i] instanceof final ServerPlayer player)) {
+ continue;
+ }
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+ ++player.mobCounts[index];
+ }
+ }
+
+ public int getMobCountNear(ServerPlayer entityPlayer, net.minecraft.world.entity.MobCategory mobCategory) {
+ return entityPlayer.mobCounts[mobCategory.ordinal()];
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+ }
+ // Paper end
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.
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+
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private static double euclideanDistanceSquared(ChunkPos pos, Entity entity) {
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double d0 = (double) SectionPos.sectionToBlockCoord(pos.x, 8);
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.
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double d1 = (double) SectionPos.sectionToBlockCoord(pos.z, 8);
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diff --git a/src/main/java/net/minecraft/server/level/ServerChunkCache.java b/src/main/java/net/minecraft/server/level/ServerChunkCache.java
index 3a2cacbbba15d48428147842590851a57b3f3df7..8b8c8970e1d478edc3a0231556bf92f8263392c1 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/server/level/ServerChunkCache.java
+++ b/src/main/java/net/minecraft/server/level/ServerChunkCache.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
@@ -692,7 +692,18 @@ public class ServerChunkCache extends ChunkSource {
gameprofilerfiller.push("naturalSpawnCount");
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this.level.timings.countNaturalMobs.startTiming(); // Paper - timings
int l = this.distanceManager.getNaturalSpawnChunkCount();
- NaturalSpawner.SpawnState spawnercreature_d = NaturalSpawner.createState(l, this.level.getAllEntities(), this::getFullChunk, new LocalMobCapCalculator(this.chunkMap));
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+ // Paper start - per player mob spawning
+ NaturalSpawner.SpawnState spawnercreature_d; // moved down
+ if ((this.spawnFriendlies || this.spawnEnemies) && this.chunkMap.playerMobDistanceMap != null) { // don't count mobs when animals and monsters are disabled
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+ // re-set mob counts
+ for (ServerPlayer player : this.level.players) {
+ Arrays.fill(player.mobCounts, 0);
+ }
+ spawnercreature_d = NaturalSpawner.createState(l, this.level.getAllEntities(), this::getFullChunk, null, true);
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+ } else {
+ spawnercreature_d = NaturalSpawner.createState(l, this.level.getAllEntities(), this::getFullChunk, this.chunkMap.playerMobDistanceMap == null ? new LocalMobCapCalculator(this.chunkMap) : null, false);
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+ }
+ // Paper end
this.level.timings.countNaturalMobs.stopTiming(); // Paper - timings
this.lastSpawnState = spawnercreature_d;
diff --git a/src/main/java/net/minecraft/server/level/ServerPlayer.java b/src/main/java/net/minecraft/server/level/ServerPlayer.java
2022-11-12 20:57:41 +00:00
index fc05217186d0af6cb758a189f4287ac812625cd4..ef03173f9399c6047985e4ed85ce6ef480d75cdf 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/server/level/ServerPlayer.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayer.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.
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@@ -235,6 +235,11 @@ public class ServerPlayer extends Player {
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public boolean queueHealthUpdatePacket = false;
public net.minecraft.network.protocol.game.ClientboundSetHealthPacket queuedHealthUpdatePacket;
// Paper end
+ // Paper start - mob spawning rework
+ public static final int MOBCATEGORY_TOTAL_ENUMS = net.minecraft.world.entity.MobCategory.values().length;
+ public final int[] mobCounts = new int[MOBCATEGORY_TOTAL_ENUMS]; // Paper
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+ public final com.destroystokyo.paper.util.PooledHashSets.PooledObjectLinkedOpenHashSet<ServerPlayer> cachedSingleMobDistanceMap;
+ // Paper end
// CraftBukkit start
public String displayName;
@@ -326,6 +331,7 @@ public class ServerPlayer extends Player {
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this.adventure$displayName = net.kyori.adventure.text.Component.text(this.getScoreboardName()); // Paper
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this.bukkitPickUpLoot = true;
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this.maxHealthCache = this.getMaxHealth();
+ this.cachedSingleMobDistanceMap = new com.destroystokyo.paper.util.PooledHashSets.PooledObjectLinkedOpenHashSet<>(this); // Paper
}
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
// Yes, this doesn't match Vanilla, but it's the best we can do for now.
2021-06-11 12:02:28 +00:00
diff --git a/src/main/java/net/minecraft/world/level/NaturalSpawner.java b/src/main/java/net/minecraft/world/level/NaturalSpawner.java
2022-11-12 20:57:41 +00:00
index 2d39b7204a5d3967e2fbbd288eb5ff6bf4e324ce..b031dece541d2765f9488a5ffcb0d339c38ccc9e 100644
2021-06-11 12:02:28 +00:00
--- a/src/main/java/net/minecraft/world/level/NaturalSpawner.java
+++ b/src/main/java/net/minecraft/world/level/NaturalSpawner.java
2022-06-08 04:06:41 +00:00
@@ -69,6 +69,12 @@ public final class NaturalSpawner {
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private NaturalSpawner() {}
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public static NaturalSpawner.SpawnState createState(int spawningChunkCount, Iterable<Entity> entities, NaturalSpawner.ChunkGetter chunkSource, LocalMobCapCalculator densityCapper) {
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+ // Paper start - add countMobs parameter
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+ return createState(spawningChunkCount, entities, chunkSource, densityCapper, false);
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+ }
+
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+ public static NaturalSpawner.SpawnState createState(int spawningChunkCount, Iterable<Entity> entities, NaturalSpawner.ChunkGetter chunkSource, LocalMobCapCalculator densityCapper, boolean countMobs) {
+ // Paper end
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PotentialCalculator spawnercreatureprobabilities = new PotentialCalculator();
Object2IntOpenHashMap<MobCategory> object2intopenhashmap = new Object2IntOpenHashMap();
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Iterator iterator = entities.iterator();
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@@ -103,11 +109,16 @@ public final class NaturalSpawner {
spawnercreatureprobabilities.addCharge(entity.blockPosition(), biomesettingsmobs_b.getCharge());
}
- if (entity instanceof Mob) {
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+ if (densityCapper != null && entity instanceof Mob) { // Paper
densityCapper.addMob(chunk.getPos(), enumcreaturetype);
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}
object2intopenhashmap.addTo(enumcreaturetype, 1);
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+ // Paper start
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+ if (countMobs) {
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+ chunk.level.getChunkSource().chunkMap.updatePlayerMobTypeMap(entity);
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+ }
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+ // Paper end
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});
}
}
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@@ -142,13 +153,37 @@ public final class NaturalSpawner {
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continue;
}
- if ((spawnAnimals || !enumcreaturetype.isFriendly()) && (spawnMonsters || enumcreaturetype.isFriendly()) && (rareSpawn || !enumcreaturetype.isPersistent()) && info.canSpawnForCategory(enumcreaturetype, chunk.getPos(), limit)) {
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+ // Paper start - only allow spawns upto the limit per chunk and update count afterwards
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+ int currEntityCount = info.mobCategoryCounts.getInt(enumcreaturetype);
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+ int k1 = limit * info.getSpawnableChunkCount() / NaturalSpawner.MAGIC_NUMBER;
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+ int difference = k1 - currEntityCount;
+
+ if (world.paperConfig().entities.spawning.perPlayerMobSpawns) {
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+ int minDiff = Integer.MAX_VALUE;
+ final com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<net.minecraft.server.level.ServerPlayer> inRange = world.getChunkSource().chunkMap.playerMobDistanceMap.getObjectsInRange(chunk.getPos());
+ if (inRange != null) {
+ final Object[] backingSet = inRange.getBackingSet();
+ for (int k = 0; k < backingSet.length; k++) {
+ if (!(backingSet[k] instanceof final net.minecraft.server.level.ServerPlayer player)) {
+ continue;
+ }
+ minDiff = Math.min(limit - world.getChunkSource().chunkMap.getMobCountNear(player, enumcreaturetype), minDiff);
+ }
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+ }
+ difference = (minDiff == Integer.MAX_VALUE) ? 0 : minDiff;
+ }
+ if ((spawnAnimals || !enumcreaturetype.isFriendly()) && (spawnMonsters || enumcreaturetype.isFriendly()) && (rareSpawn || !enumcreaturetype.isPersistent()) && difference > 0) {
+ // Paper end
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// CraftBukkit end
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Objects.requireNonNull(info);
NaturalSpawner.SpawnPredicate spawnercreature_c = info::canSpawn;
Objects.requireNonNull(info);
- NaturalSpawner.spawnCategoryForChunk(enumcreaturetype, world, chunk, spawnercreature_c, info::afterSpawn);
+ // Paper start
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+ int spawnCount = NaturalSpawner.spawnCategoryForChunk(enumcreaturetype, world, chunk, spawnercreature_c, info::afterSpawn,
+ difference, world.paperConfig().entities.spawning.perPlayerMobSpawns ? world.getChunkSource().chunkMap::updatePlayerMobTypeMap : null);
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+ info.mobCategoryCounts.mergeInt(enumcreaturetype, spawnCount, Integer::sum);
+ // Paper end
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}
}
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@@ -157,11 +192,17 @@ public final class NaturalSpawner {
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}
public static void spawnCategoryForChunk(MobCategory group, ServerLevel world, LevelChunk chunk, NaturalSpawner.SpawnPredicate checker, NaturalSpawner.AfterSpawnCallback runner) {
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+ // Paper start - add parameters and int ret type
+ spawnCategoryForChunk(group, world, chunk, checker, runner, Integer.MAX_VALUE, null);
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+ }
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+ public static int spawnCategoryForChunk(MobCategory group, ServerLevel world, LevelChunk chunk, NaturalSpawner.SpawnPredicate checker, NaturalSpawner.AfterSpawnCallback runner, int maxSpawns, Consumer<Entity> trackEntity) {
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+ // Paper end - add parameters and int ret type
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BlockPos blockposition = NaturalSpawner.getRandomPosWithin(world, chunk);
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if (blockposition.getY() >= world.getMinBuildHeight() + 1) {
- NaturalSpawner.spawnCategoryForPosition(group, world, chunk, blockposition, checker, runner);
+ return NaturalSpawner.spawnCategoryForPosition(group, world, chunk, blockposition, checker, runner, maxSpawns, trackEntity); // Paper
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}
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+ return 0; // Paper
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}
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@VisibleForDebug
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@@ -172,15 +213,21 @@ public final class NaturalSpawner {
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});
}
+ // Paper start - add maxSpawns parameter and return spawned mobs
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public static void spawnCategoryForPosition(MobCategory group, ServerLevel world, ChunkAccess chunk, BlockPos pos, NaturalSpawner.SpawnPredicate checker, NaturalSpawner.AfterSpawnCallback runner) {
+ spawnCategoryForPosition(group, world,chunk, pos, checker, runner, Integer.MAX_VALUE, null);
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+ }
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+ public static int spawnCategoryForPosition(MobCategory group, ServerLevel world, ChunkAccess chunk, BlockPos pos, NaturalSpawner.SpawnPredicate checker, NaturalSpawner.AfterSpawnCallback runner, int maxSpawns, Consumer<Entity> trackEntity) {
+ // Paper end - add maxSpawns parameter and return spawned mobs
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StructureManager structuremanager = world.structureManager();
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ChunkGenerator chunkgenerator = world.getChunkSource().getGenerator();
int i = pos.getY();
BlockState iblockdata = world.getBlockStateIfLoadedAndInBounds(pos); // Paper - don't load chunks for mob spawn
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+ int j = 0; // Paper - moved up
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if (iblockdata != null && !iblockdata.isRedstoneConductor(chunk, pos)) { // Paper - don't load chunks for mob spawn
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BlockPos.MutableBlockPos blockposition_mutableblockposition = new BlockPos.MutableBlockPos();
- int j = 0;
+ //int j = 0; // Paper - moved up
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int k = 0;
while (k < 3) {
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@@ -222,14 +269,14 @@ public final class NaturalSpawner {
2021-06-14 06:45:29 +00:00
// Paper start
Boolean doSpawning = isValidSpawnPostitionForType(world, group, structuremanager, chunkgenerator, biomesettingsmobs_c, blockposition_mutableblockposition, d2);
if (doSpawning == null) {
- return;
+ return j; // Paper
}
if (doSpawning && checker.test(biomesettingsmobs_c.type, blockposition_mutableblockposition, chunk)) {
// Paper end
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Mob entityinsentient = NaturalSpawner.getMobForSpawn(world, biomesettingsmobs_c.type);
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if (entityinsentient == null) {
- return;
+ return j; // Paper
}
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entityinsentient.moveTo(d0, (double) i, d1, world.random.nextFloat() * 360.0F, 0.0F);
@@ -242,10 +289,15 @@ public final class NaturalSpawner {
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++j;
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++k1;
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runner.run(entityinsentient, chunk);
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+ // Paper start
+ if (trackEntity != null) {
+ trackEntity.accept(entityinsentient);
+ }
+ // Paper end
}
// CraftBukkit end
- if (j >= entityinsentient.getMaxSpawnClusterSize()) {
- return;
+ if (j >= entityinsentient.getMaxSpawnClusterSize() || j >= maxSpawns) { // Paper
+ return j; // Paper
}
if (entityinsentient.isMaxGroupSizeReached(k1)) {
@@ -267,6 +319,7 @@ public final class NaturalSpawner {
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}
}
+ return j; // Paper
}
private static boolean isRightDistanceToPlayerAndSpawnPoint(ServerLevel world, ChunkAccess chunk, BlockPos.MutableBlockPos pos, double squaredDistance) {
@@ -552,7 +605,7 @@ public final class NaturalSpawner {
MobCategory enumcreaturetype = entitytypes.getCategory();
this.mobCategoryCounts.addTo(enumcreaturetype, 1);
- this.localMobCapCalculator.addMob(new ChunkPos(blockposition), enumcreaturetype);
+ if (this.localMobCapCalculator != null) this.localMobCapCalculator.addMob(new ChunkPos(blockposition), enumcreaturetype); // Paper
}
public int getSpawnableChunkCount() {
@@ -568,6 +621,7 @@ public final class NaturalSpawner {
int i = limit * this.spawnableChunkCount / NaturalSpawner.MAGIC_NUMBER;
// CraftBukkit end
+ if (this.localMobCapCalculator == null) return this.mobCategoryCounts.getInt(enumcreaturetype) < i; // Paper
return this.mobCategoryCounts.getInt(enumcreaturetype) >= i ? false : this.localMobCapCalculator.canSpawn(enumcreaturetype, chunkcoordintpair);
}
}