Commit Graph

8 Commits

Author SHA1 Message Date
Aikar 9fa6ba267c
Optimize Light Engine
Massive update to light to improve performance and chunk loading/generation.

1) Massive bit packing/unpacking optimizations and inlining.
  A lot of performance has to do with constant packing and unpacking of bits.
  We now inline a most bit operations, and re-use base x/y/z bits in many places.
  This helps with cpu level processing to just do all the math at once instead
  of having to jump in and out of function calls.

  This much logic also is likely over the JVM Inline limit for JIT too.
2) Applied a few of JellySquid's Phosphor mod optimizations such as
  - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified
  - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used.
3) Optimize hot path accesses to getting updating chunk to have less branching
4) Optimize getBlock accesses to have less branching, and less unpacking
5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks.
6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full
   of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front.
   this applies for both urgent and non urgent tasks.
7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency.
8) Fix NPE risk that crashes server in getting nibble data

Fixes #3489
Fixes #3363
2020-06-07 20:31:29 -04:00
Aikar a8ef0a93b9
Drop remove leaked chunk patch - causing many issues
I'm hoping the other fix in 324 for the level map getting corrupted
fixes the real issue and this isn't needed anymore, but i suspect it is

will wait until more study can be done though.

Fixes #3469
2020-05-29 03:32:13 -04:00
Aikar 919ab67a13
Fix concurrency issue in light engine (Vanilla bug)
Mojang implemented a cache like chunks have, but this cache
is accessed by multiple threads and is totally not safe.

So just remove it

Fixes #3466

Also missed a pooled nibble release, so slid that in there too.
2020-05-28 20:37:40 -04:00
Aikar e1c451968c
Fix high memory use of non ticking chunks
The nibble pooling for NBT Tags was 'semi' leaked from loaded chunks
as we store the NBT Tag of Tile Entities in a Chunk, but don't process
them and remove them until chunk reaches Entity Ticking status....

This caused some phantom references to persist causing high memory use
of these chunks.

So I just got rid of pooling from NBT deserialization and we'll have to
take the hit on memory allocations there because too many cascading concerns
with anyone using NBT Tag Byte Arrays.

Fixes #3431
2020-05-22 23:52:51 -04:00
Aikar 18c686576b
Optimize performance of object pool
synchronized arraydeque ends up still being way faster.
Kinda shocked how much that strategy was using, it wasn't really
that complicated... but oh well, this is even simpler and not
seeing blocked threads show up at all in profiling because
the lock is held for such a short amount of time.

also because most uses are on either server thread pool or chunk load pool.

Also optimize the pooling of nibbles to not register Cleaner's
for Light Engine directed usages, as we know we are properly
controlling clean up there, so we don't need to rely on GC.

This will return them to the pool manually, saving a lot of Cleaners.

Closes #3417
2020-05-20 21:45:43 -04:00
Aikar c82b292ab0
Fix pooled buffer leak resulting in dynmap black spots - Fixes #3386
Dynmap accessed the raw bytes because it utilized NBT locally, but the
NBTTagcompound was garbage collected while the bytes were still being used.

This will return getBytes() back to being safe, and add a new PoolSafe method
that will prevent the additional allocations for general chunk loading.

Also fixed applyPatches for people with paths in their working directory
if they have mcdev sources built.
2020-05-20 00:55:30 -04:00
Spottedleaf df43f82838
Allow server startup for those poor people running <1G Xmx
Clamp logic for poolsize so we dont pass zero
2020-05-17 00:32:37 -04:00
Aikar 84673141a0
Optimize NibbleArray to use pooled buffers
Massively reduces memory allocation of 2048 byte buffers by using
an object pool for these.

Uses lots of advanced new capabilities of the Paper codebase :)

Targets 3072 * 8 buffers per 1GB of heap memory up to a max consideration
of 6GB of heap (any more over 6GB won't give more nibble pool)

You can control the 3072 number by setting -DPaper.nibbleBucketSize=2048

Remember this number is * 8 then * heap memory in GB

That is 98304 objects for 4GB of memory, at 2064 bytes roughly, meaning 194MB

You may also control max number of pooled objects directly instead of any
dynamic calculation using -DPaper.maxNibblePoolSize=1024000

While this will use more old generation by a tad bit, allocation rate will drop
significantly, causing less young generation GC's.

This commit has gone through extensive testing for over a day and confident
it no longer has any issues with light corruption.
2020-05-16 22:24:36 -04:00