Commit Graph

643 Commits

Author SHA1 Message Date
eabfd2a37b World: replace sendBlocks() with createBlockUpdatePackets()
this allows the caller to decide how the packets should be sent.
2020-10-11 16:30:54 +01:00
ca9f3020b4 World: added private broadcastPacketToPlayersUsingChunk()
this is equivalent to the old addChunkPacket, but private and with a less stupid name.
2020-10-11 15:21:15 +01:00
a05b1fec7e World: rename chunkPackets -> packetBuffersByChunk 2020-10-11 15:18:57 +01:00
bd3bf3d0ce Revert "World: do not group broadcasted packets by chunk, broadcast directly instead"
This reverts commit b172c93e45.

I made a significant mistake with this change: the scaling factor of
batch-by-chunk is O(nSendBytes), while the scaling factor of sending
directly to players is O(nSendBytes * nActivePlayers). It seems like the
real problem is that this system isn't getting enough usage.

While it does reduce compression efficiency in some cases, it falls back
to letting the sessions do individual compression when the amount of
data is less than 256 bytes anyway (compression-threshold in
pocketmine.yml).

My motivation for scrapping this system was to reduce the broadcast
system's complexity to make it easier to thread the living shit out of
compression, but it seems like this change was a step in the wrong
direction for performance.

A few steps can be taken to improve the usefulness of this system (and
also improve output bandwidth):
- Make general entity updates use this system. Movement and velocity
  already kinda used this system, but crucially, players did not,
  because we couldn't prevent the player from receiving its own movement
  updates if we did that, which caused all kinds of problems.
  - Therefore, we need to reintroduce static "self" entity IDs, like we
    had in the shoghi days when entity ID 0 referred to the "self"
    player.
  - However, since entity ID 0 has a variety of interesting bugs since
    it usually refers to "no entity" in MCPE, it would be better to use
    1 (or 2, like MiNET does).
  - The fixed ID used should be close to zero to maximize varint
    encoding efficiency.
  - We assumed that changes to player's position and velocity would be
    ignored by the client. This assumption depends on the client and
    could be broken at any time, so it's best not to rely on it.
- Make block updates use this system (when chunk updates are not sent).
  Currently, block updates use a separate mechanism which creates a
  second batch for every active chunk, which wastes CPU, and decreases
  bandwidth efficiency on multiple fronts (reduced compression
  efficiency, more cross-thread interactions, more bytes wasted on
  RakNet packet headers).
2020-10-11 14:55:54 +01:00
b172c93e45 World: do not group broadcasted packets by chunk, broadcast directly instead
Grouping packets to batch by chunk instead of by player reduces bandwidth efficiency, because the number of active chunks is almost always larger than the number of active players.
With the old mechanism, a batch of packets for each active chunk (which could be dozens, or hundreds... or thousands) would be created once, and then sent to many players. This makes the compression load factor O(nActiveChunks). Broadcasting directly is simpler and changes the load factor to O(nActivePlayers), which usually means a smaller number of larger batches are created, achieving better compression ratios for approximately the same cost (the same amount of data is being compressed, just in a different way).
2020-10-06 17:27:17 +01:00
d3a3a41d2b Revert back to separated floor/wall sign
the conditionally useless properties are problematic.
2020-10-04 17:52:23 +01:00
9191e75392 LevelDB: quick and dirty hack for air with bad metadata
this needs a proper solution, but this is a pressing issue that can't wait.
2020-10-03 16:41:26 +01:00
d0213f99ac MountainsBiome: fix error from stale PR merge 2020-10-02 12:24:18 +01:00
a77970448e Emerald ore in Mountains biome (#3750) 2020-10-02 12:07:49 +01:00
7b02cc3efd Implemented #3836: Replace setCancelled() in events with cancel() and uncancel()
The motivation for this is to prevent passing a dynamic argument to cancellation, which in almost all cases is a bug in user code. This same mistake also appears in a few places in the PM core (as seen in this commit), but in those cases the mistakes were mostly harmless since they were taking place before the event was actually called.
closes #3836
2020-09-26 14:31:56 +01:00
75e3a0aa0f Merge branch 'stable' into master
# Conflicts:
#	composer.lock
#	resources/vanilla
#	src/command/defaults/StatusCommand.php
#	src/pocketmine/entity/Entity.php
#	src/pocketmine/level/format/SubChunk.php
2020-09-26 13:27:08 +01:00
89cce4c749 performance: only calculate light for chunks inside ticking areas
this produces a major performance improvement for large render distances, and reduces the impact of lighting calculation to zero on servers which have random blockupdates turned off.
2020-09-26 13:13:12 +01:00
b727972c76 World: remove useless isLightPopulated() check
chunks are never light populated when loaded from disk now.
2020-09-26 12:52:28 +01:00
ae9e931849 LightPopulationTask: Simplify check for chunk loading in onCompletion()
we have no business loading chunks here either, although the isChunkLoaded() check should prevent that from happening.
2020-09-20 13:44:02 +01:00
b252c18d34 World: Loading chunks to sync block updates is a bug
again, this should never happen, because chunk unloading cleans this stuff out. But if it did happen, loading chunks is not the way to take care of it.
2020-09-20 13:42:27 +01:00
5096741b29 World::getChunk() behaviour now matches that of a regular ChunkManager
Various bugs existed for a while with stuff using chunk managers instead of worlds when interacting with terrain due to a behavioural inconsistency between World::getChunk() (return from cache or load from disk), and SimpleChunkManager::getChunk() (return from cache only). This change brings the two in line.
World::getOrLoadChunk() has been added as a replacement, which has the same behaviour as the old getChunk() and also makes it more obvious that there is an issue with code using it during refactoring.
2020-09-20 13:29:09 +01:00
c9d2edcb4d Rename SubChunkIteratorManager -> SubChunkExplorer 2020-09-20 12:47:44 +01:00
4879df626d Reduced LightUpdate dependency on ChunkManager to indirect
this opens the gateway for alternative SubChunkIteratorManager implementations which don't use ChunkManager at all.
2020-09-20 12:41:53 +01:00
5661d0496f RuntimeBlockMapping::toRuntimeId() now accepts a single integer instead of id/meta
the expectation is that eventually this will receive arbitrary internal runtime IDs instead of static id/meta, and RuntimeBlockMapping doesn't really care about this crap anyway.
2020-09-20 12:16:11 +01:00
c20ac82fe6 LightUpdate: Move propagation-specific state to a separate unit
this solves multiple architectural issues:
- improves reusability by avoiding having old state info stick around to fuck stuff up
- prevents access to propagation state from outside of propagation

this also reduces the latent memory usage of light-updates after they have been used.

TODO: we could probably change LightPropagationContext to LightPropagator and move all the propagation-specific code into it if we can solve the subchunk-iterator and effective light problems.
2020-09-09 01:06:09 +01:00
bde24d9279 LightUpdate: remove unused field 2020-09-08 23:14:10 +01:00
03de2bcc67 Chunk: simplify heightmap calculation 2020-09-08 23:03:52 +01:00
c7070788f9 Rename and repurpose Block->diffusesSkyLight to blocksDirectSkyLight
this new form allows skipping some useless checks during sky light calculation and also allows getting rid of the last hard dependency on core Block classes.
We're getting real close to native light now.
2020-09-08 22:40:05 +01:00
ec6ac59b9c BlockLightUpdate: actually use lightEmitters
I accidentally added this during a separation of my local changes, but it's useful anyway, so we should use it.
This removes BlockLightUpdate's implicit dependency on Block, which is a
step towards native light.
2020-09-08 18:21:03 +01:00
205617f29e Untether LightUpdate and children from BlockFactory 2020-09-08 18:14:35 +01:00
0fd3d91038 LightArray: hide constants ZERO and FIFTEEN from the API
this makes it easier to implement this in C++ with the same API. Since the C++ version doesn't use strings, these constants aren't needed anyway.
2020-09-08 15:13:58 +01:00
01f8116cdd Fix some of the implicit immutability issues of EmptySubChunk
it's useful to have an immutable stub around for the sake of feeding back dummy read values, but for write values it has to barf instead of being quiet.
There's still some issues with LightArray which I don't currently have a solution for, but I'm thinking about separating light storage from chunks anyway.
2020-09-07 14:43:26 +01:00
5fbc842f7a LightArray: do not accept NULL in the constructor
it makes more sense to pass LightArray::ZERO or just use LightArray::fill(0) if a zeroed light array is desired.
2020-09-06 16:18:47 +01:00
94d8f59484 LightUpdate::execute() now returns the number of visits made to blocks in total
this is useful for performance profiling.
2020-09-05 22:25:42 +01:00
15299735e9 Do not create chunks during light propagation/removal
this used to be necessary to trigger subchunk creation so that light arrays would be available for use. With 02ff8d671b, this is no longer necessary.
2020-09-05 22:22:19 +01:00
6b6f77f8af Chunk: improved heightmap calculation performance
recalculateHeightMapColumn is stateless, so it can't make any assumptions about which subchunks to check for blocks. However, in most the average case (6 allocated subchunks), this causes 2500+ useless SubChunk->getHighestBlockAt() calls (10 per column). Since we're calculating in bulk, we can figure out which subchunks are empty one time and ignore them for all 256 columns.
In the average case, this produced a 50-60% performance improvement for heightmap calculation (~1.1 ms -> 0.5 ms).
In extreme cases where the height is extremely varied, this produces no observable performance benefit, but for most cases with flattish terrain, it's an improvement.
It can likely be further improved, but further performance improvements are outside the scope of this commit and will likely result in more complexity increases.
2020-09-05 00:16:07 +01:00
e1816bd415 SubChunkInterface: clarify documentation of isEmptyFast() 2020-09-04 22:10:42 +01:00
2e45398072 World: skip random block ticking on chunks that don't have any light
typically this is a state that only lasts for a tick or so, but it's a race condition that is regardless very commonly encountered.
If you were very unlucky, you might have noticed grass randomly dying when you were spawning or flying around, even though it was in full sky light.
2020-09-04 18:08:42 +01:00
a68b0b1f93 LightArray: make collectGarbage() more preload-friendly
opcache preloading doesn't store non-class constants, but it does store class constants. Class constants that reference non-class constants are pre-resolved into values before storing in opcache SHM, so class constants are OK to use, but non-class constants will come back as undefined.
2020-09-04 17:23:23 +01:00
b81cc671e9 Major performance improvement to basic sky light calculation
this was degraded whenever it was I decided to make chunks always be allocated. This commit uses a fast path for light filling in subchunks which are completely clear of the heightmap, which returns the performance back to its old fast levels.
2020-09-04 15:51:33 +01:00
62394811e3 Merge branch 'stable' into master
# Conflicts:
#	resources/vanilla
#	src/world/Explosion.php
2020-08-16 01:00:04 +01:00
ff2a3baa8e Implemented Jukebox & Records (#3742)
Co-authored-by: Dylan K. Taylor <odigiman@gmail.com>
2020-08-07 21:07:58 +01:00
3d4470ed8d added nether quartz ore to nether generation 2020-08-06 13:23:03 +01:00
7bcfece11e Flat: use block names instead of legacy block IDs for hardcoded preset 2020-08-06 12:58:49 +01:00
de9856151a Flat: remove useless field 2020-08-06 12:58:08 +01:00
aa682a865e Allow injecting arbitrary preimage block for ore generation
this will be useful for nether ore generation.
2020-08-06 12:46:07 +01:00
180c0e4999 World: rely on Player being a ChunkListener instead of ChunkLoader
ChunkListeners are less dangerous, and also make more sense considering the usages.
Ideally we want to not have to care if a listener is a Player at all, but that's still some work away yet.
2020-07-11 18:20:32 +01:00
279abb871d Remove all usages of CompoundTag->hasTag()
in pretty much every case, these usages really wanted to read the tag's contents anyway, which can be combined with a getTag() and instanceof call for more concise and static analysis friendly code.
In the few cases where the tag contents wasn't needed, it still wanted to check the type, which, again, can be done in a more static analysis friendly way by just using getTag() and instanceof.
2020-07-10 21:01:43 +01:00
91b028c208 WorldManager: use ChunkSelector to find stuff to pre-generate 2020-07-10 20:06:26 +01:00
f2cf453cd0 World: remove one more unnecessary vector3 field mutation 2020-07-09 12:53:16 +01:00
a5d77d5106 LevelDB: remove unused function 2020-07-08 23:24:54 +01:00
909f3f39de Block: get rid of getRuntimeId()
the runtime ID mapping should be non-global in case of multiple protocols.
2020-07-06 11:18:29 +01:00
0188323d74 fixed a bunch of NBT-related phpstan level 8 errors 2020-07-05 21:01:13 +01:00
670ad9eb9d Position: rename getWorldNonNull() to getWorld(), remove original getWorld() 2020-06-29 21:19:46 +01:00
fc22fd80d8 Eradicate remaining usages of Position->getWorld() 2020-06-29 21:03:55 +01:00