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https://git.huckle.dev/Huckles-Minecraft-Archive/LCE-Revelations.git
synced 2026-05-22 16:35:09 +00:00
perf: process 16 chunks/player/tick on dedicated server, revert async save
Chunk loading now batches up to 16 nearest-first requests per player per tick on dedicated server (client stays at 1), improving tick recovery time after player join. Reverts the async save system -- the background thread snapshot/compress path added complexity without measurable benefit. Autosave on Windows64 server now uses the standard synchronous flush like client, in preparation for a proper async implementation from upstream.
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@@ -12,26 +12,6 @@
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#include "..\Minecraft.Client\Common\GameRules\LevelGenerationOptions.h"
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#include "..\Minecraft.World\net.minecraft.world.level.chunk.storage.h"
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#ifdef _WINDOWS64
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#include <thread>
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#include <atomic>
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#include <mutex>
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extern bool g_Win64DedicatedServer;
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static std::atomic<bool> s_asyncSaveInFlight{false};
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// Pending async save: background thread fills this, main thread commits it.
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struct PendingAsyncSave
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{
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ConsoleSaveFile *self;
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PBYTE thumbData;
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DWORD thumbSize;
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BYTE textMetadata[88];
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int textMetadataBytes;
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bool ready;
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};
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static std::mutex s_pendingSaveMutex;
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static PendingAsyncSave s_pendingSave = {};
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#endif
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#ifdef _XBOX
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@@ -694,130 +674,6 @@ void ConsoleSaveFileOriginal::Flush(bool autosave, bool updateThumbnail )
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unsigned int fileSize = header.GetFileSize();
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#ifdef _WINDOWS64
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// --- Dedicated server async flush path ---
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// Snapshot pvSaveMem while holding the lock (fast memcpy), then release
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// the lock immediately so the main thread can continue ticking. Compression
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// and disk write happen on a detached background thread.
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if (g_Win64DedicatedServer)
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{
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// If a previous async save is still compressing, fall through to the
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// synchronous path to avoid queuing unbounded background work.
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if (s_asyncSaveInFlight.load(std::memory_order_acquire))
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{
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app.DebugPrintf("Async save: previous still in flight, falling back to sync\n");
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goto sync_flush;
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}
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// Snapshot: copy the entire save buffer so we can release the lock
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QueryPerformanceCounter(&qwTime);
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byte *snapshot = new (std::nothrow) byte[fileSize];
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if (snapshot == nullptr)
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{
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app.DebugPrintf("Async save: failed to allocate %u byte snapshot, falling back to sync\n", fileSize);
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goto sync_flush;
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}
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memcpy(snapshot, pvSaveMem, fileSize);
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QueryPerformanceCounter(&qwNewTime);
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qwDeltaTime.QuadPart = qwNewTime.QuadPart - qwTime.QuadPart;
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fElapsedTime = fSecsPerTick * static_cast<FLOAT>(qwDeltaTime.QuadPart);
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app.DebugPrintf("Async save: snapshot %u bytes in %.3f sec\n", fileSize, fElapsedTime);
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// Gather metadata while still on the main thread
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PBYTE pbThumbnailData = nullptr;
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DWORD dwThumbnailDataSize = 0;
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app.GetSaveThumbnail(&pbThumbnailData, &dwThumbnailDataSize);
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BYTE bTextMetadata[88];
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ZeroMemory(bTextMetadata, 88);
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int64_t seed = 0;
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bool hasSeed = false;
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if (MinecraftServer::getInstance() != nullptr && MinecraftServer::getInstance()->levels[0] != nullptr)
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{
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seed = MinecraftServer::getInstance()->levels[0]->getLevelData()->getSeed();
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hasSeed = true;
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}
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int iTextMetadataBytes = app.CreateImageTextData(bTextMetadata, seed, hasSeed,
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app.GetGameHostOption(eGameHostOption_All), Minecraft::GetInstance()->getCurrentTexturePackId());
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INT saveOrCheckpointId = 0;
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StorageManager.GetSaveUniqueNumber(&saveOrCheckpointId);
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TelemetryManager->RecordLevelSaveOrCheckpoint(ProfileManager.GetPrimaryPad(), saveOrCheckpointId, fileSize);
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// Allocate compression buffer while still on the game thread and
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// holding the lock (StorageManager is not thread-safe).
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byte *compData = static_cast<byte *>(StorageManager.AllocateSaveData(fileSize + 8));
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if (compData == nullptr)
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{
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app.DebugPrintf("Async save: failed to allocate compression buffer, falling back to sync\n");
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delete[] snapshot;
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goto sync_flush;
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}
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// Release the lock -- main thread and chunk trickle saves can resume
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ReleaseSaveAccess();
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// Pack context for the background thread
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struct AsyncSaveContext
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{
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byte *snapshot;
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byte *compData;
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unsigned int fileSize;
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ConsoleSaveFile *self;
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PBYTE thumbData;
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DWORD thumbSize;
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BYTE textMetadata[88];
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int textMetadataBytes;
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};
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auto *ctx = new AsyncSaveContext();
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ctx->snapshot = snapshot;
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ctx->compData = compData;
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ctx->fileSize = fileSize;
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ctx->self = this;
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ctx->thumbData = pbThumbnailData;
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ctx->thumbSize = dwThumbnailDataSize;
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memcpy(ctx->textMetadata, bTextMetadata, 88);
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ctx->textMetadataBytes = iTextMetadataBytes;
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s_asyncSaveInFlight.store(true, std::memory_order_release);
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std::thread([ctx]()
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{
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unsigned int compLength = ctx->fileSize + 8;
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Compression::getCompression()->Compress(
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ctx->compData + 8, &compLength, ctx->snapshot, ctx->fileSize);
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ZeroMemory(ctx->compData, 8);
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int saveVer = 0;
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memcpy(ctx->compData, &saveVer, sizeof(int));
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unsigned int fs = ctx->fileSize;
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memcpy(ctx->compData + 4, &fs, sizeof(int));
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app.DebugPrintf("Async save: compressed %u -> %u bytes\n", ctx->fileSize, compLength);
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// Queue for the main thread to commit via StorageManager
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{
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std::lock_guard<std::mutex> lock(s_pendingSaveMutex);
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s_pendingSave.self = ctx->self;
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s_pendingSave.thumbData = ctx->thumbData;
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s_pendingSave.thumbSize = ctx->thumbSize;
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memcpy(s_pendingSave.textMetadata, ctx->textMetadata, 88);
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s_pendingSave.textMetadataBytes = ctx->textMetadataBytes;
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s_pendingSave.ready = true;
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}
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delete[] ctx->snapshot;
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delete ctx;
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}).detach();
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return;
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}
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sync_flush:
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#endif
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// --- Original synchronous flush path (game client / non-server) ---
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// Assume that the compression will make it smaller so initially attempt to allocate the current file size
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// We add 4 bytes to the start so that we can signal compressed data
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// And another 4 bytes to store the decompressed data size
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@@ -1276,20 +1132,3 @@ void *ConsoleSaveFileOriginal::getWritePointer(FileEntry *file)
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return static_cast<char *>(pvSaveMem) + file->currentFilePointer;;
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}
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#ifdef _WINDOWS64
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void ConsoleSaveFileOriginal::CommitPendingAsyncSave()
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{
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std::lock_guard<std::mutex> lock(s_pendingSaveMutex);
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if (!s_pendingSave.ready)
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return;
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StorageManager.SetSaveImages(
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s_pendingSave.thumbData, s_pendingSave.thumbSize,
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nullptr, 0, s_pendingSave.textMetadata, s_pendingSave.textMetadataBytes);
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StorageManager.SaveSaveData(
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&ConsoleSaveFileOriginal::SaveSaveDataCallback, s_pendingSave.self);
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s_pendingSave.ready = false;
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s_asyncSaveInFlight.store(false, std::memory_order_release);
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}
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#endif
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