10 Commits

Author SHA1 Message Date
Drew DeVault
6fb8ee7ba5 Many more optimizations and bugfixes
Again, sorry for the huge commit. Just taking on performance issues as I
see them. Changes in this:

- Deadlocks in region code finally fixed
- Chunk packet preparation optimized (saves ~10-20ms per packet, since
  we're sending these like 30 at a time that's pretty important) by
  storing chunks pre-encoded in memory (basically just using a single
  big array for IDs, metadata, and light)
- Move chunk generation and compression to the thread pool
- Move client chunk updates to the scheduler
- Improve profiler coverage
- Add knob to disable scheduling chunk events on chunk load
- Make it possible to disable specific scheduled events in config.yml
2017-05-23 18:17:44 -04:00
Drew DeVault
362c852f51 Many improvements to server stability+performance
Sorry for the vague commit message. There were a lot of changes. Here's
a list of most of them:

- Lighting updates are timeboxed each frame
- The next environment frame is queued sooner if the current one took
  longer (as soon as immediately)
- Issues with the physics engines and mobs using it were (mostly) fixed,
  mobs no longer freak out and get stuck on physics objects
- Mob AI/pathfinding is done more intelligently
- The player can no longer spawn in an ocean or a desert biome
- Some deadlocks in Region were fixed (more remain to be fixed)

The current performance bottlenecks are lighting (still) and propegating
initial chunk loads to blocks that need to schedule things (such as
grass blocks). I think the main culprit in the latter case is grass
blocks and water blocks. The former can be improved by adding a block
cache to World, but that'll take some custom work. This step is just
gonna be slow no matter what, we might have to split it across several
frames but it's never going to be great.

There still seems to be a deadlock somewhere in all of this mess, in the
world code. I'll find it later.
2017-05-22 19:51:23 -04:00
Drew DeVault
a2f7f62a67 Update height map before trying to access it
Only if not already populated
2016-07-04 20:12:45 -04:00
Drew DeVault
79e95e2083 Improve performance, fix grass issue 2015-09-07 17:25:14 -04:00
Drew DeVault
87b621e166 Finish lighting optimizations (for now)
We can now consistently light a chunk with sub-10ms lighting steps.
2015-07-04 15:00:54 -06:00
Drew DeVault
d00c4ad9f5 Cache chunks during lighting operations 2015-07-04 11:30:43 -06:00
Drew DeVault
03517f97d1 Minor optimization to lighting's world interface 2015-07-04 09:11:06 -06:00
Drew DeVault
f7ffe718a7 Initial pass on lighting optimizations 2015-07-04 08:41:27 -06:00
Drew DeVault
63d1e8411f Fix merging and enumerable issues 2015-07-01 11:45:29 -06:00
Drew DeVault
328420fcdb WorldLighter -> WorldLighting 2015-07-01 11:30:54 -06:00