Load all already generated chunks via async chunk system

Currently we use the async chunk loading system only when players trigger
chunk loading. If a chunk is loaded for any other reason it goes through
a separate codepath. This means if a player has trigged a chunk load and
before the chunk loads something else wants the same chunk we will load it
twice and throw away the second result. With this change we instead use
the sync processing feature of the AsynchronousExecutor to load the chunk
which will pull it out of the queue if it was already queued to load. This
means we only ever load a chunk once. Because chunk generation is not
thread safe we still fallback to the vanilla chunk loading system if the
chunk does not currently exist.
This commit is contained in:
Travis Watkins
2014-02-01 17:42:43 -06:00
parent 4a6a81e724
commit d7d81fa68f
4 changed files with 40 additions and 37 deletions

View File

@@ -14,6 +14,7 @@ import org.apache.logging.log4j.Logger;
import java.util.Random;
import org.bukkit.Server;
import org.bukkit.craftbukkit.chunkio.ChunkIOExecutor;
import org.bukkit.craftbukkit.util.LongHash;
import org.bukkit.craftbukkit.util.LongHashSet;
import org.bukkit.craftbukkit.util.LongObjectHashMap;
@@ -90,20 +91,37 @@ public class ChunkProviderServer implements IChunkProvider {
public Chunk getChunkAt(int i, int j, Runnable runnable) {
this.unloadQueue.remove(i, j);
Chunk chunk = (Chunk) this.chunks.get(LongHash.toLong(i, j));
boolean newChunk = false;
Chunk chunk = this.chunks.get(LongHash.toLong(i, j));
ChunkRegionLoader loader = null;
if (this.f instanceof ChunkRegionLoader) {
loader = (ChunkRegionLoader) this.f;
}
// If the chunk exists but isn't loaded do it async
if (chunk == null && runnable != null && loader != null && loader.chunkExists(this.world, i, j)) {
org.bukkit.craftbukkit.chunkio.ChunkIOExecutor.queueChunkLoad(this.world, loader, this, i, j, runnable);
return null;
// We can only use the queue for already generated chunks
if (chunk == null && loader != null && loader.chunkExists(this.world, i, j)) {
if (runnable != null) {
ChunkIOExecutor.queueChunkLoad(this.world, loader, this, i, j, runnable);
return null;
} else {
chunk = ChunkIOExecutor.syncChunkLoad(this.world, loader, this, i, j);
}
} else if (chunk == null) {
chunk = this.originalGetChunkAt(i, j);
}
// CraftBukkit end
// If we didn't load the chunk async and have a callback run it now
if (runnable != null) {
runnable.run();
}
return chunk;
}
public Chunk originalGetChunkAt(int i, int j) {
this.unloadQueue.remove(i, j);
Chunk chunk = (Chunk) this.chunks.get(LongHash.toLong(i, j));
boolean newChunk = false;
if (chunk == null) {
chunk = this.loadChunk(i, j);
@@ -143,12 +161,6 @@ public class ChunkProviderServer implements IChunkProvider {
chunk.a(this, this, i, j);
}
// CraftBukkit start - If we didn't need to load the chunk run the callback now
if (runnable != null) {
runnable.run();
}
// CraftBukkit end
return chunk;
}