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<img src="readme_top.png"> | ||
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<center><b style="font-size:29px">Fork of <a href="https://github.com/PurpurMC/Purpur">PurpurMC</a> adding multithreaded dimensions and more</b></center> | ||
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## Significant Optimizations | ||
Canvas adds a ton of new optimizations to the game, including AI optimizations, farm optimizations, and large-scale threading optimizations | ||
<center><b style="font-size:29px">Fork of <a href="https://github.com/PurpurMC/Purpur">PurpurMC</a> adding experimental, but heavy performance optimizations.</b></center> | ||
<p></p> | ||
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### Multithreaded Dimension Ticking | ||
Canvas' most significant optimization is Multithreaded | ||
Dimension Ticking(MDT), which turns each world into its | ||
own mini-server. NMS has a `BlockableEventLoop` class, | ||
which acts as a scheduler for ticking repeated tasks on | ||
a single thread. The main performance drawback of normal | ||
servers are the fact that it ticks almost entirely on a | ||
single thread. Folia attempts to fix this bottleneck by | ||
threading the server in `regions`, which has caused | ||
numerous issues like breaking plugin compatibility, | ||
disabling numerous features and commands, and tons of | ||
bugs and crashes. To fix this, Canvas attempts at making | ||
the server combine work using multiple threads for | ||
ticking 1 single server. | ||
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#### Threading Logic | ||
The main thread tick loop has been stripped of most | ||
logic having to do with World ticking, since each world | ||
now is an extension of a `TickLoopThread`, which is an | ||
abstract implementation of the NMS `BlockableEventLoop` | ||
that handles most of the logic for ticking each world. | ||
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After startup, each world(including ones added by plugins | ||
and datapacks) gets booted into its own thread to begin | ||
ticking, and at that point each world ticks | ||
independently and is completely split off from the main | ||
thread, similar to Folias region logic, but instead of a | ||
thread pool executing the ticks, it processes their own | ||
tick on their own. | ||
> [!IMPORTANT] | ||
> CANVAS REQUIRES JAVA VERSION 22 TO RUN. | ||
Upon a player joining the server, the main thread will | ||
handle the joining logic like creating the player, | ||
building the playerdata, etc. Once its ready for | ||
"gameplay" stages(or the player is now in runtime), the | ||
packet handler is sent to its currently owned world to | ||
be processed, meaning each world will handle its own | ||
players connections/disconnections. If the world is | ||
crashing/lagging, the main thread will be used as | ||
fallback until the world thread is stable again. | ||
**Canvas is a project created by Dueris in an attempt to create a more powerful and original servertype, unlike most servertypes out there.** | ||
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In the end, this essentially makes each world its own | ||
server, interacting with each other and working | ||
concurrently to provide a huge boost in performance. | ||
Some users have seen immense improvements in MSPT, and | ||
even with hundreds of players, it can maintain 20TPS. | ||
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## Optimizations | ||
### Multithreaded Dimension Ticking | ||
Canvas' most significant optimization is Multithreaded Dimension Ticking(MDT). Made in a way to be more of an in-between of Paper and Folia, offering | ||
insane levels of performance while still maintaining plugin compatiblity more(however not guarenteed), and making each world essentially its own | ||
server with its own tick loop, making the main thread practically useless. This evenly distributes resources on the CPU to their respective worlds, offering | ||
immense performance improvements. This also comes with a new `threadedtps` command, showing all the TPS of each world. Plugin-Made worlds also work with | ||
MDT. | ||
Alongside this, ServerPlayer Connection handling has been reworked to be threaded on the players respective world, meaning any players in the overworld are | ||
handled and ticked on that thread, and same thing for each world and its players. | ||
### Chunk Gen Optimizations | ||
Canvas incorporates many optimizations from mods like C2ME to further improve the chunk generation performance of Canvas. Chunk performance has been | ||
improved GREATLY, often doubling the CPS(Chunks Per Second) in comparison to Paper. | ||
### Command Optimizations | ||
Canvas also runs a few commands off-main, specifically ones that take up a ton of resources on the main thread, often pausing the server for seconds | ||
at a time until they complete. These commands are the `locate` command, and the `spreadplayers` command. | ||
### Entity Optimizations | ||
There are numerous optimizations added by Canvas in | ||
relation to entities, like the following: | ||
- Async Pathfinding | ||
- Experience Orb optimizations | ||
- Entity Goal optimizations | ||
- Entity Pathfinding optimizations | ||
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#### Entity Goal / Pathfinding optimizations | ||
An odd part of Minecraft pathfinding is its nature to | ||
continue attempting to pathfinding despite the entity | ||
being in an enclosed space or crammed with other | ||
entities, making it unable to move, despite the | ||
pathfinder still trying to. This causes unnecessary | ||
processing that takes up a lot of server resources fast | ||
for mob farms like Enderman farms. To fix this, Canvas | ||
pre-calculates the entities currently intersecting with | ||
its bounding box, meaning if its crammed with a | ||
configurable amount of entities(default 2, which means | ||
its crammed with a lot of entities since normally | ||
entities shouldnt be intersecting with each others | ||
bounding boxes), the pathfinder will be turned off for | ||
that tick, saving a lot of unneeded resources on mob farms. | ||
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Entity goals have also been optimized, reducing the | ||
rates of strolling and extremely expensive mob goals by | ||
a configurable amount to allow for less time spent on | ||
goal ticking, while also making it still look natural. | ||
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#### Experience Orb optimizations | ||
With giant XP farms, a lot of XP orbs are created and | ||
get "merged" by spigots XP orb optimization. This | ||
optimization works, but only to a specific degree. It | ||
does "merge" the orbs, but it mostly just moves the orbs | ||
to the same location and thats it, which doesnt do as | ||
much in the long run. There is now a configuration that | ||
allows for better merging of these orbs, allowing for | ||
making the entity truly into a single entity with the | ||
combined XP count of all the orbs. This reduces the | ||
amount of entities processed on the server and client, | ||
often times improving framerates in heavy mob farm | ||
situations. | ||
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## FAQ | ||
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#### What kind of hardware is needed to run Canvas? | ||
Generally, at least 3-4 more threads than you normally | ||
would to account for the new WorldTicker threads. | ||
Canvas implements a ton of more optimizations for entities, most notable async pathfinding, spawning improvements, threaded entity tracking, brain optimizations, and more. | ||
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#### Why not just use Folia? | ||
Folia is more experimental software, and has a ton of | ||
bugs. Canvas is more of an in-between of Paper and Folia, | ||
bringing Folia-like optimizations but to a less severe | ||
degree and reworked to be more plugin-compatible and | ||
more performant. Plugin compatibility is a lot better | ||
than Folia, just because of the nature of how the both | ||
of them work. However, the plugin does have to be | ||
thread-safe in most situations to be considered | ||
compatible with Canvas. | ||
--- | ||
These are just the more notable optimziations Canvas provides, but there are a TON more behind the scenes improving performance even more. | ||
Please consider <a href="https://ko-fi.com/dueris">donating</a>! I(Dueris) have put tons of hours into this project to make it as stable and performant as possible. |