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Improve ABM time budget handling. #8645
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@ -384,6 +384,9 @@ void ActiveBlockList::update(std::vector<PlayerSAO*> &active_players,
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ServerEnvironment
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*/
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// Random device to seed pseudo random generators.
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static std::random_device seed;
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ServerEnvironment::ServerEnvironment(ServerMap *map,
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ServerScripting *scriptIface, Server *server,
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const std::string &path_world):
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@ -391,7 +394,8 @@ ServerEnvironment::ServerEnvironment(ServerMap *map,
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m_map(map),
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m_script(scriptIface),
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m_server(server),
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m_path_world(path_world)
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m_path_world(path_world),
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m_rgen(seed())
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{
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// Determine which database backend to use
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std::string conf_path = path_world + DIR_DELIM + "world.mt";
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@ -1338,47 +1342,56 @@ void ServerEnvironment::step(float dtime)
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}
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}
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if (m_active_block_modifier_interval.step(dtime, m_cache_abm_interval))
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do { // breakable
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if (m_active_block_interval_overload_skip > 0) {
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ScopeProfiler sp(g_profiler, "SEnv: ABM overload skips");
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m_active_block_interval_overload_skip--;
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if (m_active_block_modifier_interval.step(dtime, m_cache_abm_interval)) {
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ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg per interval", SPT_AVG);
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TimeTaker timer("modify in active blocks per interval");
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// Initialize handling of ActiveBlockModifiers
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ABMHandler abmhandler(m_abms, m_cache_abm_interval, this, true);
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int blocks_scanned = 0;
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int abms_run = 0;
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int blocks_cached = 0;
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std::vector<v3s16> output(m_active_blocks.m_abm_list.size());
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// Shuffle the active blocks so that each block gets an equal chance
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// of having its ABMs run.
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std::copy(m_active_blocks.m_abm_list.begin(), m_active_blocks.m_abm_list.end(), output.begin());
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std::shuffle(output.begin(), output.end(), m_rgen);
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int i = 0;
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// The time budget for ABMs is 20%.
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u32 max_time_ms = m_cache_abm_interval * 1000 / 5;
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for (const v3s16 &p : output) {
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MapBlock *block = m_map->getBlockNoCreateNoEx(p);
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if (!block)
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continue;
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i++;
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// Set current time as timestamp
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block->setTimestampNoChangedFlag(m_game_time);
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/* Handle ActiveBlockModifiers */
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abmhandler.apply(block, blocks_scanned, abms_run, blocks_cached);
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u32 time_ms = timer.getTimerTime();
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if (time_ms > max_time_ms) {
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warningstream << "active block modifiers took "
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<< time_ms << "ms (processed " << i << " of "
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<< output.size() << " active blocks)" << std::endl;
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break;
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}
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ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg per interval", SPT_AVG);
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TimeTaker timer("modify in active blocks per interval");
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}
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g_profiler->avg("SEnv: active blocks", m_active_blocks.m_abm_list.size());
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g_profiler->avg("SEnv: active blocks cached", blocks_cached);
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g_profiler->avg("SEnv: active blocks scanned for ABMs", blocks_scanned);
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g_profiler->avg("SEnv: ABMs run", abms_run);
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// Initialize handling of ActiveBlockModifiers
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ABMHandler abmhandler(m_abms, m_cache_abm_interval, this, true);
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int blocks_scanned = 0;
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int abms_run = 0;
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int blocks_cached = 0;
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for (const v3s16 &p : m_active_blocks.m_abm_list) {
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MapBlock *block = m_map->getBlockNoCreateNoEx(p);
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if (!block)
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continue;
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// Set current time as timestamp
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block->setTimestampNoChangedFlag(m_game_time);
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/* Handle ActiveBlockModifiers */
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abmhandler.apply(block, blocks_scanned, abms_run, blocks_cached);
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}
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g_profiler->avg("SEnv: active blocks", m_active_blocks.m_abm_list.size());
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g_profiler->avg("SEnv: active blocks cached", blocks_cached);
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g_profiler->avg("SEnv: active blocks scanned for ABMs", blocks_scanned);
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g_profiler->avg("SEnv: ABMs run", abms_run);
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u32 time_ms = timer.stop(true);
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u32 max_time_ms = 200;
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if (time_ms > max_time_ms) {
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warningstream<<"active block modifiers took "
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<<time_ms<<"ms (longer than "
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<<max_time_ms<<"ms)"<<std::endl;
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m_active_block_interval_overload_skip = (time_ms / max_time_ms) + 1;
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}
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}while(0);
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timer.stop(true);
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}
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/*
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Step script environment (run global on_step())
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "server/activeobjectmgr.h"
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#include "util/numeric.h"
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#include <set>
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#include <random>
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class IGameDef;
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class ServerMap;
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@ -446,7 +447,6 @@ private:
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IntervalLimiter m_active_blocks_management_interval;
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IntervalLimiter m_active_block_modifier_interval;
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IntervalLimiter m_active_blocks_nodemetadata_interval;
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int m_active_block_interval_overload_skip = 0;
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// Time from the beginning of the game in seconds.
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// Incremented in step().
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u32 m_game_time = 0;
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@ -470,6 +470,9 @@ private:
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PlayerDatabase *m_player_database = nullptr;
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AuthDatabase *m_auth_database = nullptr;
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// Pseudo random generator for shuffling, etc.
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std::mt19937 m_rgen;
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// Particles
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IntervalLimiter m_particle_management_interval;
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std::unordered_map<u32, float> m_particle_spawners;
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