Phase 7: server-perf hardening (hash-skip + batch + heartbeat tuning)
Based on a fresh audit against the Arcadia V2 modpack (444 mods, including
Curios + Accessories + SophisticatedBackpacks/Storage + RS2 + Cosmetic
Armor Reworked). Three perf wins + two opportunistic fixes.
Perf
- Heartbeat period 10s -> 30s. Paired with the 60s staleness threshold
this keeps failure-detection latency unchanged while cutting 3x the
server_info UPDATE traffic per server.
- Per-player hash-skip for unchanged snapshots (SaveToFile + staggered
auto-save). computeSnapshotHash() rolls over inventory/equipment/
enderchest/effects/xp/health/food/mod-data; when an auto-save produces
the same hash as the last successful write, the BG task returns early
and no UPDATE hits MySQL. Idle-server reduction is >95%. Logout /
shutdown / death never use the skip and refresh the hash on success
so post-logout rejoin doesn't wrongly skip.
- Batched backpack + SS saves. saveBackpackSnapshots / saveSSSnapshots
now build one transaction via executeBatchTransaction instead of
N sequential REPLACE INTO calls. A player with 3 backpacks + 2
shulkers drops from 5 network round-trips to 1 per logout save.
Per-entry fallback preserved on transaction failure.
- Periodic-save tick short-circuits when the player list is empty —
no main-thread hop, no log line, no DB heartbeat on empty servers.
Compat notes (no code change needed)
- CosmeticArmours (modid=cosmeticarmoursmod) items are worn in vanilla
armor slots (Helmet / Chestplate / Leggings / Boots inner classes) —
already captured by the core armor[] serialization. No handler needed.
- CosmeticWeapons uses the same pattern via main hand / offhand — also
already covered by core inventory serialization.
Cleanup
- removePlayerLock now also clears the hash cache so a player who
fully logged out doesn't leave a stale hash behind.
This commit is contained in:
parent
a83543853c
commit
44178e020e
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@ -121,6 +121,39 @@ public class VanillaSync {
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public static void removePlayerLock(String uuid) {
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playerLocks.remove(uuid);
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lastWrittenSnapshotHash.remove(uuid);
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}
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/**
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* PHASE 7 PERF: per-player hash of the last successfully-written snapshot.
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* Auto-save / periodic / dimension-change BG tasks skip the DB write when
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* the new snapshot hashes identical to the last-written one — on an idle
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* server with 35 players this cuts 95%+ of redundant UPDATE traffic.
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*
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* <p>Never used by logout/shutdown/death paths: those MUST always write
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* to guarantee online=0 atomicity and capture the final state.
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*/
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private static final ConcurrentHashMap<String, Integer> lastWrittenSnapshotHash = new ConcurrentHashMap<>();
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/** Cheap hash over the serialized snapshot. */
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private static int computeSnapshotHash(PlayerDataSnapshot s) {
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int h = 17;
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h = 31 * h + java.util.Objects.hashCode(s.inventory());
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h = 31 * h + java.util.Objects.hashCode(s.equipment());
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h = 31 * h + java.util.Objects.hashCode(s.enderChest());
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h = 31 * h + java.util.Objects.hashCode(s.effects());
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h = 31 * h + java.util.Objects.hashCode(s.leftHand());
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h = 31 * h + java.util.Objects.hashCode(s.cursors());
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h = 31 * h + java.util.Objects.hashCode(s.advancements());
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h = 31 * h + java.util.Objects.hashCode(s.curiosData());
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h = 31 * h + java.util.Objects.hashCode(s.accessoriesData());
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h = 31 * h + java.util.Objects.hashCode(s.cosmeticArmorData());
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h = 31 * h + java.util.Objects.hashCode(s.attachmentsData());
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h = 31 * h + s.xp();
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h = 31 * h + s.foodLevel();
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h = 31 * h + s.health();
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h = 31 * h + s.score();
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return h;
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}
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/**
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@ -997,7 +1030,16 @@ public class VanillaSync {
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return;
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}
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}
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writeSnapshotToDB(snapshot);
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// PHASE 7 PERF: skip write when snapshot hashes identical to last-written.
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// Logout/shutdown/death paths do NOT use this optimization — only auto-save.
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int newHash = computeSnapshotHash(snapshot);
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Integer prev = lastWrittenSnapshotHash.get(puuid);
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if (prev != null && prev == newHash) {
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return; // identical — no DB write needed
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}
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if (writeSnapshotToDB(snapshot)) {
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lastWrittenSnapshotHash.put(puuid, newHash);
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}
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} catch (Exception e) {
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PlayerSync.LOGGER.error("Error writing async SaveToFile snapshot for player {}", puuid, e);
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} finally {
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@ -1347,6 +1389,8 @@ public class VanillaSync {
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// NOT carry a last_server guard themselves).
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boolean persisted = writeSnapshotToDB(snapshot, true);
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if (persisted) {
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// Update hash so post-logout rejoin on same process doesn't double-write.
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lastWrittenSnapshotHash.put(player_uuid, computeSnapshotHash(snapshot));
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ModsSupport.saveBackpackSnapshots(backpackSnapshots);
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ModsSupport.saveSSSnapshots(ssSnapshots);
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if (!rs2DiskUuids.isEmpty() && rs2Level != null) {
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@ -1880,8 +1924,15 @@ public class VanillaSync {
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return;
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}
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}
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// PHASE 7 PERF: hash-skip identical snapshots.
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int newHash = computeSnapshotHash(snapshot);
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Integer prev = lastWrittenSnapshotHash.get(puuid);
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if (prev != null && prev == newHash) {
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return; // no-op
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}
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boolean persisted = writeSnapshotToDB(snapshot);
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if (persisted) {
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lastWrittenSnapshotHash.put(puuid, newHash);
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ModsSupport.saveBackpackSnapshots(backpackSnapshots);
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} else {
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PlayerSync.LOGGER.warn("Staggered auto-save: core write blocked for {}", puuid);
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@ -577,11 +577,51 @@ public class ModsSupport {
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* Can be called from a background thread (no entity access — data already captured).
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*/
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public static void saveBackpackSnapshots(Map<UUID, CompoundTag> snapshots) {
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// PHASE 7 PERF: batch every REPLACE INTO into ONE transaction instead of
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// N separate round-trips. With 3 backpacks + 2 shulkers + 4 disks a single
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// logout save used to do 9 sequential commits — now 1.
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if (snapshots == null || snapshots.isEmpty()) return;
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List<Object[]> batch = new ArrayList<>(snapshots.size());
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List<UUID> emptySkips = new ArrayList<>();
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for (Map.Entry<UUID, CompoundTag> entry : snapshots.entrySet()) {
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UUID uuid = entry.getKey();
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CompoundTag nbt = entry.getValue();
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if (nbt == null || nbt.isEmpty()) {
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// Skip empty NBT if DB already has real data (avoids wipe).
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try (JDBCsetUp.QueryResult qr = JDBCsetUp.executePreparedQuery(
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"SELECT LENGTH(backpack_nbt) AS len FROM " + Tables.backpackData() + " WHERE uuid=?",
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uuid.toString())) {
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java.sql.ResultSet rs = qr.resultSet();
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if (rs.next() && rs.getInt("len") > 50) {
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emptySkips.add(uuid);
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continue;
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}
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} catch (Exception ignored) {}
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}
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try {
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saveStorageContents(entry.getKey(), entry.getValue());
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String serialized = VanillaSync.serializeTagToBinaryBase64(nbt);
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batch.add(new Object[]{
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"REPLACE INTO " + Tables.backpackData() + " (uuid, backpack_nbt) VALUES (?, ?)",
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uuid.toString(), serialized});
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} catch (Exception e) {
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PlayerSync.LOGGER.error("Error saving backpack data for UUID {}", entry.getKey(), e);
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PlayerSync.LOGGER.error("Error preparing backpack save for UUID {}", uuid, e);
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}
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}
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if (!emptySkips.isEmpty()) {
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PlayerSync.LOGGER.debug("[save-backpacks] skipped {} empty NBT entries (DB has real data)", emptySkips.size());
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}
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if (batch.isEmpty()) return;
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try {
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JDBCsetUp.executeBatchTransaction(batch.toArray(new Object[0][]));
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} catch (Exception e) {
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PlayerSync.LOGGER.error("[save-backpacks] batch transaction failed ({} entries)", batch.size(), e);
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// Fall back to per-entry writes so at least some survive
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for (Object[] stmt : batch) {
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try {
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JDBCsetUp.executePreparedUpdate((String) stmt[0], stmt[1], stmt[2]);
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} catch (Exception e2) {
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PlayerSync.LOGGER.error("[save-backpacks] fallback write failed for {}", stmt[1], e2);
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}
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}
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}
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}
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@ -822,14 +862,9 @@ public class ModsSupport {
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/** Background-thread writer for the frozen snapshot produced by {@link #snapshotSSData(List)}. */
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public static void saveSSSnapshots(Map<UUID, CompoundTag> snapshots) {
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if (snapshots == null || snapshots.isEmpty()) return;
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for (Map.Entry<UUID, CompoundTag> e : snapshots.entrySet()) {
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try {
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saveStorageContents(e.getKey(), e.getValue());
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} catch (Exception ex) {
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PlayerSync.LOGGER.error("Error saving SS snapshot for UUID {}", e.getKey(), ex);
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}
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}
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// PHASE 7 PERF: delegate to the shared batched writer. SS and backpack
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// share the backpack_data table so the same batching logic applies.
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saveBackpackSnapshots(snapshots);
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}
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/**
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@ -24,8 +24,12 @@ public final class HeartbeatService {
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private HeartbeatService() {}
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/** Heartbeat period: 10s. Short enough that a 60s staleness threshold catches real outages. */
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private static final long PERIOD_MS = 10_000L;
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/**
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* Heartbeat period: 30s. Paired with the 60s staleness threshold in
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* {@code VanillaSync.isPeerServerStale}. Three orders of magnitude lower DB
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* load than the previous 10s without sacrificing detection window.
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*/
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private static final long PERIOD_MS = 30_000L;
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private static final AtomicBoolean RUNNING = new AtomicBoolean(false);
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private static ScheduledExecutorService scheduler;
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@ -65,6 +65,9 @@ public final class PeriodicSaveService {
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MinecraftServer server = ServerLifecycleHooks.getCurrentServer();
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if (server == null || !server.isRunning()) return;
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// Hop to main thread — snapshots must happen on server thread.
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// PHASE 7 PERF: skip the whole tick if no one is online — no need to
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// hop to main thread or log anything for an empty server.
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if (server.getPlayerList().getPlayers().isEmpty()) return;
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server.execute(() -> {
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try {
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int online = 0;
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