TickThreading - concurrent entity/tile entity ticks and other optimisations

nallar

New Member
Jul 29, 2019
270
0
0
This project has been discontinued.

TickThreading is not 100% stable. Please make sure to keep regular backups if you use it.
Make sure to check the mod compatibility list on the wiki before installation.

1.6.4 Testing build: latest very unstable
1.4.7 Stable build: latest

1.5.2 Discontinued build: latest

What it does:

* Ticks multiple worlds at the same time in different threads
* Ticks multiple entities and tile entities within worlds at the same time in different threads
* Performs movement updates in network threads, so players will move smoothly even if TPS is bad
* Adds profiling tools which allow you to find what's being slow
* Performs chunk loading and chunk generation asynchronously - no lag spikes from players logging in or teleporting
* Replacement mob spawning algorithm which is faster than in vanilla, while also fixing a long-standing bug causing mobs from to spawn underground too much during the day preventing any spawning at night
* Improved collision code which can handle thousands of mobs in a single block space without terrible TPS. Will still break clients.
* Many more small tweaks to minecraft's internals and other mods, both to improve performance and ensure that multithreading doesn't break everything.


Installation guide:

https://github.com/nallar/TickThreading/blob/master/INSTALL.md

Will this magically fix everything and make your TPS 20 with no CPU load? No. It should improve TPS, but I can give no guarantees. If performance is terrible, follow the guide on the wiki to record a profiling snapshot with jvisualvm so I can fix it.

Commands:

See the wiki.

What to do when everything breaks:

Make an issue here, paste logs to http://gist.github.com/, pastie or pastebin. Make sure to give the full log - there's not much I can do if you only give me part of the problem!

Changelog:

See the commit log here: https://github.com/nallar/TickThreading/commits/master

Acknowledgements

YourKit is kindly supporting open source projects with its full-featured Java Profiler. YourKit, LLC is the creator of innovative and intelligent tools for profiling Java and .NET applications. Take a look at YourKit's leading software products:YourKit Java Profiler and YourKit .NET Profiler.
 
Last edited:

nallar

New Member
Jul 29, 2019
270
0
0
TileEntity ticks are more important on large servers, although entity ticks can easily become important when players have thousands of passive mobs in farms.

edit: Or after using mining lasers on scatter...
 

nallar

New Member
Jul 29, 2019
270
0
0
As of about an hour ago, the last major bug we were able to find in testing is fixed - steve's carts doesn't crash clients. This may actually be usable on a non-testing server, I know Dethemium has been running it for a few days now without major issues.
 

nallar

New Member
Jul 29, 2019
270
0
0
Is there an SSP version?
edit: No, there isn't any more, as there's absolutely no need to use it in SSP - it will make no noticeable difference in most cases.

It works in SSP, following the same instructions. There isn't as much reason to use it in SSP though - most time is normally spent rendering.
 

Greedseed

New Member
Jul 29, 2019
1,107
0
0
Looks to be a good idea. Now lts hope its a great implementation :D.

Il be keeping track on this, and trying it for myself once a more "stable" version is out :)
 

Sp0nge

New Member
Jul 29, 2019
230
0
0
The build is starting to get really stable now. Still some "minor issues" to resort. Been testing this for a few days now on a testserver with a few people, and its now almost playable nomatter what you do :)
 

ncreen_same

New Member
Jul 29, 2019
37
0
0
This is really interesting, the /tps command alone makes it useful, is it possible to use the same approach on terrain gen?
 

AliasXNeo

New Member
Jul 29, 2019
171
0
0
Will be testing this on our new FTB server. So far it's been working flawlessly, hitting 20 TPS with no problems.
 

Puremin0rez

New Member
Jul 29, 2019
90
0
0
Have been using this for the past week and he was able to very quickly fix any deadlocks or issues I found.

Highly recommend this! Nallar is a great developer and fixes issues quickly and is willing to work with people to fix them.
 

nallar

New Member
Jul 29, 2019
270
0
0
edit: Disregard that, v7 is fine as long as you change the config to get rid of some bugged bees.
 

NooBxGockeL

New Member
Jul 29, 2019
93
0
0
Well then it was the Tickthreading that caused sooo much problems...
f.e. Exception in server tick, out of memory(still had ~300 mb free -.-") stuff like that, will pm you tomorow with some logs so you might figure it out...
For now i sadly had to switch back to v6 without the Tickthreading.
 

nallar

New Member
Jul 29, 2019
270
0
0
Well then it was the Tickthreading that caused sooo much problems...
f.e. Exception in server tick, out of memory(still had ~300 mb free -.-") stuff like that, will pm you tomorow with some logs so you might figure it out...
For now i sadly had to switch back to v6 without the Tickthreading.
If it's due to being out of heap space, it means what it says - you're out of memory.

edit: Oh, you have bad timing. Recent builds are a bit broken. By a bit I mean completely! :(
 

Puremin0rez

New Member
Jul 29, 2019
90
0
0
Well then it was the Tickthreading that caused sooo much problems...
f.e. Exception in server tick, out of memory(still had ~300 mb free -.-") stuff like that, will pm you tomorow with some logs so you might figure it out...
For now i sadly had to switch back to v6 without the Tickthreading.
If it's due to being out of heap space, it means what it says - you're out of memory.

edit: Oh, you have bad timing. Recent builds are a bit broken. By a bit I mean completely! :(
Hey NoobX,

Build 289 is a pretty perfect build and you should give it a shot - I have no idea about the newer builds, but since nallar said they're broken - i'll assume that