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Per-world threading #1250

@dobegor

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@dobegor

Is there actually any sense doing per-world threading?
I.e. my server's runtime is spent mostly on dim0 ticking of tile entities, and updating a few chunks in nether and ender isn't a game changer.

The problem is the high number of Entities/TileEntities in dim0 being updated in a single thread. And that's really the most common problem over all minecraft servers in the wild, especially modded ones.

That's true that implementing per-world threading is much easier and will create less bugs, but I don't think it will raise the performance as high as much efforts you will put in developing this.

Please, consider developing a true multithreaded tick system. For example, at first you can provide a way to mods to perform updateAsync() instead of update(), as an api. So the problem of synchronizing mod's internal stuff would be solved by mod author.

It's all about your time/result coeffiecent. Minecraft really needs real multithreaded logic today.

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