mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
[WIP] improving thread pool usage and bot client.
This commit is contained in:
parent
6d4113993c
commit
48d7f7dafd
5
Cargo.lock
generated
5
Cargo.lock
generated
@ -6786,6 +6786,7 @@ dependencies = [
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"hashbrown 0.12.3",
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"image",
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"num 0.4.0",
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"num_cpus",
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"quinn",
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"rayon",
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"ron 0.8.0",
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@ -6973,7 +6974,11 @@ dependencies = [
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"specs",
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"tar",
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"thread-priority",
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<<<<<<< HEAD
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"timer-queue",
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=======
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"tokio",
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>>>>>>> 60060a9913 ([WIP] improving thread pool usage and bot client.)
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"toml",
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"tracing",
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"vek 0.15.8",
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@ -24,6 +24,7 @@ network = { package = "veloren-network", path = "../network", features = ["compr
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bincode = "1.3.2"
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byteorder = "1.3.2"
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crossbeam-channel = "0.5"
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num_cpus = "1.0"
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tokio = { version = "1.14", default-features = false, features = ["rt-multi-thread"] }
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quinn = "0.8"
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image = { version = "0.24", default-features = false, features = ["png"] }
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@ -56,11 +56,15 @@ fn main() {
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};
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// Create a client.
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let mut client = runtime
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let pools = common_state::State::pools(
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common::resources::GameMode::Client,
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tokio::runtime::Builder::new_multi_thread(),
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);
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let mut client = pools.runtime
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.block_on(Client::new(
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addr,
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runtime2,
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&mut None,
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pools.clone(),
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&username,
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&password,
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|provider| provider == "https://auth.veloren.net",
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@ -46,29 +46,28 @@ pub fn main() {
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pub struct BotClient {
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settings: Settings,
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runtime: Arc<Runtime>,
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pools: common_state::Pools,
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server_info: ServerInfo,
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bot_clients: HashMap<String, Client>,
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clock: Clock,
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}
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pub fn make_client(
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runtime: &Arc<Runtime>,
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pools: &common_state::Pools,
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server: &str,
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server_info: &mut Option<ServerInfo>,
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username: &str,
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password: &str,
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) -> Option<Client> {
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let runtime_clone = Arc::clone(runtime);
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let addr = ConnectionArgs::Tcp {
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prefer_ipv6: false,
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hostname: server.to_owned(),
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};
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runtime
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pools.runtime
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.block_on(Client::new(
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addr,
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runtime_clone,
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server_info,
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pools.clone(),
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username,
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password,
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|_| true,
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@ -78,15 +77,18 @@ pub fn make_client(
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impl BotClient {
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pub fn new(settings: Settings) -> BotClient {
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let runtime = Arc::new(Runtime::new().unwrap());
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let pools = common_state::State::pools(
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common::resources::GameMode::Client,
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tokio::runtime::Builder::new_multi_thread(),
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);
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let mut server_info = None;
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// Don't care if we connect, just trying to grab the server info.
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let _ = make_client(&runtime, &settings.server, &mut server_info, "", "");
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let _ = make_client(&pools, &settings.server, &mut server_info, "", "");
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let server_info = server_info.expect("Failed to connect to server.");
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let clock = Clock::new(Duration::from_secs_f64(1.0 / 60.0));
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BotClient {
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settings,
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runtime,
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pools,
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server_info,
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bot_clients: HashMap::new(),
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clock,
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@ -142,7 +144,7 @@ impl BotClient {
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{
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continue;
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}
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match self.runtime.block_on(authc.register(username, password)) {
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match self.pools.runtime.block_on(authc.register(username, password)) {
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Ok(()) => {
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self.settings.bot_logins.push(BotCreds {
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username: username.to_string(),
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@ -171,15 +173,13 @@ impl BotClient {
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.cloned()
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.collect();
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for cred in creds.iter() {
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let runtime = Arc::clone(&self.runtime);
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let server = &self.settings.server;
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// TODO: log the clients in in parallel instead of in series
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let client = self
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.bot_clients
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.entry(cred.username.clone())
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.or_insert_with(|| {
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make_client(&runtime, server, &mut None, &cred.username, &cred.password)
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make_client(&self.pools, server, &mut None, &cred.username, &cred.password)
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.expect("Failed to connect to server")
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});
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@ -13,7 +13,7 @@ use std::{
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time::{Duration, SystemTime},
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};
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use structopt::StructOpt;
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use tokio::runtime::Runtime;
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use tokio::runtime::{self, Runtime};
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use vek::*;
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use veloren_client::{addr::ConnectionArgs, Client};
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@ -53,7 +53,12 @@ fn main() {
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let to_adminify = usernames.clone();
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let finished_init = Arc::new(AtomicU32::new(0));
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let runtime = Arc::new(Runtime::new().unwrap());
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let mut builder = runtime::Builder::new_multi_thread();
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builder
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.max_blocking_threads(opt.size as usize + 1)
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.thread_name("swarm");
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let mut pools = common_state::State::pools(common::resources::GameMode::Client, builder);
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pools.slowjob_threads = 0;
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// TODO: calculate and log the required chunks per second to maintain the
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// selected scenario with full vd loaded
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@ -62,7 +67,7 @@ fn main() {
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admin_username,
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0,
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to_adminify,
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&runtime,
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&pools,
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opt,
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&finished_init,
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);
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@ -72,7 +77,7 @@ fn main() {
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name,
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index as u32,
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Vec::new(),
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&runtime,
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&pools,
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opt,
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&finished_init,
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);
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@ -85,14 +90,15 @@ fn run_client_new_thread(
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username: String,
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index: u32,
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to_adminify: Vec<String>,
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runtime: &Arc<Runtime>,
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pools: &common_state::Pools,
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opt: Opt,
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finished_init: &Arc<AtomicU32>,
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) {
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let runtime = Arc::clone(runtime);
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let runtime = Arc::clone(&pools.runtime);
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let pools = pools.clone();
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let finished_init = Arc::clone(finished_init);
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thread::spawn(move || {
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if let Err(err) = run_client(username, index, to_adminify, runtime, opt, finished_init) {
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if let Err(err) = run_client(username, index, to_adminify, pools, opt, finished_init) {
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tracing::error!("swarm member {} exited with an error: {:?}", index, err);
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}
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});
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@ -102,111 +108,124 @@ fn run_client(
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username: String,
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index: u32,
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to_adminify: Vec<String>,
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runtime: Arc<Runtime>,
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pools: common_state::Pools,
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opt: Opt,
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finished_init: Arc<AtomicU32>,
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) -> Result<(), veloren_client::Error> {
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let mut client = loop {
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// Connect to localhost
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let addr = ConnectionArgs::Tcp {
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prefer_ipv6: false,
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hostname: "localhost".into(),
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};
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let runtime_clone = Arc::clone(&runtime);
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// NOTE: use a no-auth server
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match runtime.block_on(Client::new(
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addr,
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runtime_clone,
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&mut None,
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&username,
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"",
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|_| false,
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)) {
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Err(e) => tracing::warn!(?e, "Client {} disconnected", index),
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Ok(client) => break client,
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}
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};
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let mut clock = common::clock::Clock::new(Duration::from_secs_f32(1.0 / 30.0));
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let mut tick = |client: &mut Client| -> Result<(), veloren_client::Error> {
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clock.tick();
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client.tick_network(clock.dt())?;
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client.cleanup();
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Ok(())
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};
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// Wait for character list to load
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client.load_character_list();
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while client.character_list().loading {
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tick(&mut client)?;
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}
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// Create character if none exist
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if client.character_list().characters.is_empty() {
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client.create_character(
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username.clone(),
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Some("common.items.weapons.sword.starter".into()),
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None,
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body(),
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);
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let mut run = || -> Result<_, veloren_client::Error> {
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// Connect to localhost
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let addr = ConnectionArgs::Tcp {
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prefer_ipv6: false,
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hostname: "localhost".into(),
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};
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// NOTE: use a no-auth server
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let mut client = pools.runtime.block_on(Client::new(
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addr,
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&mut None,
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pools.clone(),
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&username,
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"",
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|_| false,
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))?;
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tracing::info!("Client {} connected", index);
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// Wait for character list to load
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client.load_character_list();
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while client.character_list().loading || client.character_list().characters.is_empty() {
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while client.character_list().loading {
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tick(&mut client)?;
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}
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}
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tracing::info!("Client {} loaded character list", index);
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// Select the first character
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client.request_character(
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client
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.character_list()
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.characters
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.first()
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.expect("Just created new character if non were listed!!!")
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.character
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.id
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.expect("Why is this an option?"),
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common::ViewDistances {
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terrain: opt.vd,
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entity: opt.vd,
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},
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);
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// Create character if none exist
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if client.character_list().characters.is_empty() {
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client.create_character(
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username.clone(),
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Some("common.items.weapons.sword.starter".into()),
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None,
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body(),
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);
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// If this is the admin client then adminify the other swarm members
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if !to_adminify.is_empty() {
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// Wait for other clients to connect
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loop {
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tick(&mut client)?;
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// NOTE: it's expected that each swarm member will have a unique alias
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let players = client.players().collect::<HashSet<&str>>();
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if to_adminify
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.iter()
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.all(|name| players.contains(&name.as_str()))
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{
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break;
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client.load_character_list();
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while client.character_list().loading || client.character_list().characters.is_empty() {
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tick(&mut client)?;
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}
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}
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// Assert that we are a moderator (assumes we are an admin if so)
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assert!(
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client.is_moderator(),
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"The user needs to ensure \"{}\" is registered as an admin on the server",
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username
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);
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// Send commands to adminify others
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to_adminify.iter().for_each(|name| {
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client.send_command("adminify".into(), vec![name.into(), "admin".into()])
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});
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}
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tracing::info!("Client {} found or created character", index);
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// Wait for moderator
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while !client.is_moderator() {
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tick(&mut client)?;
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}
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client.set_view_distance(opt.vd);
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// Select the first character
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client.request_character(
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client
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.character_list()
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.characters
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.first()
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.expect("Just created new character if non were listed!!!")
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.character
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.id
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.expect("Why is this an option?"),
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);
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// If this is the admin client then adminify the other swarm members
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if !to_adminify.is_empty() {
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// Wait for other clients to connect
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loop {
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tick(&mut client)?;
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// NOTE: it's expected that each swarm member will have a unique alias
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let players = client.players().collect::<HashSet<&str>>();
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if to_adminify
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.iter()
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.all(|name| players.contains(&name.as_str()))
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{
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break;
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}
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}
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// Assert that we are a moderator (assumes we are an admin if so)
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assert!(
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client.is_moderator(),
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"The user needs to ensure \"{}\" is registered as an admin on the server",
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username
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);
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// Send commands to adminify others
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to_adminify.iter().for_each(|name| {
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client.send_command("adminify".into(), vec![name.into(), "admin".into()])
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});
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}
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// Wait for moderator
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while !client.is_moderator() {
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tick(&mut client)?;
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}
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client.clear_terrain();
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client.request_player_physics(false);
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Ok(client)
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};
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let mut client = loop {
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match run() {
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Err(e) => tracing::warn!(?e, "Client {} disconnected", index),
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Ok(client) => {
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thread::sleep(Duration::from_secs(1));
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break client
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},
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}
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};
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drop(pools);
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finished_init.fetch_add(1, Ordering::Relaxed);
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// Wait for initialization of all other swarm clients to finish
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while !finished_init.load(Ordering::Relaxed) == opt.size {
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while finished_init.load(Ordering::Relaxed) != opt.size {
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tick(&mut client)?;
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}
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|
@ -295,12 +295,11 @@ pub struct CharacterList {
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}
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/// Higher than what's needed at VD = 65.
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const TOTAL_PENDING_CHUNKS_LIMIT: usize = /*1024*/13800;
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const TOTAL_PENDING_CHUNKS_LIMIT: usize = /*1024*//*13800*/12;
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impl Client {
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pub async fn new(
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addr: ConnectionArgs,
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runtime: Arc<Runtime>,
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// TODO: refactor to avoid needing to use this out parameter
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mismatched_server_info: &mut Option<ServerInfo>,
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pools: common_state::Pools,
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@ -308,7 +307,8 @@ impl Client {
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password: &str,
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auth_trusted: impl FnMut(&str) -> bool,
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) -> Result<Self, Error> {
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let network = Network::new(Pid::new(), &runtime);
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let network = Network::new(Pid::new(), &pools.runtime);
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let runtime = Arc::clone(&pools.runtime);
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let mut participant = match addr {
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ConnectionArgs::Tcp {
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@ -437,10 +437,6 @@ impl Client {
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*state.ecs_mut().write_resource() = PlayerEntity(Some(entity));
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state.ecs_mut().insert(material_stats);
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state.ecs_mut().insert(ability_map);
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state
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.ecs_mut()
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.write_resource::<SlowJobPool>()
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.configure(&"CHUNK_DROP", |_n| 1);
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|
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let map_size = map_size_lg.chunks();
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let max_height = world_map.max_height;
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@ -2012,10 +2008,10 @@ impl Client {
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} else {
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drop(terrain);
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if !skip_mode && !self.pending_chunks.contains_key(key) {
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const CURRENT_TICK_PENDING_CHUNKS_LIMIT: usize = 8 * 4;
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const CURRENT_TICK_PENDING_CHUNKS_LIMIT: usize = /*8 * 4*/2;
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if self.pending_chunks.len() < TOTAL_PENDING_CHUNKS_LIMIT
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&& /* current_tick_send_chunk_requests
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< CURRENT_TICK_PENDING_CHUNKS_LIMIT */true
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&& current_tick_send_chunk_requests
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< CURRENT_TICK_PENDING_CHUNKS_LIMIT
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{
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self.send_msg_err(ClientGeneral::TerrainChunkRequest {
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key: *key,
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|
@ -20,6 +20,7 @@ core_affinity = "0.5"
|
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rayon = "1.5"
|
||||
num_cpus = "1.0"
|
||||
thread-priority = { version = "0.9.2" }
|
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tokio = { version = "1.14", default-features = false, features = ["rt"] }
|
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tracing = { version = "0.1", default-features = false }
|
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vek = { version = "0.15.8", features = ["serde"] }
|
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|
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|
@ -37,7 +37,7 @@ use specs::{
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Component, DispatcherBuilder, Entity as EcsEntity, WorldExt,
|
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};
|
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use thread_priority::{ThreadBuilder, ThreadPriority};
|
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use std::{sync::Arc, time::Instant};
|
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use std::{sync::{atomic::{AtomicUsize, Ordering}, Arc}, time::Instant};
|
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use timer_queue::TimerQueue;
|
||||
use vek::*;
|
||||
|
||||
@ -123,35 +123,50 @@ pub struct State {
|
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thread_pool: Arc<ThreadPool>,
|
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}
|
||||
|
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pub type Pools = (usize, GameMode/*u64*/, Arc<ThreadPool>/*, slowjob::SlowJobPool*/);
|
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#[derive(Clone,Debug)]
|
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pub struct Pools {
|
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pub slowjob_threads: usize,
|
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game_mode: GameMode,
|
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pub rayon_pool: Arc<ThreadPool>,
|
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pub runtime: Arc<tokio::runtime::Runtime>,
|
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/* slowjob: slowjob::SlowJobPool,*/
|
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}
|
||||
|
||||
impl State {
|
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pub fn pools(game_mode: GameMode) -> Pools {
|
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pub fn pools(game_mode: GameMode, mut tokio_builder: tokio::runtime::Builder) -> Pools {
|
||||
let num_cpu = num_cpus::get()/* - 1*/;
|
||||
|
||||
let (thread_name_infix, rayon_offset) = match game_mode {
|
||||
let (thread_name_infix, rayon_offset, tokio_count) = match game_mode {
|
||||
// The server does work on both the main thread and the rayon pool, but not at the same
|
||||
// time, so there's no reason to hold back a core from rayon. It does effectively no
|
||||
// other non-slowjob, non-rayon work that blocks the main thread.
|
||||
GameMode::Server => ("s", 0),
|
||||
// other non-slowjob, non-rayon work that blocks the main thread, but we do want to
|
||||
// leave num_cpu / 4 cores available for tokio, since otherwise TCP buffers can build
|
||||
// up to unreasonable degrees.
|
||||
GameMode::Server => ("s", 0, num_cpu / 4),
|
||||
// The client does work on both the main thread and the rayon pool, but not at the same
|
||||
// time. It does run some other non-slowjob and non-rayon threads, but none of them
|
||||
// block work on the main thread.
|
||||
GameMode::Client => ("c", 0),
|
||||
// block work on the main thread. It does not do enough networking for it to be worth
|
||||
// dedicating anything to the tokio pool.
|
||||
GameMode::Client => ("c", 0, 0),
|
||||
// Singleplayer does work on both the main thread and the rayon pool; unlike the server
|
||||
// and client cases, the rayon work may interfere with work on one of the main threads,
|
||||
// since the server and client don't coordinate their rayon work. Therefore, we
|
||||
// reserve a core for the main thread(s) from both slowjob and rayon tasks. Since many
|
||||
// CPUs can't afford to lose an entire core during the common periods when the server
|
||||
// and client are not interfering with each other, we still spawn an extra rayon thread
|
||||
// in this case, but leave it floating so the OS can schedule it.
|
||||
GameMode::Singleplayer => ("sp", /*2*/1),
|
||||
// in this case, but leave it floating so the OS can schedule it. Of course,
|
||||
// singleplayer need not devote any resources to the tokio pool, as it's not expected
|
||||
// to be in use.
|
||||
GameMode::Singleplayer => ("sp", /*2*/1, 0),
|
||||
};
|
||||
let rayon_threads = /*match game_mode {
|
||||
GameMode::Server | GameMode::Client => num_cpu / 2,
|
||||
GameMode::Singleplayer => num_cpu / 4,
|
||||
}*/num_cpu.max(common::consts::MIN_RECOMMENDED_RAYON_THREADS);
|
||||
}*/num_cpu/*.saturating_sub(tokio_count)*/.max(common::consts::MIN_RECOMMENDED_RAYON_THREADS);
|
||||
let core_ids = /*(rayon_threads >= 16).then(|| */core_affinity::get_core_ids().unwrap_or(vec![])/*).unwrap_or(vec![])*/;
|
||||
// Don't pin rayon threads to the cores expected to be used by tokio threads.
|
||||
/* core_ids.truncate(core_ids.len() - tokio_count); */
|
||||
let mut core_ids_ = core_ids.clone();
|
||||
let core_count = core_ids.len();
|
||||
let rayon_pool = Arc::new(
|
||||
ThreadPoolBuilder::new()
|
||||
@ -168,14 +183,14 @@ impl State {
|
||||
}
|
||||
// pinned rayon threads run with high priority
|
||||
let index = thread.index();
|
||||
if index.checked_sub(rayon_offset).map_or(false, |i| i < core_count) {
|
||||
if index.checked_sub(rayon_offset + tokio_count).map_or(false, |i| i < core_count) {
|
||||
b = b.priority(ThreadPriority::Max);
|
||||
}
|
||||
b.spawn_careless(|| thread.run())?;
|
||||
Ok(())
|
||||
})
|
||||
.start_handler(move |i| {
|
||||
if let Some(&core_id) = i.checked_sub(rayon_offset).and_then(|i| core_ids.get(i)) {
|
||||
if let Some(&core_id) = i.checked_sub(rayon_offset + tokio_count).and_then(|i| core_ids_.get(i)) {
|
||||
core_affinity::set_for_current(core_id);
|
||||
}
|
||||
})
|
||||
@ -200,9 +215,49 @@ impl State {
|
||||
/*Arc::clone(*/slow_pool/*)*/,
|
||||
); */
|
||||
|
||||
// Setup tokio runtime
|
||||
use tokio::runtime::Builder;
|
||||
|
||||
// TODO: evaluate std::thread::available_concurrency as a num_cpus replacement
|
||||
let cores = num_cpus::get();
|
||||
// We don't need that many threads in the async pool, at least 2 but generally
|
||||
// 25% of all available will do
|
||||
let mut core_ids_ = core_ids.clone();
|
||||
let runtime = Arc::new(
|
||||
tokio_builder
|
||||
.enable_all()
|
||||
.worker_threads(tokio_count.max(common::consts::MIN_RECOMMENDED_TOKIO_THREADS))
|
||||
.thread_name_fn(move || {
|
||||
static ATOMIC_ID: AtomicUsize = AtomicUsize::new(0);
|
||||
let id = ATOMIC_ID.fetch_add(1, Ordering::SeqCst);
|
||||
format!("tokio-{}-{}", thread_name_infix, id)
|
||||
})
|
||||
.on_thread_start(move || {
|
||||
if tokio_count > 0 {
|
||||
static ATOMIC_ID: AtomicUsize = AtomicUsize::new(0);
|
||||
let index = ATOMIC_ID.fetch_add(1, Ordering::SeqCst) % tokio_count;
|
||||
if let Some(&core_id) = index.checked_add(num_cpu - tokio_count - 1).and_then(|i| core_ids_.get(i)) {
|
||||
core_affinity::set_for_current(core_id);
|
||||
}
|
||||
}
|
||||
})
|
||||
.build()
|
||||
.unwrap(),
|
||||
);
|
||||
|
||||
// We always reserve at least one non-slowjob core, if possible, to make sure systems get a
|
||||
// chance to run unobstructed.
|
||||
(num_cpu - 1/*slow_limit*//* as u64*/, game_mode, rayon_pool/*, slowjob*/)
|
||||
// chance to run unobstructed. We also leave any dedicated tokio threads their own
|
||||
// reserved cores, since networking is quite latency critical on a server.
|
||||
//
|
||||
// Note that for all n > 1, n - n / 4 - 1 > 0 (using integer arithmetic), which is fine
|
||||
// since we require at least 2 hardware threads.
|
||||
Pools {
|
||||
slowjob_threads: num_cpu - tokio_count - 1/*slow_limit*//* as u64*/,
|
||||
game_mode,
|
||||
rayon_pool,
|
||||
runtime,
|
||||
/*slowjob,*/
|
||||
}
|
||||
}
|
||||
|
||||
/// Create a new `State` in client mode.
|
||||
@ -227,8 +282,8 @@ impl State {
|
||||
GameMode::Singleplayer => "sp",
|
||||
}; */
|
||||
|
||||
let num_cpu = /*num_cpus::get()*/pools.0/* / 2 + pools.0 / 4*/;
|
||||
let game_mode = pools.1;
|
||||
let num_cpu = /*num_cpus::get()*/pools.slowjob_threads/* / 2 + pools.0 / 4*/;
|
||||
let game_mode = pools.game_mode;
|
||||
/* let rayon_threads = match game_mode {
|
||||
GameMode::Server | GameMode::Client => num_cpu/* / 2*/,
|
||||
GameMode::Singleplayer => num_cpu/* / 4*// 2,
|
||||
@ -280,7 +335,7 @@ impl State {
|
||||
|
||||
Self {
|
||||
ecs: Self::setup_ecs_world(ecs_role, /*num_cpu as u64*//*, &thread_pool, *//*pools.1*/slowjob/*pools.3*/, map_size_lg, default_chunk),
|
||||
thread_pool: pools.2,
|
||||
thread_pool: pools.rayon_pool,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -22,9 +22,8 @@ use crate::{
|
||||
tui_runner::Tui,
|
||||
tuilog::TuiLog,
|
||||
};
|
||||
use common::{clock::Clock, consts::MIN_RECOMMENDED_TOKIO_THREADS};
|
||||
use common::clock::Clock;
|
||||
use common_base::span;
|
||||
use core::sync::atomic::{AtomicUsize, Ordering};
|
||||
use server::{persistence::DatabaseSettings, settings::Protocol, Event, Input, Server};
|
||||
use std::{
|
||||
io,
|
||||
@ -75,20 +74,9 @@ fn main() -> io::Result<()> {
|
||||
path
|
||||
};
|
||||
|
||||
// We don't need that many threads in the async pool, at least 2 but generally
|
||||
// 25% of all available will do
|
||||
// TODO: evaluate std::thread::available_concurrency as a num_cpus replacement
|
||||
let runtime = Arc::new(
|
||||
tokio::runtime::Builder::new_multi_thread()
|
||||
.enable_all()
|
||||
.worker_threads((num_cpus::get() / 4).max(MIN_RECOMMENDED_TOKIO_THREADS))
|
||||
.thread_name_fn(|| {
|
||||
static ATOMIC_ID: AtomicUsize = AtomicUsize::new(0);
|
||||
let id = ATOMIC_ID.fetch_add(1, Ordering::SeqCst);
|
||||
format!("tokio-server-{}", id)
|
||||
})
|
||||
.build()
|
||||
.unwrap(),
|
||||
let pools = common_state::State::pools(
|
||||
common::resources::GameMode::Server,
|
||||
tokio::runtime::Builder::new_multi_thread(),
|
||||
);
|
||||
|
||||
#[cfg(feature = "hot-agent")]
|
||||
@ -122,7 +110,7 @@ fn main() -> io::Result<()> {
|
||||
ArgvCommand::Shared(SharedCommand::Admin { command }) => {
|
||||
let login_provider = server::login_provider::LoginProvider::new(
|
||||
server_settings.auth_server_address,
|
||||
runtime,
|
||||
pools.runtime,
|
||||
);
|
||||
|
||||
match command {
|
||||
@ -181,8 +169,7 @@ fn main() -> io::Result<()> {
|
||||
editable_settings,
|
||||
database_settings,
|
||||
&server_data_dir,
|
||||
runtime,
|
||||
common_state::State::pools(common::resources::GameMode::Server),
|
||||
pools,
|
||||
)
|
||||
.expect("Failed to create server instance!");
|
||||
|
||||
|
@ -217,7 +217,6 @@ impl Server {
|
||||
editable_settings: EditableSettings,
|
||||
database_settings: DatabaseSettings,
|
||||
data_dir: &std::path::Path,
|
||||
runtime: Arc<Runtime>,
|
||||
pools: common_state::Pools,
|
||||
) -> Result<Self, Error> {
|
||||
info!("Server data dir is: {}", data_dir.display());
|
||||
@ -262,13 +261,13 @@ impl Server {
|
||||
},
|
||||
calendar: Some(settings.calendar_mode.calendar_now()),
|
||||
},
|
||||
&pools.2,
|
||||
&pools.rayon_pool,
|
||||
);
|
||||
#[cfg(not(feature = "worldgen"))]
|
||||
let (world, index) = World::generate(settings.world_seed);
|
||||
|
||||
#[cfg(feature = "worldgen")]
|
||||
let map = world.get_map_data(index.as_index_ref(), &pools.2);
|
||||
let map = world.get_map_data(index.as_index_ref(), &pools.rayon_pool);
|
||||
#[cfg(not(feature = "worldgen"))]
|
||||
let map = WorldMapMsg {
|
||||
dimensions_lg: Vec2::zero(),
|
||||
@ -281,6 +280,7 @@ impl Server {
|
||||
default_chunk: Arc::new(world.generate_oob_chunk()),
|
||||
};
|
||||
|
||||
let runtime = Arc::clone(&pools.runtime);
|
||||
let mut state = State::server(
|
||||
pools,
|
||||
world.sim().map_size_lg(),
|
||||
|
@ -61,7 +61,6 @@ use i18n::LocalizationHandle;
|
||||
use std::path::PathBuf;
|
||||
|
||||
use std::sync::Arc;
|
||||
use tokio::runtime::Runtime;
|
||||
|
||||
/// A type used to store state that is shared between all play states.
|
||||
pub struct GlobalState {
|
||||
@ -70,7 +69,6 @@ pub struct GlobalState {
|
||||
pub settings: Settings,
|
||||
pub profile: Profile,
|
||||
pub window: Window,
|
||||
pub tokio_runtime: Arc<Runtime>,
|
||||
#[cfg(feature = "egui-ui")]
|
||||
pub egui_state: EguiState,
|
||||
pub lazy_init: scene::terrain::SpriteRenderContextLazy,
|
||||
|
@ -95,29 +95,6 @@ fn main() {
|
||||
use clap::Parser;
|
||||
let args = cli::Args::parse();
|
||||
|
||||
// Setup tokio runtime
|
||||
use common::consts::MIN_RECOMMENDED_TOKIO_THREADS;
|
||||
use std::sync::{
|
||||
atomic::{AtomicUsize, Ordering},
|
||||
Arc,
|
||||
};
|
||||
use tokio::runtime::Builder;
|
||||
|
||||
// TODO: evaluate std::thread::available_concurrency as a num_cpus replacement
|
||||
let cores = num_cpus::get();
|
||||
let tokio_runtime = Arc::new(
|
||||
Builder::new_multi_thread()
|
||||
.enable_all()
|
||||
.worker_threads((cores / 4).max(MIN_RECOMMENDED_TOKIO_THREADS))
|
||||
.thread_name_fn(|| {
|
||||
static ATOMIC_ID: AtomicUsize = AtomicUsize::new(0);
|
||||
let id = ATOMIC_ID.fetch_add(1, Ordering::SeqCst);
|
||||
format!("tokio-voxygen-{}", id)
|
||||
})
|
||||
.build()
|
||||
.unwrap(),
|
||||
);
|
||||
|
||||
#[cfg(feature = "hot-reloading")]
|
||||
assets::start_hot_reloading();
|
||||
|
||||
@ -167,7 +144,7 @@ fn main() {
|
||||
|
||||
// Create window
|
||||
use veloren_voxygen::{error::Error, render::RenderError};
|
||||
let (mut window, event_loop) = match Window::new(&settings, &tokio_runtime) {
|
||||
let (mut window, event_loop) = match Window::new(&settings) {
|
||||
Ok(ok) => ok,
|
||||
// Custom panic message when a graphics backend could not be found
|
||||
Err(Error::RenderError(RenderError::CouldNotFindAdapter)) => {
|
||||
@ -211,7 +188,6 @@ fn main() {
|
||||
audio,
|
||||
profile,
|
||||
window,
|
||||
tokio_runtime,
|
||||
#[cfg(feature = "egui-ui")]
|
||||
egui_state,
|
||||
lazy_init,
|
||||
|
@ -11,7 +11,6 @@ use std::{
|
||||
},
|
||||
time::Duration,
|
||||
};
|
||||
use tokio::runtime;
|
||||
use tracing::{trace, warn};
|
||||
|
||||
#[derive(Debug)]
|
||||
@ -47,7 +46,6 @@ impl ClientInit {
|
||||
connection_args: ConnectionArgs,
|
||||
username: String,
|
||||
password: String,
|
||||
runtime: Arc<runtime::Runtime>,
|
||||
pools: common_state::Pools,
|
||||
) -> Self {
|
||||
let (tx, rx) = unbounded();
|
||||
@ -55,9 +53,7 @@ impl ClientInit {
|
||||
let cancel = Arc::new(AtomicBool::new(false));
|
||||
let cancel2 = Arc::clone(&cancel);
|
||||
|
||||
let runtime2 = Arc::clone(&runtime);
|
||||
|
||||
runtime.spawn(async move {
|
||||
pools.runtime.spawn(async move {
|
||||
let trust_fn = |auth_server: &str| {
|
||||
let _ = tx.send(Msg::IsAuthTrusted(auth_server.to_string()));
|
||||
trust_rx
|
||||
@ -76,7 +72,6 @@ impl ClientInit {
|
||||
let mut mismatched_server_info = None;
|
||||
match Client::new(
|
||||
connection_args.clone(),
|
||||
Arc::clone(&runtime2),
|
||||
&mut mismatched_server_info,
|
||||
pools.clone(),
|
||||
&username,
|
||||
@ -87,8 +82,7 @@ impl ClientInit {
|
||||
{
|
||||
Ok(client) => {
|
||||
let _ = tx.send(Msg::Done(Ok(client)));
|
||||
drop(pools);
|
||||
tokio::task::block_in_place(move || drop(runtime2));
|
||||
tokio::task::block_in_place(move || drop(pools));
|
||||
return;
|
||||
},
|
||||
Err(ClientError::NetworkErr(NetworkError::ConnectFailed(
|
||||
@ -112,9 +106,8 @@ impl ClientInit {
|
||||
// address and all the attempts timed out.
|
||||
let _ = tx.send(Msg::Done(Err(last_err.unwrap_or(Error::ServerNotFound))));
|
||||
|
||||
drop(pools);
|
||||
// Safe drop runtime
|
||||
tokio::task::block_in_place(move || drop(runtime2));
|
||||
tokio::task::block_in_place(move || drop(pools));
|
||||
});
|
||||
|
||||
ClientInit {
|
||||
|
@ -22,7 +22,7 @@ use common_base::span;
|
||||
use i18n::LocalizationHandle;
|
||||
use scene::Scene;
|
||||
use std::sync::Arc;
|
||||
use tokio::runtime;
|
||||
use tokio::Builder;
|
||||
use tracing::error;
|
||||
use ui::{Event as MainMenuEvent, MainMenuUi};
|
||||
|
||||
@ -107,7 +107,7 @@ impl PlayState for MainMenuState {
|
||||
"".to_owned(),
|
||||
ConnectionArgs::Mpsc(14004),
|
||||
&mut self.init,
|
||||
&global_state.tokio_runtime,
|
||||
&pools.runtime,
|
||||
&global_state.i18n,
|
||||
Some(pools),
|
||||
);
|
||||
@ -318,7 +318,6 @@ impl PlayState for MainMenuState {
|
||||
password,
|
||||
connection_args,
|
||||
&mut self.init,
|
||||
&global_state.tokio_runtime,
|
||||
&global_state.i18n,
|
||||
None,
|
||||
);
|
||||
@ -348,7 +347,8 @@ impl PlayState for MainMenuState {
|
||||
},
|
||||
#[cfg(feature = "singleplayer")]
|
||||
MainMenuEvent::StartSingleplayer => {
|
||||
let singleplayer = Singleplayer::new(&global_state.tokio_runtime);
|
||||
|
||||
let singleplayer = Singleplayer::new();
|
||||
|
||||
global_state.singleplayer = Some(singleplayer);
|
||||
},
|
||||
@ -527,7 +527,6 @@ fn attempt_login(
|
||||
password: String,
|
||||
connection_args: ConnectionArgs,
|
||||
init: &mut InitState,
|
||||
runtime: &Arc<runtime::Runtime>,
|
||||
localized_strings: &LocalizationHandle,
|
||||
pools: Option<common_state::Pools>,
|
||||
) {
|
||||
@ -561,7 +560,12 @@ fn attempt_login(
|
||||
username,
|
||||
password,
|
||||
Arc::clone(runtime),
|
||||
pools.unwrap_or_else(|| common_state::State::pools(common::resources::GameMode::Client)),
|
||||
pools.unwrap_or_else(|| {
|
||||
common_state::State::pools(
|
||||
common::resources::GameMode::Client,
|
||||
tokio::runtime::Builder::new_multi_thread(),
|
||||
)
|
||||
}),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
@ -199,7 +199,6 @@ impl Renderer {
|
||||
pub fn new(
|
||||
window: &winit::window::Window,
|
||||
mode: RenderMode,
|
||||
runtime: &tokio::runtime::Runtime,
|
||||
) -> Result<Self, RenderError> {
|
||||
let (pipeline_modes, mut other_modes) = mode.split();
|
||||
// Enable seamless cubemaps globally, where available--they are essentially a
|
||||
@ -313,6 +312,9 @@ impl Renderer {
|
||||
path
|
||||
});
|
||||
|
||||
let runtime = runtime::Builder::new_current_thread().build()
|
||||
.expect("Failed to create single-threaded tokio runtime (for renderer initialization).");
|
||||
|
||||
let (device, queue) = runtime.block_on(adapter.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
// TODO
|
||||
|
@ -12,7 +12,6 @@ use std::{
|
||||
thread::{self, JoinHandle},
|
||||
time::Duration,
|
||||
};
|
||||
use tokio::runtime::Runtime;
|
||||
use tracing::{error, info, trace, warn};
|
||||
|
||||
const TPS: u64 = 30;
|
||||
@ -30,7 +29,7 @@ pub struct Singleplayer {
|
||||
}
|
||||
|
||||
impl Singleplayer {
|
||||
pub fn new(runtime: &Arc<Runtime>) -> Self {
|
||||
pub fn new() -> Self {
|
||||
let (stop_server_s, stop_server_r) = unbounded();
|
||||
|
||||
// Determine folder to save server data in
|
||||
@ -100,18 +99,19 @@ impl Singleplayer {
|
||||
let (result_sender, result_receiver) = bounded(1);
|
||||
|
||||
let builder = thread::Builder::new().name("singleplayer-server-thread".into());
|
||||
let runtime = Arc::clone(runtime);
|
||||
let thread = builder
|
||||
.spawn(move || {
|
||||
trace!("starting singleplayer server thread");
|
||||
|
||||
let pools = common_state::State::pools(common::resources::GameMode::Singleplayer);
|
||||
let pools = common_state::State::pools(
|
||||
common::resources::GameMode::Singleplayer,
|
||||
tokio::runtime::Builder::new_multi_thread(),
|
||||
);
|
||||
let (server, init_result) = match Server::new(
|
||||
settings2,
|
||||
editable_settings,
|
||||
database_settings,
|
||||
&server_data_dir,
|
||||
runtime,
|
||||
pools.clone(),
|
||||
) {
|
||||
Ok(server) => (Some(server), Ok(pools)),
|
||||
|
@ -411,10 +411,7 @@ pub struct Window {
|
||||
}
|
||||
|
||||
impl Window {
|
||||
pub fn new(
|
||||
settings: &Settings,
|
||||
runtime: &tokio::runtime::Runtime,
|
||||
) -> Result<(Window, EventLoop), Error> {
|
||||
pub fn new(settings: &Settings) -> Result<(Window, EventLoop), Error> {
|
||||
let event_loop = EventLoop::new();
|
||||
|
||||
let size = settings.graphics.window_size;
|
||||
@ -434,7 +431,7 @@ impl Window {
|
||||
|
||||
let window = win_builder.build(&event_loop).unwrap();
|
||||
|
||||
let renderer = Renderer::new(&window, settings.graphics.render_mode.clone(), runtime)?;
|
||||
let renderer = Renderer::new(&window, settings.graphics.render_mode.clone())?;
|
||||
|
||||
let keypress_map = HashMap::new();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user