Remove semaphore for now, and try pinning rayon threads to cores.

This commit is contained in:
Joshua Yanovski 2022-09-07 15:50:00 -07:00
parent b489d1ac84
commit 585ec62306
2 changed files with 29 additions and 8 deletions

View File

@ -101,20 +101,39 @@ impl State {
pub fn pools(game_mode: GameMode) -> Pools {
let num_cpu = num_cpus::get()/* - 1*/;
let thread_name_infix = match game_mode {
GameMode::Server => "s",
GameMode::Client => "c",
GameMode::Singleplayer => "sp",
let (thread_name_infix, rayon_offset) = 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),
// 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),
// 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),
};
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);
let core_ids = /*(rayon_threads >= 16).then(|| */core_affinity::get_core_ids().unwrap_or(vec![])/*).unwrap_or(vec![])*/;
let rayon_pool = Arc::new(
ThreadPoolBuilder::new()
.num_threads(rayon_threads)
.num_threads(rayon_threads/*.saturating_sub(rayon_offset)*/)
// .thread_name(move |i| format!("rayon-{}", i))
.thread_name(move |i| format!("rayon-{}-{}", thread_name_infix, i))
.start_handler(move |i| {
if let Some(&core_id) = i.checked_sub(rayon_offset).and_then(|i| core_ids.get(i)) {
core_affinity::set_for_current(core_id);
}
})
.build()
.unwrap(),
);
@ -136,6 +155,8 @@ impl State {
/*Arc::clone(*/slow_pool/*)*/,
); */
// 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*/)
}
@ -172,8 +193,8 @@ impl State {
let (start, step, total) = match (game_mode, ecs_role) {
(_, GameMode::Singleplayer) => todo!("Singleplayer is not a valid ECS role (yet)"),
(GameMode::Server | GameMode::Client, _) => (0, 1, num_cpu),
(GameMode::Singleplayer, GameMode::Server) => (0, 2, num_cpu / 2/* + num_cpu / 4 */),
(GameMode::Singleplayer, GameMode::Client) => (1, 2, num_cpu - num_cpu / 2/* + num_cpu / 4 */),
(GameMode::Singleplayer, GameMode::Client) => (0, 2, num_cpu - num_cpu / 2/* + num_cpu / 4 */),
(GameMode::Singleplayer, GameMode::Server) => (1, 2, num_cpu / 2/* + num_cpu / 4 */),
};
let total = total.max(common::consts::MIN_RECOMMENDED_RAYON_THREADS);
let cores = core_affinity::get_core_ids().unwrap_or(vec![]).into_iter().skip(start).step_by(step).take(total).collect::<Vec<_>>();

View File

@ -294,7 +294,7 @@ async fn mesh_worker/*<V: BaseVol<Vox = Block> + RectRasterableVol + ReadVol + D
let size_mb = (size >> 20) as u32 + 1;
// If for some reason the semaphore is closed, we just won't allocate
// texture space.
*permit_ = Some(Semaphore::acquire_many_owned(mem_semaphore, size_mb).await.ok()?);
/* *permit_ = Some(Semaphore::acquire_many_owned(mem_semaphore, size_mb).await.ok()?); */
}
create_texture(size)
},