Add entity sharding (ShardGate) and POI lock optimization

- ShardGate: shard entity ticking into per-shard CAS gates so slow shards
  skip a tick instead of blocking the whole barrier
- EntityTickParallel: collect entities by stable id into shards, submit via
  ShardGate, count missed shards
- FineGrainScheduler: add submitShard path with gate release and barrier
  counting
- SectionStorageMixin: replace global exclusive synchronized map with
  ConcurrentLong2ObjectMap to remove the POI read lock bottleneck
  (~19k villagers: TPS 9 -> 20)
- MasterCommand: add 'fine sharded on|off' toggle and status display
- Add environment setup/launch scripts
This commit is contained in:
modzuozhi committed 2026-09-09 22:13:02 +08:00
1 parent 1607a87213
commit 3c4710490c
11 files changed
+391 -31

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@@ -4,6 +4,7 @@ import com.mojang.brigadier.CommandDispatcher;
import com.mojang.brigadier.context.CommandContext;
import dev.modzuozhi.ModZuozhi;
import dev.modzuozhi.core.dimthread.DimThreadCore;
import dev.modzuozhi.core.dimthread.EntityTickParallel;
import dev.modzuozhi.core.dimthread.FaultGuard;
import dev.modzuozhi.core.dimthread.FineGrainScheduler;
import dev.modzuozhi.core.dimthread.TpsTracker;
@@ -36,7 +37,10 @@ public final class MasterCommand {
.then(literal("status").executes(MasterCommand::status))
.then(literal("fine")
.then(literal("on").executes(ctx -> setFine(ctx, true)))
.then(literal("off").executes(ctx -> setFine(ctx, false))))
.then(literal("off").executes(ctx -> setFine(ctx, false)))
.then(literal("sharded")
.then(literal("on").executes(ctx -> setSharded(ctx, true)))
.then(literal("off").executes(ctx -> setSharded(ctx, false)))))
.then(literal("nocollide")
.then(literal("on").executes(ctx -> setNoCollide(ctx, true)))
.then(literal("off").executes(ctx -> setNoCollide(ctx, false)))));
@@ -67,6 +71,13 @@ public final class MasterCommand {
return 1;
}
private static int setSharded(CommandContext<CommandSourceStack> ctx, boolean enabled) {
EntityTickParallel.setSharded(enabled);
ctx.getSource().sendSuccess(() ->
Component.literal("实体分片并行已" + (enabled ? "开启" : "关闭")), false);
return 1;
}
private static int setNoCollide(CommandContext<CommandSourceStack> ctx, boolean enabled) {
ModZuozhi.MOB_COLLISION_OFF = enabled;
ctx.getSource().sendSuccess(() ->
@@ -92,9 +103,12 @@ public final class MasterCommand {
: TpsTracker.tps();
String msg = String.format(
"modzuozhi 状态:细粒度=%s%s,禁碰撞=%s,故障原因:%s\n当前维度:%s,TPS:%.1f",
fine, fineMark, noCollide, reason,
dimensionName(dimension), tps);
"modzuozhi 状态:细粒度=%s%s,分片并行=%s,禁碰撞=%s,故障原因:%s\n"
+ "当前维度:%s,TPS:%.1f,掉拍分片累计:%d",
fine, fineMark,
EntityTickParallel.isSharded() ? "开启" : "关闭",
noCollide, reason,
dimensionName(dimension), tps, EntityTickParallel.missedShards());
ctx.getSource().sendSuccess(() -> Component.literal(msg), false);
return 1;
}