The bug
When there are extreme numbers of block entities (even non-ticking) a lot of time can be spent unloading them from a list in the world. This happens when you have a huge number of block entities and leave the area.
How to reproduce
Create a new superflat world and
/tp 0 ~ 0
Create a lot of block entities spread over a few chunks:
/fill 0 ~ 0 100 ~2 100 minecraft:furnace
Fly away, witness huge lag spikes when block entities begin to be unloaded
Sampling results looks like this:
[media]Code analysis (using MCP names)
Several fields in World.java
use List
methods with very bad time complexity.
These fields are using add
, remove
, removeAll
, and iterators:
net.minecraft.world.World#loadedTileEntityList
net.minecraft.world.World#tickableTileEntities
After replacing those two Lists
with Set
, there is no lag spike and the sampling results look much better:
After discussing this with others, we think the best solution is to break up these lists so they are indexed by chunk.
That way, an unloaded chunk can just drop its ticking list and there is no slow remove on a giant list.
It could also make finding nearby entities more efficient.
Attachments
Comments 10
Marking as Cannot Reproduce then. I tested and got some lag spikes, but I think they're just from MC-162253. I will reopen this if anyone is still able to reproduce this.
After discussing this with others, we think the best solution is to break up these lists so they are indexed by chunk.
That way, an unloaded chunk can just drop its ticking list and there is no slow
remove
on a giant list.It could also make finding nearby entities more efficient.