Only have a single thread config

This means that CPU use will be a lot more consistent since all internal thread pools share a single thread count semaphore.
This commit is contained in:
James Seibel
2024-12-27 08:46:32 -06:00
parent 81654123d8
commit 6135bdf67c
15 changed files with 502 additions and 563 deletions
@@ -26,33 +26,31 @@ import com.seibel.distanthorizons.api.interfaces.config.IDhApiConfigGroup;
* Distant Horizons' threading configuration.
*
* @author James Seibel
* @version 2023-10-29
* @version 2024-12-26
* @since API 1.0.0
*/
public interface IDhApiMultiThreadingConfig extends IDhApiConfigGroup
{
/**
* Defines how many world generator threads are used to generate
* terrain outside Minecraft's vanilla render distance. <br>
* <br>
* If the number of threads is less than 1 it will be treated as a percentage
* representing how often the single thread will actively generate terrain.
* Defines how many threads Distant Horizons
* uses.
*
* @since API 4.0.0
*/
IDhApiConfigValue<Integer> worldGeneratorThreads();
/** Defines how many file handler threads are used. */
IDhApiConfigValue<Integer> fileHandlerThreads();
IDhApiConfigValue<Integer> threadCount();
/**
* Defines how many threads are used
* to build LODs. <br><br>
*
* This includes: <br>
* - lighting <br>
* - Chunk -> LOD conversion <br>
* - Buffer generation <br>
* Defines how many long Distant Horizons
* threads will spend running vs sleeping.
* This is helpful when reducing the CPU
* load on low end CPUs.
* 1.0 = 100% uptime
* 0.5 = 50% uptime
* 0.1 = 10% uptime
*
* @since API 4.0.0
*/
IDhApiConfigValue<Integer> lodBuilderThreads();
IDhApiConfigValue<Double> threadRuntimeRatio();
}