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Posted (edited)

When you create a task to be executed in X time, does the thread burden the pool or the OS even in that X time or only at the execution? Who is responsible for the countdown of that X time?

Edited by Hustman
  • Hustman changed the title to Question about Threads in L2J
Posted

If you properly use L2J ThreadPoolManager implementation, you simply pick a thread from an existing pool and once executed it returns to the pool - similar to a db connection factory.

 

L2J implementation is nothing more than dedicated ThreadPoolExecutor / ScheduledThreadPoolExecutor, 4 of each types.

 

You can read more on Google, as introduction

https://www.baeldung.com/thread-pool-java-and-guava

https://www.geeksforgeeks.org/thread-pools-java/

 

And whatever related to ThreadPoolExecutor / ScheduledThreadPoolExecutor classes.

Posted (edited)
15 hours ago, Tryskell said:

If you properly use L2J ThreadPoolManager implementation, you simply pick a thread from an existing pool and once executed it returns to the pool - similar to a db connection factory.

 

L2J implementation is nothing more than dedicated ThreadPoolExecutor / ScheduledThreadPoolExecutor, 4 of each types.

 

You can read more on Google, as introduction

https://www.baeldung.com/thread-pool-java-and-guava

https://www.geeksforgeeks.org/thread-pools-java/

 

And whatever related to ThreadPoolExecutor / ScheduledThreadPoolExecutor classes.

Thank you for answering, very instructive article. However, I am unable to locate in the ScheduledThreadPoolExecutor section, who is responsible for the delay countdown. Does the thread also perform this function? Does this mean that it uses CPU resources even before executing?

Edited by Hustman
Posted

The thread is simply an executable class, the ScheduledThreadPoolExecutor handles the management of it. How ? Who cares, it was optimized for you by some high-grade dudes years ago and added directly in Java.

 

Seeing how much tasks are generated by seconds (network, AI, and random tasks), it probably costs almost none CPU/RAM. You only have to assure yourself to avoid to bottleneck the system.

 

Not sure why you need this answer, your best bet is to make tests yourself because litteraly none did that before you (at least, I didn't).

Posted

What you can try to do is to change dynamically each executor's thread size based on your current cpu usage (ThreadPoolExecutor#setCorePoolSize). Although, i don't think that you will need such an optimization.

Posted
4 hours ago, Zake said:

What you can try to do is to change dynamically each executor's thread size based on your current cpu usage (ThreadPoolExecutor#setCorePoolSize). Although, i don't think that you will need such an optimization.

The only thing I want to know is, who is responsible for the countdown of the delay, that's all.

  • 3 months later...
Posted (edited)

new thread waits for execute runnable. It means jvm calling OS for new thread when you create scheduled execution (that's for single Timer). ScheduledThreadPoolExecutor works asynchronously 

Edited by amaranthe92

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Def. + 2%];[P. Def. + 4%];[P. Def. + 7%]};{[M. Def. + 2%];[M. Def. + 4%];[M. Def. + 7%]};{[Max HP + 3%];[Max HP + 6%];[Max HP + 9%]};{[All Attribute Defense + 15];[All Attribute Defense + 25];[All Attribute Defense + 40]};{[When equipping Heavy Armor <br>P./M. Def. + 3%];[When equipping Heavy Armor <br>P./M. Def. + 6%]};{[When equipping Light Armor <br>P./M. Def. + 3%];[When equipping Light Armor <br>P./M. Def. + 6%]};{[When equipping Robe <br>P./M. Def. + 3%];[When equipping Robe <br>P./M. Def. + 6%]};{[Debuff Resistance + 5%];[Debuff Resistance + 10%]};{[Max HP + 3%];[Max HP + 6%];[Max HP + 10%];[Max HP + 15%]};{[Shield Defense + 100%]};{[P. Def. + 2%];[P. Def. + 4%];[P. Def. + 8%];[P. Def. + 12%]};{[P. Accuracy, M. Accuracy,<br>servitor's P. Accuracy + 12.<br>Enchants Revelation skill]};{[Received P. Critical Damage - 10%];[Received P. Critical Damage - 20%]};{[Chance of receiving P. Critical Damage - 15%];[Chance of receiving P. Critical Damage - 30%]};{[Skill Cooldown - 3%];[Skill Cooldown - 5%]};{[EXP, SP + 5%];[EXP, SP + 10%]};{[Received damage when immobilized - 7%];[Received damage when immobilized - 15%]};{[All Attribute Defense + 50]};{[Skill Critical Rate + 10%]};{[Recovery Potion, Elixir Effect + 500];[Recovery Potion, Elixir Effect + 1000]};{[Received Damage - 10%]};{[Atk. Spd. + 1%];[Atk. Spd. + 3%]};{[P. Atk. + 1%];[P. Atk. + 2%];[P. Atk. + 3%];[P. Atk. + 4%]};{[Attack Attribute + 10];[Attack Attribute + 20];[Attack Attribute + 30];[Attack Attribute + 40]};{[P. Skill Critical Rate + 3%];[P. Skill Critical Rate + 6%];[P. Skill Critical Rate + 10%]};{[Rear Damage + 2%];[Rear Damage + 5%]};{[P. Critical Rate + 10];[P. Critical Rate + 20];[P. Critical Rate + 40]};{[Skill MP Consumption - 5%]};{[P. Skill Critical Damage + 2%];[P. Skill Critical Damage + 4%];[P. Skill Critical Damage + 7%]};{[Skill Mastery Rate + 30%];[Skill Mastery Rate + 60%]};{[P. Critical Damage + 2%];[P. Critical Damage + 4%];[P. Critical Damage + 7%]};{[P. Accuracy, M. Accuracy,<br>servitor's P. Accuracy + 12.<br>Enchants Revelation skill]};{[P. Atk. + 3%];[P. Atk. + 6%]};{[P. Skill Power + 2%];[P. Skill Power + 5%]};{[Skill Cooldown - 3%]};{[EXP, SP + 5%];[EXP, SP + 10%]};{[Damage to immobilized<br>targets + 5%];[Damage to immobilized<br>targets + 10%]};{[Attack Attribute + 25];[Attack Attribute + 50]};{[Recovery Potion, Elixir Effect + 500];[Recovery Potion, Elixir Effect + 1000]};{[Damage + 10%]};{[Casting Spd. + 2%];[Casting Spd. + 4%]};{[M. Atk. + 2%];[M. Atk. + 5%];[M. Atk. + 8%]};{[Attack Attribute + 10];[Attack Attribute + 20];[Attack Attribute + 40]};{[M. Critical Rate + 10];[M. Critical Rate + 20];[M. Critical Rate + 40]};{[Max HP, MP + 3%];[Max HP, MP + 6%];[Max HP, MP + 9%]};{[Skill MP Consumption - 5%]};{[M. Critical Damage + 3%];[M. Critical Damage + 6%];[M. Critical Damage + 10%]};{[Skill Mastery Rate + 30%];[Skill Mastery Rate + 60%]};{[P. Accuracy, M. Accuracy,<br>servitor's P. Accuracy + 12.<br>Enchants Revelation skill]};{[Mental, Stun, Aerial Yoke<br>Success Rate + 5%];[Mental, Stun, Aerial Yoke<br>Success Rate + 10%]};{[M. Skill Power + 2%];[M. Skill Power + 5%]};{[Skill Cooldown - 3%];[Skill Cooldown - 5%]};{[EXP, SP + 5%];[EXP, SP + 10%]};{[Damage to Immobile<br>Opponents + 5%];[Damage to Immobile<br>Opponents + 10%]};{[Attack Attribute + 25];[Attack Attribute + 50]};{[Recovery Potion, Elixir Effect + 500];[Recovery Potion, Elixir Effect + 1000]};{[Damage + 10%]}} sub_node_end node_end @babyjason in regards to your post ><
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