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Posted (edited)

Hi,

 

This is a custom implementation of a thread pool management system, designed to efficiently manage the execution of tasks in a multi-threaded environment. Automatically adjusts the size of the thread pools based on the system's CPU load and the number of available cores. This dynamic adjustment ensures that the thread pools are always optimized for the current system load, resulting in efficient resource utilization and improved performance. If the calculated sizes are equal to the current core pool sizes, this means that there's no need to update the pool sizes, as they are already optimized for the current system load. I haven't conducted extensive testing yet; however, the code can be thoroughly tested, and if any issues are encountered, I can make the necessary modifications. Comments were added throughout the code.

 

For testing purposes you can do the following:

 

		scheduleAtFixedRate(() ->
		{
			try
			{
				purge();
				updateThreadPoolSizes();
			}
			catch (Exception e)
			{
				LOGGER.severe("Error during scheduled ThreadPool update: " + e.getMessage());
			}
		}, 10, 10, TimeUnit.SECONDS);

 

	private static void updateThreadPoolSizes()
	{
		double systemLoad = getSystemCpuLoad();
		int availableCores = Runtime.getRuntime().availableProcessors();
		int newScheduledThreadPoolSize = calculateThreadPoolSize(availableCores, systemLoad, true);
		int newInstantThreadPoolSize = calculateThreadPoolSize(availableCores, systemLoad, false);
		
		if (newScheduledThreadPoolSize != scheduledExecutor.getCorePoolSize())
		{
			scheduledExecutor.setCorePoolSize(newScheduledThreadPoolSize);
			LOGGER.info("Updated scheduled thread pool size to " + newScheduledThreadPoolSize + ", CPU: " + getSystemCpuLoadPercentage());
		}
		else
		{
			LOGGER.info("Scheduled thread pool size remains to " + newScheduledThreadPoolSize + ", CPU: " + getSystemCpuLoadPercentage());
		}
		if (newInstantThreadPoolSize != instantExecutor.getCorePoolSize())
		{
			instantExecutor.setCorePoolSize(newInstantThreadPoolSize);
			LOGGER.info("Updated instant thread pool size to " + newInstantThreadPoolSize + ", CPU: " + getSystemCpuLoadPercentage());
		}
		else
		{
			LOGGER.info("Instant thread pool size remains to " + newInstantThreadPoolSize + ", CPU: " + getSystemCpuLoadPercentage());
		}
	}

 

P.S.: This is the lowest it can get:
 

return Math.max(isScheduledPool ? 16 : 8, threadPoolSize);

 

The initial code:
 

 * This file is part of the L2Gold Classic project.
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
 * General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <http://www.gnu.org/licenses/>.
 */
package gold.lineage2.commons.threads;

import java.lang.management.ManagementFactory;
import java.util.concurrent.LinkedBlockingQueue;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.ScheduledThreadPoolExecutor;
import java.util.concurrent.ThreadPoolExecutor;
import java.util.concurrent.TimeUnit;
import java.util.logging.Logger;

import com.sun.management.OperatingSystemMXBean;

/**
 * A custom implementation of a thread pool management system, designed to efficiently manage the execution of tasks in a multi-threaded environment.
 * Automatically adjusts the size of the thread pools based on the system's CPU load and the number of available cores. This dynamic adjustment ensures
 * that the thread pools are always optimized for the current system load, resulting in efficient resource utilization and improved performance.
 * @author Trance
 */
public class ThreadPool
{
	// Logger to log information and errors.
	private static final Logger LOGGER = Logger.getLogger(ThreadPool.class.getName());
	// Maximum delay to be used to validate the delay.
	private static final long MAX_DELAY = TimeUnit.NANOSECONDS.toMillis(Long.MAX_VALUE - System.nanoTime()) / 2;
	
	// ScheduledThreadPoolExecutor for scheduled tasks.
	private static ScheduledThreadPoolExecutor scheduledExecutor;
	// ThreadPoolExecutor for instant tasks.
	private static ThreadPoolExecutor instantExecutor;
	
	/**
	 * Initialize the ThreadPool with the appropriate sizes.
	 */
	public static void init()
	{
		LOGGER.info("ThreadPool: Initialized");
		
		int availableCores = Runtime.getRuntime().availableProcessors();
		int scheduledThreadPoolSize = availableCores * 4;
		int instantThreadPoolSize = availableCores * 2;
		
		scheduledExecutor = new ScheduledThreadPoolExecutor(scheduledThreadPoolSize, new PriorityThreadFactory("ScheduledThreadPool", Thread.NORM_PRIORITY), new ThreadPoolExecutor.CallerRunsPolicy());
		scheduledExecutor.setRejectedExecutionHandler(new RejectedExecutionHandlerImpl());
		scheduledExecutor.prestartAllCoreThreads();
		LOGGER.info("Scheduled thread pool size: " + scheduledThreadPoolSize);
		
		instantExecutor = new ThreadPoolExecutor(instantThreadPoolSize, Integer.MAX_VALUE, 5, TimeUnit.SECONDS, new LinkedBlockingQueue<Runnable>(), new PriorityThreadFactory("ThreadPoolExecutor", Thread.NORM_PRIORITY), new ThreadPoolExecutor.CallerRunsPolicy());
		instantExecutor.setRejectedExecutionHandler(new RejectedExecutionHandlerImpl());
		instantExecutor.prestartAllCoreThreads();
		LOGGER.info("Instant thread pool size: " + instantThreadPoolSize);
		
		scheduleAtFixedRate(() ->
		{
			try
			{
				purge();
				updateThreadPoolSizes();
			}
			catch (Exception e)
			{
				LOGGER.severe("Error during scheduled ThreadPool update: " + e.getMessage());
			}
		}, 5, 5, TimeUnit.MINUTES);
	}
	
	/**
	 * Purge both thread pools.
	 */
	public static void purge()
	{
		scheduledExecutor.purge();
		instantExecutor.purge();
	}
	
	/**
	 * Validate the delay ensuring it's within acceptable bounds.
	 * @param delay The delay value to be validated.
	 * @param timeUnit The time unit of the delay.
	 * @return A validated delay value.
	 */
	private static long validate(long delay, TimeUnit timeUnit)
	{
		long delayInMilliseconds = timeUnit.toMillis(delay);
		long validatedDelay = Math.max(0, Math.min(MAX_DELAY, delayInMilliseconds));
		
		if (delayInMilliseconds > validatedDelay)
		{
			return -1;
		}
		
		return timeUnit.convert(delayInMilliseconds, TimeUnit.MILLISECONDS);
	}
	
	/**
	 * Schedule a Runnable with a specific delay.
	 * @param r The Runnable to be scheduled.
	 * @param delay The delay before the Runnable is executed, in milliseconds.
	 * @return A ScheduledFuture representing the pending result of the task.
	 */
	public static ScheduledFuture<?> schedule(Runnable r, long delay)
	{
		return schedule(r, delay, TimeUnit.MILLISECONDS);
	}
	
	/**
	 * Schedule a Runnable with a specific delay and TimeUnit.
	 * @param r The Runnable to be scheduled.
	 * @param delay The delay before the Runnable is executed.
	 * @param timeUnit The time unit of the delay.
	 * @return A ScheduledFuture representing the result of the scheduling.
	 */
	private static ScheduledFuture<?> schedule(Runnable r, long delay, TimeUnit timeUnit)
	{
		delay = validate(delay, timeUnit);
		if (delay == -1)
		{
			return null;
		}
		
		return scheduledExecutor.schedule(new RunnableWrapper(r), delay, timeUnit);
	}
	
	/**
	 * Schedule a Runnable at a fixed rate with an initial delay.
	 * @param r The Runnable to be scheduled.
	 * @param initial The initial delay before the Runnable is executed for the first time.
	 * @param delay The delay between the execution of the Runnable in subsequent runs.
	 * @return A ScheduledFuture representing the result of the scheduling.
	 */
	public static ScheduledFuture<?> scheduleAtFixedRate(Runnable r, long initial, long delay)
	{
		return scheduleAtFixedRate(r, initial, delay, TimeUnit.MILLISECONDS);
	}
	
	/**
	 * Schedule a Runnable at a fixed rate with an initial delay and TimeUnit.
	 * @param r The Runnable to be scheduled.
	 * @param initial The initial delay before the Runnable is executed for the first time.
	 * @param delay The delay between the execution of the Runnable in subsequent runs.
	 * @param timeUnit The time unit of the delay.
	 * @return A ScheduledFuture representing the result of the scheduling.
	 */
	private static ScheduledFuture<?> scheduleAtFixedRate(Runnable r, long initial, long delay, TimeUnit timeUnit)
	{
		initial = validate(initial, timeUnit);
		if (initial == -1)
		{
			return null;
		}
		
		delay = validate(delay, timeUnit);
		if (delay == -1)
		{
			return scheduledExecutor.schedule(new RunnableWrapper(r), initial, timeUnit);
		}
		
		return scheduledExecutor.scheduleAtFixedRate(new RunnableWrapper(r), initial, delay, timeUnit);
	}
	
	/**
	 * Execute a Runnable instantly.
	 * @param r The Runnable to be executed.
	 */
	public static void execute(Runnable r)
	{
		instantExecutor.execute(r);
	}
	
	/**
	 * Shut down both thread pools.
	 * @throws InterruptedException If the shutdown process is interrupted.
	 */
	public static void shutdown() throws InterruptedException
	{
		try
		{
			scheduledExecutor.shutdown();
			if (!scheduledExecutor.awaitTermination(10, TimeUnit.SECONDS))
			{
				scheduledExecutor.shutdownNow();
			}
		}
		finally
		{
			instantExecutor.shutdown();
			if (!instantExecutor.awaitTermination(1, TimeUnit.MINUTES))
			{
				instantExecutor.shutdownNow();
			}
		}
	}
	
	/**
	 * Update the thread pool sizes based on system load.
	 */
	private static void updateThreadPoolSizes()
	{
		double systemLoad = getSystemCpuLoad();
		int availableCores = Runtime.getRuntime().availableProcessors();
		int newScheduledThreadPoolSize = calculateThreadPoolSize(availableCores, systemLoad, true);
		int newInstantThreadPoolSize = calculateThreadPoolSize(availableCores, systemLoad, false);
		
		if (newScheduledThreadPoolSize != scheduledExecutor.getCorePoolSize())
		{
			scheduledExecutor.setCorePoolSize(newScheduledThreadPoolSize);
			LOGGER.info("Updated scheduled thread pool size to " + newScheduledThreadPoolSize + ", CPU: " + getSystemCpuLoadPercentage());
		}
		if (newInstantThreadPoolSize != instantExecutor.getCorePoolSize())
		{
			instantExecutor.setCorePoolSize(newInstantThreadPoolSize);
			LOGGER.info("Updated instant thread pool size to " + newInstantThreadPoolSize + ", CPU: " + getSystemCpuLoadPercentage());
		}
	}
	
	/**
	 * Calculate the thread pool size based on available cores, system load, and whether it's a scheduled pool.
	 * @param availableCores The number of available processor cores.
	 * @param systemLoad The current system load.
	 * @param isScheduledPool A boolean indicating if the pool is a scheduled thread pool or not.
	 * @return The calculated thread pool size.
	 */
	private static int calculateThreadPoolSize(int availableCores, double systemLoad, boolean isScheduledPool)
	{
		double factor;
		if (systemLoad <= 0.4)
		{
			factor = isScheduledPool ? 4 : 2;
		}
		else if (systemLoad <= 0.6)
		{
			factor = isScheduledPool ? 3 : 1.5;
		}
		else if (systemLoad <= 0.8)
		{
			factor = isScheduledPool ? 2 : 1;
		}
		else
		{
			factor = 0.5;
		}
		
		int threadPoolSize = (int) Math.round(availableCores * factor);
		return Math.max(isScheduledPool ? 16 : 8, threadPoolSize);
	}
	
	/**
	 * Get the system CPU load.
	 * @return A double value representing the system CPU load.
	 */
	@SuppressWarnings("deprecation")
	private static double getSystemCpuLoad()
	{
		OperatingSystemMXBean osBean = ManagementFactory.getPlatformMXBean(OperatingSystemMXBean.class);
		return osBean.getSystemCpuLoad();
	}
	
	/**
	 * Get the system CPU load as a percentage.
	 * @return A string representing the system CPU load percentage.
	 */
	private static String getSystemCpuLoadPercentage()
	{
		double cpuLoad = getSystemCpuLoad();
		return String.format("%.2f%%", cpuLoad * 100);
	}
}

 

Edited by Trance
Posted
14 minutes ago, Kishin said:

what of  ? 

PriorityThreadFactory


You don't need to copy and paste everything. Instead, you can use the same logic to implement it in your Thread Pool Manager. However, I am providing you with the files: https://files.lineage2.gold/threads.zip

Posted
1 minute ago, Trance said:


You don't need to copy and paste everything. Instead, you can use the same logic to implement it in your Thread Pool Manager. However, I am providing you with the files: https://files.lineage2.gold/threads.zip

ye was about to do that , but was curious of its purpose . since even if i did implement it how it was , i would have to rework the whole src  .
though ty for the file . i'll look around and work around on these 

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The reward items are yours to configure. Every upload reaches everyone online. A new video triggers an in-game announcement with a message you write. No ad spend, no posting the link in five Discords and hoping. It becomes a habit, not a one-off spike. The daily cap resets every day, so the same players come back tomorrow. Your back catalogue keeps earning views months after publication. Abuse controls built in. One reward per video per day, a configurable daily cap across all videos, one video in progress at a time, everything stored per character in the database — relogging resets nothing. Configurable: API key, channel, how many videos to pull, whether to announce, the announcement text, the reward items and the daily reward cap. A server with 300 players online is 300 completed views on every upload. That is the difference between a channel nobody sees and a channel that grows with the server. COMBAT AND BALANCE — 6 systems Balance per class — NEW. Damage dealt and taken per class, split by attack type, edited from the board, applied without restart, automatic backup so you can roll back. Balance per skill — NEW. Power, duration and behaviour per class, without touching the original skill XML. The broken skill of the month is fixed on the spot, not in the next release. Combat caps — NEW. Hard cap on attack and cast speed, no-cooldown skill list, skill duration overridden by ID, fixed cancel time, configurable expertise penalty. Extra effects and conditions — NEW. 9 effects from later chronicles ported to Interlude, 7 new skill conditions, weapon-swap skill, skill that teaches a skill, extra targets. Servitor share — NEW. The summoner passes a percentage of their stats to the servitor. Geoengine and movement — IMPROVED. Revised pathfinding with instance support. WHAT YOU GET The distribution, compiled and licensed for your project The complete datapack — 689 XML files and the Community Board HTML, open to edit Database scripts: install plus versioned migrations Desktop Control Center (EN / PT / ES) Continuous updates through the update system Direct support during setup Optional: the L2JOne Website System — player accounts, donations with automatic in-game delivery, admin dashboard, 4 payment methods, 4 languages. Sold separately, ask if you want both. HONEST NOTES Ships compiled and licensed per project. If you need full Java sources, ask up front — do not assume it is included. Guard/HWID and the build protection are real operational controls, not a promise of absolute protection. Anyone selling you "unhackable" is selling you a story. Two systems ship disabled and are still marked in-development in the config: Fake Farming and Timed Amulets. Everything else in this list is working. The game client itself is not distributed here. The item name and grp tables for the High Five content are included, and the Control Center edits itemgrp / npcgrp / skillgrp, but assembling and hosting the client is yours. CONTACT Full system catalogue: l2jone.com/fonte Website: l2jone.com Telegram: @Williams0ff E-mail: support@l2jone.com Pricing depends on the plan and on what you want bundled — message me and I will send the options. I am open to using the forum's middleman / escrow service. I have no reputation here yet, and I think asking for it is fair. Questions in the topic are welcome — I answer them here so the next person reading finds the answer too.    Scrolls Augments New Augment Acessories    
    • ⚡ Weekend special! Upgrade your personal Google account with 5TB storage and Gemini Pro in under 60 seconds.
    • Don't cry, it's a game. If it makes you cum on your monitor, of course, enjoy it. My business has been running for years and will continue to do so. No matter what happens here, the dogs bark, the caravan moves on. Start developing game engines - post them too - after all, I create them too) Salvation:Arena (MOBA) Unreal Engine RED-TEAM REVERSECODE Аліса займається розробкою ще з часів створення денді та сеги-діти які створюють шум для мене просто діти) За ці роки роботи я бачила багато різних людей у цій сфері все що я думаю про це не плачте та насолоджуйтесь життям слава ураїне - котись на свій бразильський форум)   If you'd simply asked me in a private message on the forum to be reinstated, you'd have been unblocked without a problem. I have no enemies—it's just business. I can make any product on the market, models and effects, copyrights—complex tools—at my age, people run large companies. I'm pleased that our beloved MXC* forum will now have a lot of free products. I earn a maximum of $200-$300 a year from this industry. If that excites you, well, have fun with us.       I moderate many gaming communities, here's one of them  if I hated you, you'd be out of here in a minute, brother  so don't get carried away with your wet dreams. On the topic of free work, start doing it yourself—the forum needs good free stuff. Someone will definitely like you here and throw a flower on your grave. Besides, you're forgetting that half the forum is involved in this interface development business and for many developers, it's a good income. So, you want to make life sweeter for them all, not just for me it's actually nice that you're such a noble young man.   Besides, I usually work from behind the scenes and don't move anywhere in the market but nothing stops me from doing what others do - working from the shadows  you won't even see that I'm doing it, it's so funny.   Start doing free work. You promised to do it well and post it to communities on time. Good luck! We'll have fun, that's great!🥰   завжди приємно поспілкуватися з веселими людьми              
    • Complete development packages for Lineage 2 UI development, across all chronicles and an automated tool to update and patch Interface.u & Interface.xdat What I Offer Clean Sources: 100% clean, retail-based interface source code with zero unwanted custom modifications. Interface.u Update Tool: A standalone tool designed to patch, rebuild, and update Interface.u efficiently. Custom Modifications: Custom UI features and tailoring can be implemented upon request. Turnaround Time: Most major versions and protocols are ready for immediate delivery; other versions take up to 1 week. How It Works Let me know the specific chronicle or protocol version you are targeting. I will provide the tool, which is HWID-bound to your machine, for your setup. Once satisfied with the results, we finalize the deal. Pricing & Notes Both products are priced separately based on the target protocol and requirements. Package deals are negotiable if purchasing both. DM for inquiries, demos, and pricing quotes.    
    • Well u need to change when sm1 press exit it keeps it in game..  
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