Paper/patches/server/0075-Optimize-isInWorldBounds-and-getBlockState-for-inlin.patch

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2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Thu, 3 Mar 2016 02:07:55 -0600
Subject: [PATCH] Optimize isInWorldBounds and getBlockState for inlining
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Hot methods, so reduce # of instructions for the method.
Move is valid location test to the BlockPosition class so that it can access local variables.
Replace all calls to the new place to the unnecessary forward.
Optimize getType and getBlockData to manually inline and optimize the calls
diff --git a/src/main/java/net/minecraft/core/Vec3i.java b/src/main/java/net/minecraft/core/Vec3i.java
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index 3b254a89484ac8a9dba399c7eb081328ff69a7b2..a6a6aaf226655d0e44bc229288112882a9c04e3b 100644
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--- a/src/main/java/net/minecraft/core/Vec3i.java
+++ b/src/main/java/net/minecraft/core/Vec3i.java
@@ -33,6 +33,12 @@ public class Vec3i implements Comparable<Vec3i> {
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return CODEC.flatXmap(checkOffsetAxes(maxAbsValue), checkOffsetAxes(maxAbsValue));
}
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+ // Paper start
+ public final boolean isInsideBuildHeightAndWorldBoundsHorizontal(net.minecraft.world.level.LevelHeightAccessor levelHeightAccessor) {
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+ return getX() >= -30000000 && getZ() >= -30000000 && getX() < 30000000 && getZ() < 30000000 && !levelHeightAccessor.isOutsideBuildHeight(getY());
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+ }
+ // Paper end
+
public Vec3i(int x, int y, int z) {
this.x = x;
this.y = y;
diff --git a/src/main/java/net/minecraft/world/level/Level.java b/src/main/java/net/minecraft/world/level/Level.java
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index aeb37e84f5760a7435530123b53276920fb19749..3e4ebdb53b543c85c1179b591ce5569336fbb995 100644
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--- a/src/main/java/net/minecraft/world/level/Level.java
+++ b/src/main/java/net/minecraft/world/level/Level.java
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@@ -279,7 +279,7 @@ public abstract class Level implements LevelAccessor, AutoCloseable {
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}
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public boolean isInWorldBounds(BlockPos pos) {
- return !this.isOutsideBuildHeight(pos) && Level.isInWorldBoundsHorizontal(pos);
+ return pos.isInsideBuildHeightAndWorldBoundsHorizontal(this); // Paper - use better/optimized check
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}
public static boolean isInSpawnableBounds(BlockPos pos) {
diff --git a/src/main/java/net/minecraft/world/level/chunk/ChunkAccess.java b/src/main/java/net/minecraft/world/level/chunk/ChunkAccess.java
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index 1b7496cec0ba5a95615a069e3168bd46308d0b40..508c2fff8d8e0c6f37b6c4e3b72ba772c2ab2ee5 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/ChunkAccess.java
+++ b/src/main/java/net/minecraft/world/level/chunk/ChunkAccess.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -160,6 +160,7 @@ public abstract class ChunkAccess implements BlockGetter, BiomeManager.NoiseBiom
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return GameEventListenerRegistry.NOOP;
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}
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+ public abstract BlockState getBlockState(final int x, final int y, final int z); // Paper
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@Nullable
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public abstract BlockState setBlockState(BlockPos pos, BlockState state, boolean moved);
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diff --git a/src/main/java/net/minecraft/world/level/chunk/EmptyLevelChunk.java b/src/main/java/net/minecraft/world/level/chunk/EmptyLevelChunk.java
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index 2eb92dde607d7c8968cb07c6f3c24e1c45e9990f..908f71721daf4305692f424d7712cbfdddddae83 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/EmptyLevelChunk.java
+++ b/src/main/java/net/minecraft/world/level/chunk/EmptyLevelChunk.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -55,6 +55,12 @@ public class EmptyLevelChunk extends LevelChunk {
public void setBlockEmptinessMap(final boolean[] emptinessMap) {}
// Paper end - starlight
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+ // Paper start
+ @Override
+ public BlockState getBlockState(int x, int y, int z) {
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+ return Blocks.VOID_AIR.defaultBlockState();
+ }
+ // Paper end
@Override
public BlockState getBlockState(BlockPos pos) {
return Blocks.VOID_AIR.defaultBlockState();
diff --git a/src/main/java/net/minecraft/world/level/chunk/ImposterProtoChunk.java b/src/main/java/net/minecraft/world/level/chunk/ImposterProtoChunk.java
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index 8033c8741a0f73919a357893652592b317bfb417..9a1cffd51aaf97f759a9057aefbf50bd6f5ed028 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/ImposterProtoChunk.java
+++ b/src/main/java/net/minecraft/world/level/chunk/ImposterProtoChunk.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -89,6 +89,12 @@ public class ImposterProtoChunk extends ProtoChunk {
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public BlockState getBlockState(BlockPos pos) {
return this.wrapped.getBlockState(pos);
}
+ // Paper start
+ @Override
+ public final BlockState getBlockState(final int x, final int y, final int z) {
+ return this.wrapped.getBlockStateFinal(x, y, z);
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+ }
+ // Paper end
@Override
public FluidState getFluidState(BlockPos pos) {
diff --git a/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java b/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java
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index b78e89eed44a06bb8c7a8a62e561574d4dc4b2de..ac67a34bee88e502b88a7cb7413f4ab33c7458b4 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java
+++ b/src/main/java/net/minecraft/world/level/chunk/LevelChunk.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -342,12 +342,29 @@ public class LevelChunk extends ChunkAccess {
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}
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}
+ // Paper start - Optimize getBlockData to reduce instructions
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@Override
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public BlockState getBlockState(BlockPos pos) {
- int i = pos.getX();
- int j = pos.getY();
- int k = pos.getZ();
+ return this.getBlockStateFinal(pos.getX(), pos.getY(), pos.getZ());
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+ }
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+
+ @Override
+ public BlockState getBlockState(final int x, final int y, final int z) {
+ return this.getBlockStateFinal(x, y, z);
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+ }
+ public final BlockState getBlockStateFinal(final int x, final int y, final int z) {
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+ // Method body / logic copied from below
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+ final int i = this.getSectionIndex(y);
+ if (i < 0 || i >= this.sections.length || this.sections[i].nonEmptyBlockCount == 0 || this.sections[i].hasOnlyAir()) {
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+ return Blocks.AIR.defaultBlockState();
+ }
+ // Inlined ChunkSection.getType() and DataPaletteBlock.a(int,int,int)
+ return this.sections[i].states.get((y & 15) << 8 | (z & 15) << 4 | x & 15);
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+ }
+
+ public BlockState getBlockState_unused(int i, int j, int k) {
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+ // Paper end
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if (this.level.isDebug()) {
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BlockState iblockdata = null;
diff --git a/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java b/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
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index dddae1e226d8f58cdcfc597e25d4228cd3245cb4..ae37e97e52557b48f129cc02eeea395378a48444 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
+++ b/src/main/java/net/minecraft/world/level/chunk/LevelChunkSection.java
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@@ -21,7 +21,7 @@ public class LevelChunkSection {
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public static final int SECTION_SIZE = 4096;
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public static final int BIOME_CONTAINER_BITS = 2;
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private final int bottomBlockY;
- private short nonEmptyBlockCount;
+ short nonEmptyBlockCount; // Paper - package-private
private short tickingBlockCount;
private short tickingFluidCount;
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public final PalettedContainer<BlockState> states;
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diff --git a/src/main/java/net/minecraft/world/level/chunk/ProtoChunk.java b/src/main/java/net/minecraft/world/level/chunk/ProtoChunk.java
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index 0b67858f8d6689b34816f9556f3424af512a7401..c24b4c6a560aab2df07783b3481981deb8571a50 100644
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--- a/src/main/java/net/minecraft/world/level/chunk/ProtoChunk.java
+++ b/src/main/java/net/minecraft/world/level/chunk/ProtoChunk.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -94,14 +94,18 @@ public class ProtoChunk extends ChunkAccess {
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@Override
public BlockState getBlockState(BlockPos pos) {
- int i = pos.getY();
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- if (this.isOutsideBuildHeight(i)) {
+ // Paper start
+ return getBlockState(pos.getX(), pos.getY(), pos.getZ());
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+ }
+ public BlockState getBlockState(final int x, final int y, final int z) {
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+ if (this.isOutsideBuildHeight(y)) {
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return Blocks.VOID_AIR.defaultBlockState();
} else {
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- LevelChunkSection levelChunkSection = this.getSection(this.getSectionIndex(i));
- return levelChunkSection.hasOnlyAir() ? Blocks.AIR.defaultBlockState() : levelChunkSection.getBlockState(pos.getX() & 15, i & 15, pos.getZ() & 15);
+ LevelChunkSection levelChunkSection = this.getSections()[this.getSectionIndex(y)];
+ return levelChunkSection.hasOnlyAir() ? Blocks.AIR.defaultBlockState() : levelChunkSection.getBlockState(x & 15, y & 15, z & 15);
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}
}
+ // Paper end
@Override
public FluidState getFluidState(BlockPos pos) {