Paper/Spigot-Server-Patches/0071-Optimize-isValidLocation-getType-and-getBlockData-fo.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
2019-04-27 05:05:36 +02:00
From: Aikar <aikar@aikar.co>
Date: Thu, 3 Mar 2016 02:07:55 -0600
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
Subject: [PATCH] Optimize isValidLocation, getType and getBlockData 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/server/BaseBlockPosition.java b/src/main/java/net/minecraft/server/BaseBlockPosition.java
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index ee28d0335418a0053f8448ab5e12ebba5a9a3b2d..8b202b342f899a38b989b683bd8be4f5c4061f48 100644
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--- a/src/main/java/net/minecraft/server/BaseBlockPosition.java
+++ b/src/main/java/net/minecraft/server/BaseBlockPosition.java
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@@ -20,6 +20,15 @@ public class BaseBlockPosition implements Comparable<BaseBlockPosition> {
private int b;
private int e;
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+ // Paper start
+ public boolean isValidLocation() {
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+ return getX() >= -30000000 && getZ() >= -30000000 && getX() < 30000000 && getZ() < 30000000 && getY() >= 0 && getY() < 256;
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+ }
+ public boolean isInvalidYLocation() {
+ return b < 0 || b >= 256;
+ }
+ // Paper end
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+
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public BaseBlockPosition(int i, int j, int k) {
this.a = i;
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this.b = j;
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diff --git a/src/main/java/net/minecraft/server/Chunk.java b/src/main/java/net/minecraft/server/Chunk.java
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index 3ade9a83f750854cd5663a6a177fe27eaac73c39..dc65ad095f9ec281c13f04254311d9cea80f43f8 100644
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--- a/src/main/java/net/minecraft/server/Chunk.java
+++ b/src/main/java/net/minecraft/server/Chunk.java
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@@ -308,12 +308,27 @@ public class Chunk implements IChunkAccess {
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return this.sections;
}
- @Override
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+ // Paper start - Optimize getBlockData to reduce instructions
+ public final IBlockData getBlockData(BlockPosition pos) { return getBlockData(pos.getX(), pos.getY(), pos.getZ()); } // Paper
public IBlockData getType(BlockPosition blockposition) {
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- int i = blockposition.getX();
- int j = blockposition.getY();
- int k = blockposition.getZ();
+ return this.getBlockData(blockposition.getX(), blockposition.getY(), blockposition.getZ());
+ }
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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+
+ public IBlockData getType(final int x, final int y, final int z) {
+ return getBlockData(x, y, z);
+ }
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+ public final IBlockData getBlockData(final int x, final int y, final int z) {
+ // Method body / logic copied from below
+ final int i = y >> 4;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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+ if (y < 0 || i >= this.sections.length || this.sections[i] == null || this.sections[i].nonEmptyBlockCount == 0) {
+ return Blocks.AIR.getBlockData();
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+ }
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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+ // Inlined ChunkSection.getType() and DataPaletteBlock.a(int,int,int)
+ return this.sections[i].blockIds.a((y & 15) << 8 | (z & 15) << 4 | x & 15);
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+ }
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
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+ public IBlockData getBlockData_unused(int i, int j, int k) {
+ // Paper end
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if (this.world.isDebugWorld()) {
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IBlockData iblockdata = null;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
diff --git a/src/main/java/net/minecraft/server/ChunkEmpty.java b/src/main/java/net/minecraft/server/ChunkEmpty.java
index 82fdd3db6f698f8b77c8bbd1f17cb21980ecfeec..fd49438961451987bd102a85484be24b341d946b 100644
--- a/src/main/java/net/minecraft/server/ChunkEmpty.java
+++ b/src/main/java/net/minecraft/server/ChunkEmpty.java
@@ -7,7 +7,7 @@ import javax.annotation.Nullable;
public class ChunkEmpty extends Chunk {
- private static final BiomeBase[] b = (BiomeBase[]) SystemUtils.a((Object) (new BiomeBase[BiomeStorage.a]), (abiomebase) -> {
+ private static final BiomeBase[] b = (BiomeBase[]) SystemUtils.a((new BiomeBase[BiomeStorage.a]), (abiomebase) -> { // Paper - decompile error
Arrays.fill(abiomebase, Biomes.PLAINS);
});
@@ -15,6 +15,11 @@ public class ChunkEmpty extends Chunk {
super(world, chunkcoordintpair, new BiomeStorage(ChunkEmpty.b));
}
+ // Paper start
+ @Override public IBlockData getType(int x, int y, int z) {
+ return Blocks.VOID_AIR.getBlockData();
+ }
+ // Paper end
@Override
public IBlockData getType(BlockPosition blockposition) {
return Blocks.VOID_AIR.getBlockData();
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diff --git a/src/main/java/net/minecraft/server/ChunkSection.java b/src/main/java/net/minecraft/server/ChunkSection.java
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index 882c2733beaff1df68b892d44fc77cacf4364ff4..bd2290a4d4ec314b7afdb1f63d711f80803153cd 100644
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--- a/src/main/java/net/minecraft/server/ChunkSection.java
+++ b/src/main/java/net/minecraft/server/ChunkSection.java
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@@ -7,10 +7,10 @@ public class ChunkSection {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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public static final DataPalette<IBlockData> GLOBAL_PALETTE = new DataPaletteGlobal<>(Block.REGISTRY_ID, Blocks.AIR.getBlockData());
private final int yPos;
- private short nonEmptyBlockCount;
+ short nonEmptyBlockCount; // Paper - package-private
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private short tickingBlockCount;
private short e;
- private final DataPaletteBlock<IBlockData> blockIds;
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+ final DataPaletteBlock<IBlockData> blockIds;
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public ChunkSection(int i) {
this(i, (short) 0, (short) 0, (short) 0);
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@@ -24,8 +24,8 @@ public class ChunkSection {
this.blockIds = new DataPaletteBlock<>(ChunkSection.GLOBAL_PALETTE, Block.REGISTRY_ID, GameProfileSerializer::c, GameProfileSerializer::a, Blocks.AIR.getBlockData());
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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}
- public IBlockData getType(int i, int j, int k) {
- return (IBlockData) this.blockIds.a(i, j, k);
+ public final IBlockData getType(int i, int j, int k) { // Paper
+ return this.blockIds.a(j << 8 | k << 4 | i); // Paper - inline
}
public Fluid b(int i, int j, int k) {
diff --git a/src/main/java/net/minecraft/server/DataPaletteBlock.java b/src/main/java/net/minecraft/server/DataPaletteBlock.java
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index 4c6979903d287f7f37d9029f6ce2551742f26164..bcf249aab7d8223f6d9b597fcb20c1aa523ab862 100644
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
--- a/src/main/java/net/minecraft/server/DataPaletteBlock.java
+++ b/src/main/java/net/minecraft/server/DataPaletteBlock.java
2020-06-25 13:00:35 +02:00
@@ -124,7 +124,7 @@ public class DataPaletteBlock<T> implements DataPaletteExpandable<T> {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
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}
public T a(int i, int j, int k) {
- return this.a(b(i, j, k));
+ return this.a(j << 8 | k << 4 | i); // Paper - inline
}
protected T a(int i) {
diff --git a/src/main/java/net/minecraft/server/IChunkAccess.java b/src/main/java/net/minecraft/server/IChunkAccess.java
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index 91efe3e9d8da340b383847bc1ba29d26b7971cd2..3adb35b6abd0df9617e27e10fa3e0d365958ba42 100644
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
--- a/src/main/java/net/minecraft/server/IChunkAccess.java
+++ b/src/main/java/net/minecraft/server/IChunkAccess.java
2020-06-25 13:00:35 +02:00
@@ -12,6 +12,7 @@ import org.apache.logging.log4j.LogManager;
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
public interface IChunkAccess extends IBlockAccess, IStructureAccess {
+ IBlockData getType(final int x, final int y, final int z); // Paper
@Nullable
IBlockData setType(BlockPosition blockposition, IBlockData iblockdata, boolean flag);
diff --git a/src/main/java/net/minecraft/server/ProtoChunk.java b/src/main/java/net/minecraft/server/ProtoChunk.java
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index 070449198273e6c42e72c891882b82361d1c8dbd..5114ce15ad1be23ca83b3a3fcaba10a34fcb1a6f 100644
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
--- a/src/main/java/net/minecraft/server/ProtoChunk.java
+++ b/src/main/java/net/minecraft/server/ProtoChunk.java
2020-06-25 13:00:35 +02:00
@@ -95,16 +95,18 @@ public class ProtoChunk implements IChunkAccess {
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
@Override
public IBlockData getType(BlockPosition blockposition) {
- int i = blockposition.getY();
-
- if (World.b(i)) {
+ return getType(blockposition.getX(), blockposition.getY(), blockposition.getZ());
+ }
+ // Paper start
+ public IBlockData getType(final int x, final int y, final int z) {
+ if (y < 0 || y >= 256) {
return Blocks.VOID_AIR.getBlockData();
} else {
- ChunkSection chunksection = this.getSections()[i >> 4];
-
- return ChunkSection.a(chunksection) ? Blocks.AIR.getBlockData() : chunksection.getType(blockposition.getX() & 15, i & 15, blockposition.getZ() & 15);
+ ChunkSection chunksection = this.getSections()[y >> 4];
+ return chunksection == Chunk.EMPTY_CHUNK_SECTION || chunksection.c() ? Blocks.AIR.getBlockData() : chunksection.getType(x & 15, y & 15, z & 15);
}
}
+ // Paper end
@Override
public Fluid getFluid(BlockPosition blockposition) {
diff --git a/src/main/java/net/minecraft/server/ProtoChunkExtension.java b/src/main/java/net/minecraft/server/ProtoChunkExtension.java
2020-06-25 13:00:35 +02:00
index c5d7a013e65c2c81b14ceb2476c1c6dfe3239f0d..ee8df274d43be753887fb77e4203e2ee30ea02b3 100644
Optimize Light Engine Massive update to light to improve performance and chunk loading/generation. 1) Massive bit packing/unpacking optimizations and inlining. A lot of performance has to do with constant packing and unpacking of bits. We now inline a most bit operations, and re-use base x/y/z bits in many places. This helps with cpu level processing to just do all the math at once instead of having to jump in and out of function calls. This much logic also is likely over the JVM Inline limit for JIT too. 2) Applied a few of JellySquid's Phosphor mod optimizations such as - ensuring we don't notify neighbor chunks when neighbor chunk doesn't need to be notified - reduce hasLight checks in initializing light, and prob some more, they are tagged JellySquid where phosphor influence was used. 3) Optimize hot path accesses to getting updating chunk to have less branching 4) Optimize getBlock accesses to have less branching, and less unpacking 5) Have a separate urgent bucket for chunk light tasks. These tasks will always cut in line over non blocking light tasks. 6) Retain chunk priority while light tasks are enqueued. So if a task comes in at high priority but the queue is full of tasks already at a lower priority, before the task was simply added to the end. Now it can cut in line to the front. this applies for both urgent and non urgent tasks. 7) Buffer non urgent tasks even if queueUpdate is called multiple times to improve efficiency. 8) Fix NPE risk that crashes server in getting nibble data Fixes #3489 Fixes #3363
2020-06-05 07:25:11 +02:00
--- a/src/main/java/net/minecraft/server/ProtoChunkExtension.java
+++ b/src/main/java/net/minecraft/server/ProtoChunkExtension.java
@@ -26,6 +26,11 @@ public class ProtoChunkExtension extends ProtoChunk {
public IBlockData getType(BlockPosition blockposition) {
return this.a.getType(blockposition);
}
+ // Paper start
+ public final IBlockData getType(final int x, final int y, final int z) {
+ return this.a.getBlockData(x, y, z);
+ }
+ // Paper end
@Override
public Fluid getFluid(BlockPosition blockposition) {
2019-04-27 05:05:36 +02:00
diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
2020-06-26 18:20:03 +02:00
index ee1f5c1e1bc9440a743a361bf3aaa991dddbc9cd..1e72dd313e1fe0f701f3d14fffdc9a6a8db78934 100644
2019-04-27 05:05:36 +02:00
--- a/src/main/java/net/minecraft/server/World.java
+++ b/src/main/java/net/minecraft/server/World.java
2020-06-26 18:20:03 +02:00
@@ -181,7 +181,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
2019-04-27 05:05:36 +02:00
}
public static boolean isValidLocation(BlockPosition blockposition) {
2020-06-25 13:00:35 +02:00
- return !isOutsideWorld(blockposition) && e(blockposition);
2019-12-11 03:43:21 +01:00
+ return blockposition.isValidLocation();
2019-04-27 05:05:36 +02:00
}
2020-06-25 13:00:35 +02:00
public static boolean k(BlockPosition blockposition) {
2020-06-26 18:20:03 +02:00
@@ -197,7 +197,7 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
2020-06-25 13:00:35 +02:00
}
2019-05-14 04:20:58 +02:00
public static boolean isOutsideWorld(BlockPosition blockposition) {
2019-04-27 05:05:36 +02:00
- return b(blockposition.getY());
2019-12-11 03:43:21 +01:00
+ return blockposition.isInvalidYLocation();
2019-04-27 05:05:36 +02:00
}
public static boolean b(int i) {