Paper/patches/server/0361-Optimise-Chunk-getFluid.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Tue, 14 Jan 2020 14:59:08 -0800
Subject: [PATCH] Optimise Chunk#getFluid
Removing the try catch and generally reducing ops should make it
faster on its own, however removing the try catch makes it
easier to inline due to code size
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 f5bdb76e554c9fc492dbf2a67166845ada0ac103..39defceb694875322b3433a3ad4bb16256413ea8 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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@@ -427,18 +427,20 @@ public class LevelChunk extends ChunkAccess {
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}
public FluidState getFluidState(int x, int y, int z) {
- try {
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- int l = this.getSectionIndex(y);
-
- if (l >= 0 && l < this.sections.length) {
- LevelChunkSection chunksection = this.sections[l];
+ // try { // Paper - remove try catch
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+ // Paper start - reduce the number of ops in this call
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+ int index = this.getSectionIndex(y);
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+ if (index >= 0 && index < this.sections.length) {
+ LevelChunkSection chunksection = this.sections[index];
if (!chunksection.hasOnlyAir()) {
- return chunksection.getFluidState(x & 15, y & 15, z & 15);
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+ return chunksection.states.get((y & 15) << 8 | (z & 15) << 4 | x & 15).getFluidState();
+ // Paper end
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}
}
return Fluids.EMPTY.defaultFluidState();
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+ /* // Paper - remove try catch
} catch (Throwable throwable) {
CrashReport crashreport = CrashReport.forThrowable(throwable, "Getting fluid state");
CrashReportCategory crashreportsystemdetails = crashreport.addCategory("Block being got");
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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@@ -448,6 +450,7 @@ public class LevelChunk extends ChunkAccess {
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});
throw new ReportedException(crashreport);
}
+ */ // Paper - remove try catch
}
// CraftBukkit start
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 8823751cde27bf195177282e99e9a69888441e35..8c8445af8a2fe684fdbb468f8d8605d44a803758 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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@@ -54,7 +54,7 @@ public class LevelChunkSection {
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}
public FluidState getFluidState(int x, int y, int z) {
- return ((BlockState) this.states.get(x, y, z)).getFluidState();
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+ return this.states.get(x, y, z).getFluidState(); // Paper - diff on change - we expect this to be effectively just getType(x, y, z).getFluid(). If this changes we need to check other patches that use IBlockData#getFluid.
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}
public void acquire() {