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Optimize Collision to not load chunks
The collision code takes an AABB and generates a cuboid of checks rather than a cylinder, so at high velocity this can generate a lot of chunk checks. Treat an unloaded chunk as a collision for entities, and also for players if the "prevent moving into unloaded chunks" setting is enabled. If that setting is not enabled, collisions will be ignored for players, since movement will load only the chunk the player enters anyways and avoids loading massive amounts of surrounding chunks due to large AABB lookups. Fixes #3321
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@ -1,39 +0,0 @@
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Thu, 2 Apr 2020 02:37:57 -0400
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Subject: [PATCH] Optimize Collision Chunk lookup and avoid loading far chunks
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Try to use a faster chunk lookup for collision detection, and only
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fall back to the original for nearby chunks.
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The collision code takes an AABB and generates a cuboid of checks rather
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than a cylinder, so at high velocity this can generate a lot of chunk checks.
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diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
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index f851ed11df14fd9aa8017f44d82fb6cfc3bde345..d154487294b89d5a316929ed665c75d4dd3cfc6b 100644
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--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
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+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
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@@ -83,15 +83,19 @@ public interface ICollisionAccess extends IBlockAccess {
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}
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while (cursorposition.a()) {
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- int k1 = cursorposition.b();
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- int l1 = cursorposition.c();
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- int i2 = cursorposition.d();
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+ int k1 = cursorposition.b();int x = k1; // Paper
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+ int l1 = cursorposition.c();int y = l1; // Paper
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+ int i2 = cursorposition.d();int z = i2; // Paper
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int j2 = cursorposition.e();
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if (j2 != 3) {
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int k2 = k1 >> 4;
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int l2 = i2 >> 4;
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- IBlockAccess iblockaccess = ICollisionAccess.this.c(k2, l2);
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+ // Paper start - ensure we don't load chunks
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+ boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 32;
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+ IBlockAccess iblockaccess = ICollisionAccess.this instanceof WorldServer ? ((WorldServer) ICollisionAccess.this).getChunkProvider().getChunkAtIfLoadedMainThread(k2, l2) : null;
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+ if (!far && iblockaccess == null) iblockaccess = ICollisionAccess.this.c(k2, l2);
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+ // Paper end
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if (iblockaccess != null) {
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blockposition_mutableblockposition.d(k1, l1, i2);
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@ -0,0 +1,72 @@
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Thu, 2 Apr 2020 02:37:57 -0400
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Subject: [PATCH] Optimize Collision to not load chunks
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The collision code takes an AABB and generates a cuboid of checks rather
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than a cylinder, so at high velocity this can generate a lot of chunk checks.
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Treat an unloaded chunk as a collision for entities, and also for players if
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the "prevent moving into unloaded chunks" setting is enabled.
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If that serting is not enabled, collisions will be ignored for players, since
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movement will load only the chunk the player enters anyways and avoids loading
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massive amounts of surrounding chunks due to large AABB lookups.
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diff --git a/src/main/java/net/minecraft/server/ICollisionAccess.java b/src/main/java/net/minecraft/server/ICollisionAccess.java
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index f851ed11df14fd9aa8017f44d82fb6cfc3bde345..d9aeb27a3d6cc2fef2030eafd01d92ef7758111c 100644
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--- a/src/main/java/net/minecraft/server/ICollisionAccess.java
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+++ b/src/main/java/net/minecraft/server/ICollisionAccess.java
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@@ -83,19 +83,28 @@ public interface ICollisionAccess extends IBlockAccess {
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}
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while (cursorposition.a()) {
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- int k1 = cursorposition.b();
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- int l1 = cursorposition.c();
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- int i2 = cursorposition.d();
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+ int k1 = cursorposition.b();int x = k1; // Paper
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+ int l1 = cursorposition.c();int y = l1; // Paper
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+ int i2 = cursorposition.d();int z = i2; // Paper
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int j2 = cursorposition.e();
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if (j2 != 3) {
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- int k2 = k1 >> 4;
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- int l2 = i2 >> 4;
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- IBlockAccess iblockaccess = ICollisionAccess.this.c(k2, l2);
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-
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- if (iblockaccess != null) {
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- blockposition_mutableblockposition.d(k1, l1, i2);
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- IBlockData iblockdata = iblockaccess.getType(blockposition_mutableblockposition);
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+ // Paper start - ensure we don't load chunks
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+ //int k2 = k1 >> 4;
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+ //int l2 = i2 >> 4;
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+ //boolean far = entity != null && MCUtil.distance(entity.locX(), entity.locY(), entity.locZ(), x, y, z) > 8;
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+ blockposition_mutableblockposition.setValues(x, y, z); // Paper - moved up
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+ IBlockData iblockdata = ICollisionAccess.this.getTypeIfLoaded(blockposition_mutableblockposition);
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+ if (iblockdata == null) {
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+ if (!(entity instanceof EntityPlayer) || entity.world.paperConfig.preventMovingIntoUnloadedChunks) {
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+ VoxelShape voxelshape3 = VoxelShapes.a(new AxisAlignedBB(new BlockPosition(x, y, z)));
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+ consumer.accept(voxelshape3);
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+ return true;
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+ }
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+ } else {
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+ //blockposition_mutableblockposition.d(k1, l1, i2); // moved up
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+ //IBlockData iblockdata = iblockaccess.getType(blockposition_mutableblockposition); // moved up
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+ // Paper end
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if ((j2 != 1 || iblockdata.f()) && (j2 != 2 || iblockdata.getBlock() == Blocks.MOVING_PISTON)) {
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VoxelShape voxelshape2 = iblockdata.b((IBlockAccess) ICollisionAccess.this, blockposition_mutableblockposition, voxelshapecollision);
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diff --git a/src/main/java/net/minecraft/server/VoxelShapes.java b/src/main/java/net/minecraft/server/VoxelShapes.java
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index 08c83c62dfe875600162a46a0ca4b835b0bfe199..240aa3ea19ca30cf3a21f47611e8a5d2be0683c8 100644
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--- a/src/main/java/net/minecraft/server/VoxelShapes.java
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+++ b/src/main/java/net/minecraft/server/VoxelShapes.java
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@@ -237,7 +237,8 @@ public final class VoxelShapes {
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if (k2 < 3) {
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blockposition_mutableblockposition.a(enumaxiscycle1, i2, j2, l1);
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- IBlockData iblockdata = iworldreader.getType(blockposition_mutableblockposition);
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+ IBlockData iblockdata = iworldreader.getTypeIfLoaded(blockposition_mutableblockposition); // Paper
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+ if (iblockdata == null) return 0.0D; // Paper
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if ((k2 != 1 || iblockdata.f()) && (k2 != 2 || iblockdata.getBlock() == Blocks.MOVING_PISTON)) {
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d0 = iblockdata.b((IBlockAccess) iworldreader, blockposition_mutableblockposition, voxelshapecollision).a(enumdirection_enumaxis2, axisalignedbb.d((double) (-blockposition_mutableblockposition.getX()), (double) (-blockposition_mutableblockposition.getY()), (double) (-blockposition_mutableblockposition.getZ())), d0);
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@ -75,10 +75,10 @@ index 71d2ae2a9c5a05351241b5a313e66ca15b0624ef..232b0023773008c19f19ad4658eb40fc
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this.b = new IntArrayList(i1);
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this.c = new IntArrayList(i1);
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diff --git a/src/main/java/net/minecraft/server/VoxelShapes.java b/src/main/java/net/minecraft/server/VoxelShapes.java
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index 08c83c62dfe875600162a46a0ca4b835b0bfe199..bb3a1a97df96157d7e1b0dfcbc935689088f4818 100644
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index 240aa3ea19ca30cf3a21f47611e8a5d2be0683c8..8fde6f081655e9762c76ef9ed5475ca0d519a2ef 100644
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--- a/src/main/java/net/minecraft/server/VoxelShapes.java
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+++ b/src/main/java/net/minecraft/server/VoxelShapes.java
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@@ -316,9 +316,21 @@ public final class VoxelShapes {
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@@ -317,9 +317,21 @@ public final class VoxelShapes {
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}
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@VisibleForTesting
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@ -101,7 +101,7 @@ index 08c83c62dfe875600162a46a0ca4b835b0bfe199..bb3a1a97df96157d7e1b0dfcbc935689
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if (doublelist instanceof VoxelShapeCubePoint && doublelist1 instanceof VoxelShapeCubePoint) {
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long l = a(j, k);
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@@ -328,7 +340,22 @@ public final class VoxelShapes {
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@@ -329,7 +341,22 @@ public final class VoxelShapes {
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}
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}
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