From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Spottedleaf Date: Wed, 15 Apr 2020 17:56:07 -0700 Subject: [PATCH] Don't run entity collision code if not needed Will not run if: Max entity cramming is disabled and the max collisions per entity is less than or equal to 0. Entity#isPushable() returns false, meaning all entities will not be able to collide with this entity anyways. The entity's current team collision rule causes them to NEVER collide. Co-authored-by: Owen1212055 <23108066+Owen1212055@users.noreply.github.com> diff --git a/src/main/java/net/minecraft/world/entity/LivingEntity.java b/src/main/java/net/minecraft/world/entity/LivingEntity.java index e6e4856db7d983460fdf898583915ff2e4a43d14..25e1dc97e3260e7f58b15a1759b8f9531c6a6f20 100644 --- a/src/main/java/net/minecraft/world/entity/LivingEntity.java +++ b/src/main/java/net/minecraft/world/entity/LivingEntity.java @@ -3328,10 +3328,24 @@ public abstract class LivingEntity extends Entity implements Attackable { if (this.level.isClientSide()) { this.level.getEntities(EntityTypeTest.forClass(net.minecraft.world.entity.player.Player.class), this.getBoundingBox(), EntitySelector.pushableBy(this)).forEach(this::doPush); } else { + // Paper start - don't run getEntities if we're not going to use its result + if (!this.isPushable()) { + return; + } + net.minecraft.world.scores.Team team = this.getTeam(); + if (team != null && team.getCollisionRule() == net.minecraft.world.scores.Team.CollisionRule.NEVER) { + return; + } + + int i = this.level.getGameRules().getInt(GameRules.RULE_MAX_ENTITY_CRAMMING); + if (i <= 0 && level.paperConfig().collisions.maxEntityCollisions <= 0) { + return; + } + // Paper end - don't run getEntities if we're not going to use its result List list = this.level.getEntities((Entity) this, this.getBoundingBox(), EntitySelector.pushableBy(this)); if (!list.isEmpty()) { - int i = this.level.getGameRules().getInt(GameRules.RULE_MAX_ENTITY_CRAMMING); + // Paper - moved up int j; if (i > 0 && list.size() > i - 1 && this.random.nextInt(4) == 0) {